recursal/Fanatic-Fandom huggingface dataset:
The Kitatcho Laboratories - Chapter 4

Logo of Chapter 4

Warning!

The following article contains major spoilers. Please play the maps first before reading this article.

Note

**Chapter 4** is not yet released. All info regarding the upcoming map is based on officially revealed information, but never necessarily final.

**The Kitatcho Laboratories - Chapter 4**, often abbreviated as **TKL4**, is the yet unreleased last and final part of the adventure puzzle map quadrology called "The Kitatcho Laboratories". Like its direct predecessor, it will contain 20 Chambers across 2 Testing Tracks. It will, as always, feature an original soundtrack and a fully voice-acted story, this time concluding the storyline of Kitatcho.

## Plot

Chapter 4 will follow up right where Chapter 3 left off. The player, taking on TS-03's role once again, will continue their quest to escaping to the surface. On that path, the player will need to navigate two Test Tracks, Experimental Labs and TT13.

Along this path, TS-03 will come across several areas featuring remains of the facility, from which they will learn more about its history and wrongdoings.

## Trivia

Chapter 3 and Chapter 4 were originally supposed to be released as a single map.
Sovereignties Wiki

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Amelian Order

The **Amelian Order**, also referred to as the **Order of Paragon Amelia** or simply **Amelians**, is a monastic religious order of the Enlighted Faith that adheres to the teachings of Paragon Amelia the Merciful. It was formulated during the life of Paragon Amelia in the 7th century, and spread rapidly throughout the Sovereignties. By the start of the 10th century, an Amelian Nunnery could be found in most Sovereignty towns with more than 10,000 inhabitants. Though there are variances in practice from region to region, practically every nunnery in the Sovereignties can be said to adhere to the Amelian Order.

The rules of the Amelian Order empasize the Doctrine of the Cherry, the universality of sin, the Tenet of the Scourge, and the importance of community service. Nuns must take holy vows of poverty, celibacy, humility, discipline, and benevolence. Nuns are prohibited from marriage and intercourse, eating the flesh of an animal, and owning private property, among other things. Nunneries are all-female communities, and prohibit men from entrance. In adherence to the Tenet of the Scourge and the martyrdom of Paragon Amelia, nuns (particularly young nuns) are subject to routine punishment from their superiors within the nunnery, often as a consequence for poor behavior. Such punishment typically takes the form of flagellation.
Finale

"Finale" is the fifteenth and last Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Sensory Deprivation and contains 4 Slimeballs, 5 Levers and 14 Redstone. The soundtrack playing in this chamber is "A Lil' Bit of Everything", the eleventh song of the album.

## Description

This Chamber is very complex in its design, and branches off into a lot of small rooms to put the players skills to the test. It utilizes all previously established Mechanics to create a memorable final Chamber.

## Solution

This chamber does not yet have a written Solution, please visit the official Walkthrough for the solution of this chamber.

◀ Chapter Overview Page | ⬅ Chamber 14: Sensory Deprivation | Chapter 2 ▶
Wooden Spear

< Home < Weapons

### Rarity

The **Wooden Spear** is a Tier 1 Spear weapon. You can find it in chests in Cradlewood. The main melee stab extends roughly 3 tiles, and the 3 projectiles extend roughly 6.5 tiles.

## Stratagy

Spears excel at single target damage who have high defense stats.

Equipping the Paladin's Light Rune, you will gain 2 damage per hit at full health for a total of 8 for all 2 hits

The Base weapon has 122.4 Damage per Second

At +4 with max +25% damage you will get 196.4 Damage per Second.
If you instead use +Attack Rate ring but have +15% damage, you will have 194.56 Damage per Second.
Using +4 with +15% damage and Paladin's Light Rune, you will have 205.9 Damage Per Second

 +1
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 +3
 +4
 +5

 +1
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Kitatcho Town

Aerial view of the town

> ...name not final, working title.
>
> Jake Kitatcho, Introduction speech at the beginning of Act I Scene III of Chapter 3

Kitatcho Town is a special area inside The Kitatcho Laboratories that houses employees of the facility. It makes an appearance in Chapter 3 as an interlude between TT05 and TT08.

## In Chapter 3

Before entering Kitatcho Town, the player needs to traverse a plus-shaped railway station that is normally used to transport new employees to their new home town. The player enters the station in the west wing, the exit door is in the east wing and requires two levers. One is found in the south wing, buried below the track. The other is found in the break room in the north wing.

At the time TS-03 visits Kitacho Town, it is evacuated and void of people, just like the rest of the facility. Their goal is to exit the Town and continue towards TT08 in the back right corner of the cave. The control room to unlock the door, however, requires the player to have registered their fingerprint, which is done in the town hall, below the large Kitatcho sign. The office to the registration computer is locked, requiring a lever. In the chest nearby, an employee has left a note for their colleagues before they quit the company. It states that they will make their colleagues suffer by having them hunt down clue after clue to find out where they hid the key (lever) to the registration office.

