recursal/Fanatic-Fandom huggingface dataset:
Bypass

"Bypass" is the eleventh Test Chamber of Chapter 3 taking place in Test Track 08. It contains 2 Slimeballs and no Levers. The soundtrack playing in this chamber is "Vaporization", the tenth song of the album.

## Description

Despite the chamber's simple design and small square-like layout, the Slimeball Swapping required and keeping track of the Slimeballs can quickly stump inexperienced players.

## Solution

▶
For a video version, see the official walkthrough.

Walk straight ahead, then spawn Slimeball #1 on the left side. Take it back outside and drop it on the pressure plate. Walk through the now disabled death field. There, spawn Slimeball #2, then throw it through the death field on the left. Walk back out and recollect Slimeball #1, then take it into the part of the chamber on your right. Place it onto the pressure plate in the wall on the right to disable the death field. Now, you can pick up Slimeball #2, which you then swap with Slimeball #1.

With Slimeball #1 in hand and Slimeball #2 on the pressure plate, throw Slimeball #1 through the death field towards the Slimeball dropper #2. Now turn around, pick up Slimeball #2 and place it on the pressure plate outside. Make your way through the disabled death field, then pick up Slimeball #1 and respawn Slimeball #2. With both Slimeballs by you, you can open the exit door!

◀ Chapter Overview Page | ⬅ Interlude: Kitatcho Town | Chamber 02: Fusion ➡
The Puppet Master

The Puppet Master as he appears at the end of Chapter 3

Warning!

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

The Puppet Master the mysterious figure that causes the elevator at the end of Chapter 3 to fall to the ground, with TS-03 inside.

## First Mention

The name "Puppet Master" was first mentioned in Chapter 2's Scavenger Hunt, which was a new and mysterious character at the time. The first official appearance then happened in Chapter 3.

## Identity

Note

The text below is pure speculation. While it is based on the information available inside the maps, it should not be taken as 100% factual.

Based off of the Puppet Master's physical traits, as well as his appearances, he is suspected to be Jake Kitatcho's remaining ghost. Watching over certain parts of the facility, he observes as TS-03 treads closer and closer to TT01, the grave of his daughter Catherine. Angered by their disturbance of his peace, he decides to avenge them by dropping them far down the facility.

## Appearances

➟ Main Article: Chapter 3/Secrets#Puppet\_Master\_Appearances

Throughout Chapter 3, the Puppet Master makes four appearances, standing far away and observing the player at specific locations of the map.
Suzie

# Story

Suzie, being the daughter of a friend of Jake's family, was one of the first and most the defining of his few social contacts during his childhood. The two grew up in a quiet and remote village, and quickly became close friends, which lead to Jake employing her as his assistant and second in command after the establishment of The Kitatcho Laboratories.

Warning!

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

After the death of Catherine in TT01, she started to worry about Jake starting up development on a new test track.
Ascension

"Ascension" is the eighth Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Circuitry and contains 4 Slimeballs and 1 Lever. The soundtrack playing in this chamber is "Completely Organic", the third song of the album.

## Description

The Chamber starts off with one larger room that branches into several smaller rooms, which each contain important pieces to the puzzle. It introduces the player to the Effect Plates.

## Solution

To start off, jump to the very left platform using the jump boost gained at the very bottom and grab the first Slimeball out of the chest. Then go back to the bottom effect plate and grab another jump boost to reach the very right platform to grab your second Slimeball (the order is variable, though). Then, throw the two Slimeballs onto the pressure plates towards the back of the room.

Before destroying the leaves, go to the right passage to grab the lever from the chest at the end of the hallway (preferably, it saves time). Now, use the stronger Jump Boost from the effect plate behind the door to jump up twice into the upper hallways.

At first, grab the Slimeball out of the chest at the very end of that hallway and go back to use the lever. With the door now opened, go back down to grab another jump boost and run to the door by jumping just before the ledge and bouncing on the Slime below. Grab the Slimeball out of the Chest.

Now, take another jump boost and jump through the passage way on the left side of the room, where you spiral up to the exit door. Use your two Slimeballs and exit! Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 7: Circuitry | Chamber 9: Submersion ➡
Jake Kitatcho

Jake in the company's early ages

Jake Kitatcho is the founder and CEO of The Kitatcho Laboratories. He is the main character of the Kitatcho Laboratories series apart from TS-03, and his pre-recorded messages helps guide test subjects through the testing tracks.

## Story

Born in 1968, Jake was the first child of a small family consisting of his Mom (Lucy Kitatcho), his Dad (Harold Kitatcho) and later his younger sister (Willow Kitatcho) who was born several years after him. Living in a quiet forested village, Jake grew up somewhat isolated from the rest of the world and only had a few people surrounding him in the early days of his life, most notably Suzie Calebb, who he was introduced to at an age so young he couldn't remember, as she was the daughter of a friend of the family. She would later go on to become Jake's personal assistant within The Kitatcho Laboratories.

Growing up, Jake quickly appeared to be much smarter than other kids of his age, and excelled in most of his classes during his school years. He was a great problem-solver, and used this to his advantage to make many creative and helpful inventions to not only assist him in life, but others around him. This quickly made him stand out and gain popularity through his youth, which boosted his ego and helped him with developing a very charismatic and outgoing personality. During his last year of high school, this charisma caught the attention of a new student who joined Jake's class at the beginning of the school year - Mia Everglade.