* First hint is "your favorite place to eat", referencing the Ki-tacos stand to the right of the central park.
* The hint there points to the Railway Station towards the entrance to the area.
* The next hint, hidden in a chest behind the station, points towards the exit door leading to TT08 in the back right of the cave. The next hint is in a chest behind the bookshelf in the office.
* Next up is the forest *across* from the Railway Station. Specifically, the next chest is in the tiny lake around the waterfall.
* This then points to "somewhere in the town's central park". Looking from the entrance of the cave, the chest is hidden under the tree in the front right quadrant of the park.
* This next hint then leads to "behind the library", the library being the three-story red house towards the back of the cave, next to the tall white building called "Kitatcho Towers". Behind the library are a couple of trash cans, the next hint is hidden below the cauldron to the very left.
* This hint mocks the reader (which were supposed to be the colleagues that annoyed them) and tells them that the key is in the very chest where the scavenger hunt began, next to the registration office.

The rest is unlocking the office nearby, pressing the button to register your fingerprint, then making your way to the exit door leading to TT08 and unlocking it by scanning your fingerprint in the door control office.

◀ Chapter Overview Page | ⬅ TT05 - Chamber 10: Mix 'n' Match | TT08 | Chamber 1: Bypass ➡
Submersion

"Submersion" is the ninth Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Ascension and contains 1 Slimeball and 4 Levers. The soundtrack playing in this chamber is "Don't Drown", the sixth song of the album.

## Description

This chamber is the first to utilize Unterwater Areas and is very complex in its layout. It is purposefully left open to be solved in any order.

## Solution

(This is the sample solution from the Walkthrough, there are practically infinite ways to solve this chamber)

After jumping into the entrance at the back of the intro room, pursue the right path, and jump over the poles to grab the lever in the chest in front. Next, jump down and swim through the hole to your left and dive down into the hole in the front right corner of the room and follow the path, then take the second lever out of the chest.

Now jump into the tree stump/hole from above and open it up with your weed whacker, then follow the path and take a left turn at the split. (To go down the water elevator, sneak while inside) You will find a lever in a chest, take it with you and turn back, now take the right path where you just turned left to end up back at the start.

Now, go back into the waterways, swim right and through the hole into the tree stump room, where you use the vents at the back right corner of the room to boost yourself into the passage there. Swim through the following room to end up at the front side of a room split by a glass wall. grab the Slimeball there and go back to the tree stump room, where you use the vents at the front side to boost yourself up to the bridge, from where you follow the path through to the other side of the room mentioned before.

Here, use your slimeball in the hole on the right side to open the door to the chest containing the fourth and final lever. With it, trace back your way to the first underwater room, where you enter the central tube and swim it up towards the exit door, which you can now unlock with your four levers! Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 8: Ascension | Chamber 10: Wire Collection➡
Mayor Dawson/Appearances

Total: **30**

### Dormates Season 1

1. *The Lottery Ticket*
2. *Andre's Gamenight 2*
3. *The Soccer Tournament*
4. *The Hurricane*
5. *Locked IN!*
6. *The Ladies Man Part 2*
7. *Who Stole The Safe?*

### Dormates Season 2

1. *Back To Campus*
2. *Officer Benny*
3. *The Party*
4. *The Buisness Man*
5. The Right Stuff

### Dormates Season 3

1. Friday The 13th
2. Overestimated
3. St. Benny's Day
4. The Cycle Of Life
5. The New Handyman
6. The Substitute Teacher
7. In The Line Of Duty
8. John and Penn Go To New York
9. Murder Mystery
10. Dreamland
11. Battle Of The Bands

### *Dormates Season 4*

1. *Vincent Kart Superstars*
2. *Mr. Fogton Gets Fired*
3. *Firework Run*
4. *A Way Back Home*
5. *The Final Straw*
6. *Regional Treasure*

## *Films*

1. *The Dormates Movie*
KitatchOS

"KitatchOS" is the name of the operating system, on which the computers inside the Kitatcho Labs are running.

Note

Most or All of the following content is Fan Content, and was created by the community members:

* mage\_of\_lightning
* Masp005

It is not officially approved as canon, and therefore it should not be interpreted as part of the story.

## Console

To this day it's little known about it, however a teaser image was leaked:

This shows the interface of the Console. Sadly we don't know much about how these commands are applied, however we do know that it is a very important program of the system.
It is theorized that most of these commands were used by Chamber Overseers to control the chamber and keep protocols and stay in touch over the course of a Test Track.

Note: Especially interesting on this page is the command "`makeceo`", which claims to promote an employee, to CEO. Why such a command is needed remains unclear, but there are theories that it was not intentional...

## Desktop

The Desktop interface was also spontaneously leaked on Twitter, the responsible employee "Chris Mayur" was later fired.

After the leak, some people started recreating the interface and a web-version of said leak was published here, although most programs do not yet work.
Transportive Scaffolds

This page refers to the Chamber in Chapter 2. For the Mechanic, see Mechanics#Chapter\_2.

"Transportive Scaffolds" is the second Test Chamber of Chapter 2 taking place in Test Track 09. It contains 3 Slimeballs and 1 Lever. The soundtrack playing in this chamber is "Just Like Old Times", the third song of the album.

## Description

The Design of this Chamber is very simple, to introduce the player to the new mechanic of the Moving Scaffolds.

## Solution

To start off, jump down and hit the button on the left of the chamber to receive Slimeball #1. Use it on the Pressure plate in the room to the right of the chamber to extend the platform at the back.

Climb onto said platform and run to the very back of the chamber, over the first Moving Scaffold, where you receive Slimeball #2. Return back to the front and retrieve Slimeball #1, then place both of them on the wall pressure plates on the left of the chamber, which activates the nearby Scaffolds indefinitely, so you can take back your Slimeballs immediately.

Climb back onto the platform and ride said Scaffold to the other side, where you can take out the lever from the chest. Use the lever in the room to the right of the chamber to activate the next Scaffold and place one of your Slimeballs on the pressure plate while you're there. Go back to the front of the chamber and ride both Scaffolds to the third Slimeball.

Climb the elevated platform and use your two Slimeballs to destroy the glass, then take them back and parcour towards the exit door, then use your two Slimeballs to open it! Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 1: Slimeball Management | Chamber 3: Crossroads ➡
Chapter 2 v1.1

v1.1 is the first Update to the second installment of the Kitatcho Labs series and was published on the 13th of November 2021.

## Official Changelog

* Moving platforms now move double the speed they used to
* Slight redesigns to some chambers to make them less frustrating
* New secret room added [Chamber 3, pointless Islands in Chamber 8]
* Redesigned Chamber 05
* Fixed broken checkpoint in Chamber 06
* Fixed a secret that ended up causing a plot hole in the map's lore [Chamber 6' book]
* Anti-Projectile fields will now automatically teleport arrows back into the player's inventory
* Chamber 12 can no longer be completed with an extra lever
* Chamber 12's "loop-around" puzzle can no longer be exploited with a door
* Players can no longer glitch onto the roof of Chamber 13
* Several "Friendly Tips" added to some chambers to help clarify things
* Lights in detour area will now blink as intended
* Gave slight touch-ups to some areas of the map to make them feel more detailed
* Added player heads of members from the Team Syllica Discord around the map
* Opened a previously closed door in the Test Track 09 Lobby

## Community Heads

In the update, new heads of both the team and users in the Discord got added to places throughout the map. The full list can be found here.

## Scavenger Hunt

The update included an in-game "ARG"/scavenger hunt. The hunt began with an open door in the Labs' lobby, which was previously closed.

**IF YOU WOULD LIKE TO SOLVE THE PUZZLE YOURSELF, PLEASE SKIP THIS SECTION.**

In this room was a computer with a button for a mouse that, when pressed, sends “**30L/7W/2PC**.” The full meaning of this message has been found to be “30 Letters/7 Words/2 Per Chamber”. Every chamber in the map included two hidden buttons that send a single letter into the chat. A document was put together, with all found buttons, their letters, and the coordinates at which the buttons can be found. The document can be found here. All buttons are all accessible in Adventure mode and are either pressable by hand or with the bow.

The full list of letters (split by chamber) is: EU GT TR **P**U IH EM F**P** OW **S**Y II AT RT NS E**P** AO

Hints to the word lengths, spacing, and some of the letters were given by Stockley: **... P.PP.. ..S... .. ....... ... ...**

The completed puzzle was revealed to say: **THE *P*U*PP*ET MA*S*TER IS WAITING FOR YOU**
Thermal Convection

"Thermal Convection" is the twelfth Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Atomic Displacement and contains 3 Slimeballs and 1 Lever. The soundtrack playing in this chamber is "Fire Dancer", the ninth song of the album.

## Description

This Chamber consists of a single jagged diagonal hallway in the center, which holds lava at most parts of its floor. From it, many smaller rooms branch off, which require the player to travel the hallway up and down.

## Solution

This chamber as well as all following will not have a written Solution, please visit the official Walkthrough for the solution of this chamber.

◀ Chapter Overview Page | ⬅ Chamber 11: Atomic Displacement | Chamber 13: Scavenger Hunt ➡
Mix 'n' Match

"Mix 'n' Match" is the tenth Test Chamber of Chapter 3 taking place in Test Track 05. It contains 2 Slimeballs and no Levers. The soundtrack playing in this chamber is "Mix 'n' Match", the eighth song of the album.

## Description

This chamber consists of a lower layer and an upper layer, made up of raised platforms encircling the central patch.

## Solution

▶
For a video version, see the official walkthrough.

Make your way up the stairs to your left, then turn the two corners and spawn Slimeball #1. Drop down into the lower layer and climb onto the raised platform in the corner. Place your Slimeball into the pressure plate in the wall, which activates the Photonic Walkway. Traverse it and spawn Slimeball #2 in the designated area to your left.

Drop back down into the lower layer and spawn a Throwable, then hit the Target Timer to the left of the spawner. Spawn a new Throwable and make your way through the tree trunk on your right and drop (not throw) the Throwable and Slimeball #2 onto the raised platform there. Quickly make your way onto the platform in the corner and traverse the Walkway back to the entrance area of the chamber.

Make your way to Slimeball dropper #1 like you did before and re-spawn Slimeball #1. With both Slimeballs and the Throwable in hand, open the exit door in the hallway to your left.

◀ Chapter Overview Page | ⬅ Chamber 8: Prolongation | Interlude: Kitatcho Town ➡
Scavenger Hunt

"Scavenger Hunt" is the thirteenth Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Thermal Convection and contains 2 Slimeballs, 2 Levers and 8 Redstone. The soundtrack playing in this chamber is "Completely Organic", the fourth song of the album.

## Description

The Design of this Chamber is relatively simple in layout, yet quite complex in its interior, with a single large center room containing both entrance and exit as well as a lot of the puzzle elements, which only branches into one other outer room.

## Solution

This chamber as well as all following will not have a written Solution, please visit the official Walkthrough for the solution of this chamber.

Since Update 1.3 of the map, the underground section in the back of the chamber was removed for being redundant, thus removing one of the levers.

◀ Chapter Overview Page | ⬅ Chamber 12: Thermal Convection | Chamber 14: Sensory Deprivation ➡
Cendrillion Building

The Cendrillion Building is a mixed-use residential and commercial building located in Flaxopolis' Capital district, adjacent to the First House. The first floor houses commercial tenants, the second floor houses an event space, and the 3rd - 7th floors are leased as residential space.

## History

Originally, the Cendrillion Building was solely a commercial building. It was one story, and styled as a strip mall. It had few vendors.

The building underwent a massive and comprehensive renovation in 2020, which did the following:

* Added six stories to the top of the building, five of which are residential.
* Remodeled vendor shops on the first floor, and added vendors.
* Added a grand stairwell to the first floor.
* Added a bridge across the street to the Flaxopolis Bee Sanctuary (former).
	+ Now links to the Flaxopolis Indigenous Culture Center.

## Tenants

Only the first floor is commercial space.

* Grand Cendrillion (apartments)
* Cathy's Craft Supplies
* Weed shop
* Watermelon Cafe
* Make Flaxopolis Great Again Success Center
* Tech Store (closed)
Switchlock

"Switchlock" is the second Test Chamber of Chapter 3 taking place in Test Track 05. It contains 2 Slimeballs and no Levers. The soundtrack playing in this chamber is "Back to Basics", the third song of the album.

## Description

This chamber is very simple, serving as a reintroduction to Levers and demonstrating their ability to modify elements around the test chamber.

## Solution

▶
For a video version, see the official walkthrough.

First, drop the Slimeball on the right side of the chamber, and jump over the two gaps to collect it. Then, return to the entrance and activate the ledge on the left. On the other side, grab the lever from the chest and walk through the door on your right. Place the lever on the space on the wall, then continue through the newly open door. Now, retract the Slimeball (either by dropping it again or by collecting it) and return through the door. Unflick the lever and use the Slimeball to open the exit door.

## Trivia

* This chamber is the only one in the series that actively uses turning off levers as part of the solution.

◀ Chapter Overview Page | ⬅ Chamber 1: Back to Basics | Chamber 3: Drawbridge ➡
Slimeball Relocation

"Slimeball Relocation" is the second Test Chamber of The Kitatcho Laboratories - Chapter 1 taking place in Test Track 02. It is the direct follow-up after The Basics and contains 2 Slimeballs and 2 Levers.

## Description

The chamber is one of the smallest in the map, featuring three floors, the middle of which extending to a room that is closed by an iron door. Overall the chamber is very simplistic in its design to not overwhelm the player and is quite straight-forward for most people who are new to the Kitatcho series.

## Solution

The first Slimeball obtained from the chest to the left is to be thrown into the water stream on the right, after which the piston pushes the player up so they can jump to the upper level. From the other side, the Slimeball can be recollected. Next, the Slimeball is used to open the door up ahead to the right.

In this room, the second Slimeball can be obtained on the right by pressing the button and the pressure plate simultaneously, which drops the new Slimeball into the water stream and lets it flow towards the player. On the left side of the room, the player uses the second Slimeball to collect the lever by dropping it into the wall and activating a water stream by pressing the pressure plate and flowing the Slimeball towards the pressure plates on the right, which in turn open a door with a chest containing a lever behind it. The player can recollect the Slimeball behind the glass.

With both Slimeballs, the player activates the staircase towards the very top floor. There, the lever is used to activate a waterstream towards the bottom. Now, the player can collect the two Slimeballs used for the staircase and return to the top floor via the waterstream and use the Slimeballs to open the Chamber's Exit Door. Chamber complete!

◀ Chapter Overview Page | ⬅ Chamber 1: The Basics | Chamber 3: Back and Forth ➡
Samuel Thompson

> He's like someone set all the personality settings to random and said "Yeah! That's good!"
>
> Jake Kitatcho, Chapter 3's first disc

Samuel Thompson is an Easter Egg Character first mentioned in a few out of bounds signs throughout Chapter 2. He then made a canon appearance in Chapter 3's first disc. Narrated as taunting and mocking Jake Kitatcho, he is not an employee of The Kitatcho Laboratories, but has access to employee events like a "New Year's Eve party".

## Origin

The "running gag" was originally invented by Innominate, who also placed all of the secret signs and out of bounds cameras. In a voice chat, Innominate said that he came up with the idea of a random name being hidden out of bounds without any specific meaning and then started to distribute some secrets around the map.
Crossgrid

"Crossgrid" is the fifth Test Chamber of Chapter 2 taking place in Test Track 09. It contains 2 Slimeballs and 1 Lever. The soundtrack playing in this chamber is "Particle Tutorial", the fifth song of the album.

## Description

The Design of this Chamber is relatively simple, it starts off with a straight-forward hallway to introduce the new Death Fields. It then utilizes them in a more complex area together with the previously introduced Anti-Science Fields.

## Solution

To start off, walk straight through the starting hallway, taking the right route to avoid the last Death Field.

Now at the puzzle pit, walk to the right half of it and get close to the central Death field so you can reach the chest behind it. With the lever from it, walk to the left side and place it on the Lapis on the wall and activate it to receive the Slimeball. Run towards it and pick it up, then take a Roundabout over the upper platform to the left side and drop the Slimeball on the pressure plate behind the Death field, which will deactivate it so you can walk through. Pick the Slimeball back up and climb the ladders.

Throw your Slimeball through the hole in the gates beside you, then make your way there by jumping off the platform and climbing the ladder on the right side. After picking your Slimeball back up, jump on the overhang on the left wall in front of you, then throw your Slimeball down on the pressure plate at the bottom. Now walk on the overhand, jump down at the end and enter the now opened door, where you can press the button on the back to receive the second Slimeball.

Turn around, leave the room, do another roundabout on the left platform and use your new Slimeball to deactivate the Death Field again and pick it back up. Just like the first time, throw it through the opening in the gates and jump off the platform, this time taking the first Slimeball with you. Now pick up your second one and use them both to open the Exit Door! Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 4: Anti-Science Fields | Chamber 6: Conveyor ➡
The Basics

The Basics is the first chamber of Test Track 02 and the first proper test chamber the player encounters in the series. It acts as a simple tutorial chamber that introduces the basic mechanics of the testing track to give the player a good understanding of what to expect going forward.

## Chamber Description

The chamber is one of the smallest in the map, featuring a main central room for the entrance and exit, with extending rooms connecting to the left and right. Overall the chamber is very simplistic in its design to not overwhelm the player and is pretty straight-forward for most people who are new to the Kitatcho series.

## Solution

To solve the chamber, head to the connecting room on your left from the entrance of the chamber. You'll immediately see a chest that contains a slimeball.

Return to the main room of the chamber and place the slimeball on the pressure plate on the right side of the entrance door to the chamber. Follow the arrows to the right room of the chamber to see that the pressure plate has opened an iron door.

Going through the door will lead you to a dead end, but if you backtrack you'll notice ladders hidden on the wall behind the door. Climb them and then parkour your way to a ledge containing a lever in a chest.

With this lever in hand, return to the main room of the chamber and retrieve your slimeball. This time, place it on a pressure plate that's on the left side of the entrance door, and you'll notice a staircase in the left room raising from the floor. Climb the stairs and place the lever on the lapis block to obtain your second slimeball.

With both slimeballs in your inventory, return to the main room one final time and place both slimeballs on the pressure plates beside the exit door to open it. Chamber complete!

⬅ Chapter Overview Page | Chamber 2: Slimeball Relocation ➡
Prolongation

"Prolongation" is the eighth Test Chamber of Chapter 3 taking place in Test Track 05. It contains 1 Slimeball and no Levers. The soundtrack playing in this chamber is "Prolongation", the sixth song of the album.

## Description

This chamber makes use of the fact that Target Timers can be extended by hitting them again. The player has to keep the Timer running to make it to the exit door in time.

## Solution

▶
For a video version, see the official walkthrough.

First, collect the three Throwables next to the entrance door. Get onto the raised platform and activate the Target Timer for the first time. Make your way across the Walkway, then shoot another Throwable at the Target Timer from the ledge on the other side. Now, quickly make your way up the stairs and across the Walkway found there. Shoot the Target Timer a third time from the middle of the upper floor. Make your way to the Slimeball dropper at the very back and retrieve the Slimeball.

Then, return to the entrance, get another set of Throwables and shoot the Target Timer just like you did the first time. But now, drop your Slimeball in the middle of the Walkway so that it lies directly above the pressure plate below. Continue onwards, and shoot the Target Timer a second time, just like before, but make sure to be quick enough to not let the timer run out. Make your way to the top floor just like before and shoot the Target Timer one final time from up above. Quickly get into the glass room containing the exit door and wait for the timer to run out. If all goes to plan, the Slimeball should drop directly onto the pressure plate, opening the exit door.

**In case you fail to extend the timer before it expires, you can always retry by recollecting your Slimeball and getting another set of Throwables.**

## Solution (Fast)

This chamber can also be solved without the use of the Slimeball. **It does, however, require acting quick and being very precise.**

First, activate the Target Timer as usual, but then throw the next Throwable onto the Walkway as you pass by the perfect spot. Quickly make your way up the stairs, then extend the timer by hitting the Target through the narrow gap between the wall corner and the pillar with your last Throwable. Quickly make your way into the exit room and wait for the timer to expire.

◀ Chapter Overview Page | ⬅ Chamber 7: Trifecta | Chamber 9: Workaround ➡
TS-03

## Story

In late 2007, Jake Kitatcho ordered the scientists to opt to kidnapping a homeless person overnight in desperation for a Test Subject. Shortly after, TS-03 wakes up in the Simulation Room about to run through TT02 as the second Test Subject to test the Track right after Bananas.

Warning!

The following article contains major spoilers. Please play the maps first before reading this article.

TS-03 makes it to the Finale successfully, is promised a reward for finishing, and is instead plummeted into cryogenic sleep.

15 years later, in 2022, TS-03 is woken back up to test TT09 for the first time. After finishing the Test Track successfully like expected, TS-03 is placed back into the cryogenic sleep chamber they first woke up from. At unknown intervals, the cycle of testing repeats. (Chapter 2 takes place here during the 243rd run).

At an unknown time later, TS-03 wakes up in the long decayed facility of The Kitatcho Laboratories and embarks on the journey to the top, traversing several new Test Tracks in search of an exit to the surface.

## Gender

In Universe, TS-03 is never referred to by a specific gender. Though in both official lore documents and off-topic conversations from series creator Stockley, TS-03 is commonly referred to as male. By popular theory however, TS-03 takes on the identity of the player.
Roundabout

"Roundabout" is the tenth Test Chamber of Chapter 2 taking place in Test Track 09. It contains 2 Slimeballs and 2 Levers. The soundtrack playing in this chamber is "Roundabout", the eleventh song of the album.

## Description

The general layout of the chamber is quite complex, as the parts of the puzzle, which are solved one by one, are scattered around the chamber and can be challenging to piece together. The name giving part of this chamber is the Roundabout in the back left section, which consists of two moving scaffolds spinning clockwise around a central pillar and surpassing three particle fields on their way which the player needs to work around. It is also the first chamber to incorporate lava pools on the floor, and relies a lot on parcour.

## Solution

To start, grab the Slimeball from in front right away, then use the nearby moving scaffold to get to the center of the chamber, then jump to the scaffold to your right at the right time and immediately jump further, onto the platform behind, and drop your Slimeball onto the pressure plate in the wall. Now go back on the scaffold and follow it to the left platform, then take the lever out of the chest behind the now open door, go back and retrieve your Slimeball, then return to the central platform.

Take your Bow and shoot it at the button on the wall, then go around the pillar to your right, jump on one of the scaffolds in the name-giving roundabout and follow it through to the section with the two pressure plates at the end. Satisfy both of them using your arrow and your Slimeball, then take out the lever and retrieve the Slimeball and arrow. (Well, neither of them matter at the end, as you'll go through the particle fields to lose the Slimeball and get back your arrow.)

Get back to the central platform, then jump over to the start area to receive your Slimeball again. Go back to the center, then get over to the right scaffold and use your Slimeball to unlock the doors again. This time, make your way to the right part and use both of your levers to unlock the path to the second Slimeball. Take it and leave the part trough the door in front and retrieve your Slimeball from the button.

ow, get to the center and jump over to the front, where you use both Slimeballs to deactivate the final Death Field, then make your way around the Roundabout to the Exit Door and use your arrow to unlock it! Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 9: Verticality | Chamber 11: Ironworks ➡
Atomic Displacement

"Atomic Displacement" is the eleventh Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Wire Collection and contains 3 Slimeballs and 2 Levers. The soundtrack playing in this chamber is "The Basics", the second song of the album.

## Description

The Design of this Chamber is very complex and branching, to introduce the Teleportation Mechanic in a challenging way. Most buttons lead to a far away part of the chamber and require the player to create a mental map of the chamber to keep track of where each button leads to.

## Solution

This chamber as well as all following will not have a written Solution, please visit the official Walkthrough for the solution of this chamber.

◀ Chapter Overview Page | ⬅ Chamber 10: Wire Collection | Chamber 12: Thermal Convection ➡
Tutorial Shade

< Home

The Tutorial Shade is a mysterious, hooded figure that stands before the chest that contains the Wooden Blade in the Tutorial Cave. Their identity and intentions are unknown to the player, and when approached, they appear to magically fade away, only to return when the player walks away. For this reason, the player is unable to interact with the Shade.
Slimy Flail

< Archvale Wiki < Weapons

### Rarity

The **Rusty Flail** is an Uncommon **Melee Weapon**. It releases a single projectile which fires out in the direction the player aims and then spins clockwise around them for as long as the key is held.

## Strategy

Equipping the Paladin's Light Rune, you will gain 6 damage per hit

The Base weapon has 230 Damage per Second

At +4 with max +25% damage you will get 427.5 Damage per Second. If you take the +4% Attack rate over 15% damage you will have 409.03 Damage per Second. Using +4 with +15% damage and Paladin's Light Rune, will give you 427.5 Damage per Second.

 +2
 +3
 +4
 +5

## Trivia

* This weapon was in the Demo release but was unobtainable except by a save editor

## Update History

* Full Release - has become obtainable
* Demo Release - Introduction
Drawbridge

"Drawbridge" is the third Test Chamber of Chapter 3 taking place in Test Track 05. It contains 2 Slimeballs and no Levers. Like its predecessors, the soundtrack playing in this chamber is "Back to Basics", the third song of the album.

## Description

The central feature of this chamber is a large drawbridge in the middle which, when lowered, creates a direct path between the entrance and exit doors. This chamber is used to teach the player to keep track of Slimeballs and to use re-spawning them to one's advantage. (Referred to as "Slimeball Swapping")

## Solution

▶
For a video version, see the official walkthrough.

First, drop Slimeball #1 at the back of the chamber, then take the ladder in the front onto the platform. Use the Slimeball to lower the drawbridge. Drop Slimeball #2, then return to where you left Slimeball #1, and use Slimeball #2 to keep the drawbridge down instead of Slimeball #1. Then return to the exit and re-spawn Slimeball #2. With both Slimeballs at hand, open the exit door.

◀ Chapter Overview Page | ⬅ Chamber 2: Switchlock | Chamber 4: Photonic Walkways ➡
Labyrinth

"Labyrinth" is the sixth Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Adhesion and contains 1 Slimeball and 4 Levers.

## Description

The chamber is set up with two main connected maze areas and two rooms each extending out of them. It is used to introduce the player to the Kitatcho Weed Wacker and teaches the player various ways it can be useful to them throughout the rest of the testing track.

## Solution

To obtain the first lever, the player enters the labyrinth, and, at right - forward - right - forward, opens the chest inside the hedge in the left side. Then, the player leaves the maze the way they came in and enters the backway by walking around outside of the maze where they find a staircase to up top on the maze.

The player jumps to the left side of the room and uses the lever to open the door and then navigates to the back of the room behind it, where they find a chest containing the "Kitatcho Weed Wacker". They use the Weed Wacker to escape the back area and cut through the stairs they used earlier, where they find the second lever. Before using the lever to launch up the tower, they uncover the slimepad behind it and then mount the tower and to use the slimepad to leave the room.

Using the Weed Wacker, the player can uncover another chest, which is at the start of the hedgemaze. The player jumps to the other side of the room to open a path in the wall, where they find a Lever. The player uses the slimeball to open the door at the back of the first room.

The player cuts through the maze along right - right and enters the upper area at the back of the room, where a chest containing another lever can be cut free. Then, the player enters the upper left area of the room, opens up the slimepad and the landing area towards the back and jumps toward it from the tower, and uses the two levers remaining to open the exit door.

Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 5: Adhesion | Chamber 7: Circuitry ➡
Resources

**For the wiki, a few links are important to point out:**

**Team Syllica Discord** - The official Discord of the creators of TKL. There, the writers of this wiki chat about it and discuss the Lore and you can participate in everything we do!

**Full Transcript of both Chapters and Episodes** - In this transcript, you will find all voice lines, signs and secrets transcribed together with notes about known characters, events and other stuff that is not on the wiki yet. The whole document was put together by Ember03#4314 and was contributed to by various members of the Team Syllica Discord.

**Our current knowledge of the Lore** - Our main place to document all our Lore Knowledge before adding it to the wiki!
Target Timers

This page refers to the Chamber in TT05. For the mechanic, see Mechanics#Chapter\_3.

"Target Timers" is the fifth Test Chamber of Chapter 3 taking place in Test Track 05. It contains neither Slimeballs nor Levers. The soundtrack playing in this chamber is "Throwables (TM)", the fifth song of the album.

## Description

This chamber features a single Throwable dispenser and two target timers hooked up to Photonic Walkways, teaching the basic usage of Throwables.

## Solution

▶
For a video version, see the official walkthrough.

The most important part of the "Throwable" mechanic is that even through re-spawning a Throwable kills all existing ones, it does not clear the timers that have previously been activated with a Throwable.

First, get onto the platform and spawn a Throwable. Use it to activate the Target Timer behind you, then quickly drop a new Throwable and traverse the Photonic Walkway to the other half of the chamber. Use your remaining Throwable to activate the second Target Timer to activate the Photonic Walkway and make your way to the exit.

## Trivia

* This chamber is the only one in the series without an exit door that has to be unlocked by external means. Here, the player only has to reach it.

◀ Chapter Overview Page | ⬅ Chamber 4: Photonic Walkways | Chamber 6: No Hands ➡
Be My Baby

**Be My Baby** is the first episode of 1984's Cream Lemon and the first episode of Ami series

## Plot

A morning day when the schoolgirl Ami Nonomura wakes up the sun rising and changing clothes and they eats breakfast along with her family, but Yasuko Nonomura drives to her job.

## Characters

* Ami Nonomura
* Hiroshi Nonomura
* Satomi Kudo
* Kyoko Terasawa
* Yasuko Nonomura
Back to Basics

"Back to Basics" is the first Test Chamber of Chapter 3 taking place in Test Track 05. It contains 2 Slimeballs and no Levers. The soundtrack playing in this chamber is "Back to Basics", the third song of the album.

## Description

The Design of this Chamber is very simple, to reintroduce the player to the concept of chamber puzzles already learned in Chapter 1 and Chapter 2.

## Solution

> If you're looking at the walkthrough and need help with the first puzzle, it's okay. It's okay, I got you.
>
> Stockley, (down there, in the walkthrough)

▶
For a video version, see the official walkthrough.

Start by spawning Slimeball #1 at the dropper left of the entrance. Use it to activate the ledge next to the dropper button. On the other end, drop Slimeball #2, then recollect Slimeball #1. Use Slimeball #1 to activate the ledge on the right of the chamber, and collect Slimeball #2 at the other side of it. Now return to the exit door, collecting Slimeball #1 on the way and opening the exit with your two Slimeballs.

◀ Chapter Overview Page | Chamber 2: Switchlock ➡
Verticality

"Verticality" is the ninth Test Chamber of Chapter 2 taking place in Test Track 09. It contains 2 Slimeballs and 1 Lever. The soundtrack playing in this chamber is "Verticality", the tenth song of the album.

## Description

The Design of this Chamber is the most complex of all chambers so far, and requires the player to navigate the chamber up and down several times. It is consistent of a central cylinder and a separate building on all four cardinal directions that are connected to the center via bridges at the bottom of the three levels, plus the fourth and fifth that are only navigated after the chamber has been solved.

## Solution

**The walkthrough will often refer to the buildings on the side by their cardinal direction, which you can view by pressing F3 on the left side, labeled as "Facing".**

To start off, grab levitation from the west building, jump up and walk over to the center. In the north section, press the button to drop the first Slimeball and optimally catch it and throw it safely on the pressure plate below (Alternatively shoot your arrow down or at it later). Now return to the bottom and pick up the Slimeball. Next, shoot your arrow at the pressure plate and leave to the center.

Take the levitation in the west again and drop your Slimeball down through the southern Death Field, then jump back down and go through the Anti-Science Field to pick it back up. Here, climb the left pillar and drop your Slimeball onto the pressure plate, then shoot the opposite one with your arrow. Then grab the levitation from behind and float to the room right above to pick up the lever from the chest. Return back to the levitation plate then float to the eastern opening (the one with the blinking arrow). Walk through to the left and jump down, then use your lever to activate the moving scaffold and return to the center.

Now use the western levitation again and retrieve the first slimeball from the north again, the same way as previously. Then, use the activated scaffold and levitate up to the room from before, then deactivate the Anti-Science Field with your bow and walk through. Use your arrow and your Slimeball to open the door in front of you, where you receive the second Slimeball. Place it on the moving scaffold in the middle of the room, leading to the chamber's center. Deactivate the Anti-Science field using your bow again and return to the bottom. Like before, take the western levitation to the second level, throw your Slimeball through the southern Death Field, go to the bottom level, pick up your Slimeball and use it and your bow to unlock the Levitation plate again.

Use it to fly to the third level of the center, and pick up your second Slimeball there. Use it and your arrow to open the Exit Door in the north, climb the ladders, then use the levitation to get to the top (don't fly out into the fan at the top though!) and retract your arrow to open the final Exit Door by shooting the Button ahead.

◀ Chapter Overview Page | ⬅ Chamber 8: Blocked Shots | Chamber 10: Roundabout ➡
Ironworks

"Ironworks" is the eleventh Test Chamber of Chapter 2 taking place in Test Track 09. It contains 1 Slimeball and 3 Levers. The soundtrack playing in this chamber is "Ironworks", the twelfth song of the album.

## Description

The Layout of this chamber is quite complex, as it wraps around 4 corners and plays out on three floors (plus one with just a chest). Like the previous chamber, the player needs to piece together the scattered parts of the solution, which also requires using the same parts of the chamber multiple times, often in a slightly different way, to achieve a different outcome.

## Solution

At first, take the Levitation and float over the gab in front and immediately fly into the fourth floor of the tower, where you take the first lever out of the chest. Jump down and cut the corner to the floor right below, then navigate the hallway and use the lever to activate the moving scaffold. Shoot your arrow at the pressure plate in the wall to your right to receive your Slimeball.

Jump back down and parcour over the platforms in the lava. At the end, time the Levitation plate accurately, so you can quickly float under the moving scaffold and have enough Effect time to last the entire way over. On the other side, take out the second lever from the chest then go back down and over the platforms.

Now take the Levitation and float under the floor to the right side and drop your Slimeball in front of the gate. Go back to the levitation plate and use it again, this time floating through the holes to the third floor. Pass the Anti-Science Field and fall through the Gates on the floor, where you can pick up the Slimeball from before. Use it in the room behind the door to receive the next lever. Go through the one-way door and make your way over the right walkway to the moving scaffold and ride it to the other side.

There, use your bow again to retrieve your Slimeball, then make your way over the pit to the left and (try to) throw the Slimeball into the hole at the very bottom. If you don't hit it, you'll have to jump down and throw it in manually, then return over the lava platforms and use the Levitation to get back on the moving scaffold and over to the final hallway.

Now take the Levitation from there and float over to the Exit Door, which you can open using your two leftover levers. Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 10: Roundabout | Chamber 12: Multiple Choice ➡