Jake and Mia quickly became close friends and shortly after found themselves in a happy and healthy relationship before the end of the semester. Graduating together, the two ended up renting a small apartment in a neighbouring city. Mia pursued further education through college, while Jake devoted his time to his inventions.

As the following year progressed, the two quickly found themselves running into financial trouble with Jake feeling pressured more than ever to find a career to help keep the two stable. Despite doing his best to find a normal job, his ego became the best of him, always causing him to quit over the feeling that he was above the low-paying jobs he was being offered.

As the troubles with money continued, Mia stood by Jake's side and the two continued to try their best to get by with what they had. Things however quickly became even more complicated when Jake returned home one day from job hunting and found Mia greeting him at the door. She helped sit him down and then delivered the news that would change Jake's life going forward. She was pregnant.

Then, on September 30th 1987, Catherine was born.

Several Events are missing here.

If you have further information, feel free to contribute to this article.

Jake Kitatcho founded the Kitatcho Laboratories by purchasing empty shafts 5,000 meters (3 miles) below the earth’s surface.
Sensory Deprivation

"Thermal Convection" is the fourteenth Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Scavenger Hunt and contains 1 Slimeball, 1 Lever and 10 Redstone. The soundtrack playing in this chamber is "Sensory Deprivation", the tenth song of the album.

## Description

In contrast to every other chamber, this one forces the player to solve it while having a blindness effect throughout the entire chamber. Therefore, the design is very simple and consists of only a few rooms which are a lot easier to navigate once they have been memorized.

## 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 14: Scavenger Hunt | Chamber 15: Finale ➡
The Kitatcho Laboratories

This page refers to the in-universe Laboratories. For the map series, see Maps.

> Onwards, and upwards.
>
>

**"The Kitatcho Laboratories"** (also referred to as **"Kitatcho Labs"**, **"TKL"** and **"Kitatcho"**) is the central corporation focused on in all of the Maps. It was founded by Jake Kitatcho in 1997, and has since developed a lot innovative technologies.

# Testing

The Kitatcho Laboratories are constantly testing their inventions by letting people run through specially-constructed "Testing Tracks". According to Jake speaking to TS-03, the so called "Test Subjects" were all volunteers.

During Testing, the Subjects navigate the Test Chambers while being monitored by "Chamber Overseers" which are responsible for noting down the examinee's actions and calling medical help when needed. For TT09, a track specifically for TS-03 to traverse repeatedly, their runs are supposedly live streamed to the facility's Social Medias and the Subject is injected with microbots into their retinas, so the Scientists can see through their eyes. This procedure, though, has only been done for the first run of many.

# Trivia

* The facility's computers use the in-house operating System KitatchOS.
* As stated in TT09, Kitatcho produces "a thousand metric tons of slime a day" and "~100K slimeballs a day" as stated in TT02.
	+ Assuming both statistics are true simultaneously and that *all* Slime is converted to slimeballs, then every slimeball weighs ~10 kg (~22 lbs)
Fusion

"Fusion" is the twelfth Test Chamber of Chapter 3 taking place in Test Track 08. It contains 3 Slimeballs and no Levers. The soundtrack playing in this chamber is "Repair Bots Are A Stupid Idea", the eleventh song of the album, named after the joke playing through Jake's voicelines in this chamber.

## Description

This chamber focuses on a central Photonic Walkway leading through a fusion field. The fusion field, which this chamber newly introduces, is a mix of an Anti-Science Field and a Death Field and takes on the effects of both of them.

## Solution

▶
For a video version, see the official walkthrough.

First, spawn Slimeball #1 with the dropper in the middle of the chamber. Then take the stairs up the elevated platform and place your Slimeball on the pressure plate in the wall. Traverse the Photonic Walkway to Slimeball dropper #2 and spawn Slimeball #2. Place the new Slimeball on the nearby pressure plate to gain access to Slimeball dropper #3. After spawning Slimeball #3, turn around the way you came and collect Slimeball #2 on the way.

With Slimeball #2 and #3 in hand, make your way to the fusion field to the left of the chamber entrance. Deactivate it by placing either of your Slimeballs on the pressure plate in the wall. Then, throw the other Slimeball onto the Photonic Walkway inside. On the way out, pick up the Slimeball you used to deactivate the fusion field, then make your way to Slimeball dropper #2 (make sure not to pick up Slimeball #1) and place the Slimeball you have onto the pressure plate there.

Now, make your way past Slimeball dropper #3, through the Anti-Science Field and onto the Photonic Walkway. Pick up the Slimeball you left here, climb the ladder and open the exit door!

◀ Chapter Overview Page | ⬅ Chamber 01: Bypass | Chamber 03: Swap Blocks ➡
Community Heads

In Update v1.1 of the second chapter, different heads of both members of the Team Syllica discord server, people who worked on the map and several other heads relating to YouTubers who have played the Kitatcho maps on their channel were hidden all throughout the map.

## List

**The following table does not include the folks who worked on the map.**
Multiple Choice

"Multiple Choice" is the twelfth Test Chamber of Chapter 2 taking place in Test Track 09. It contains 1 Slimeball and 5 Levers. The soundtrack playing in this chamber is "Super-Legal Lockpicking", the thirteenth song of the album.

## Description

The Layout of this chamber is split into multiple parts that need to be solved one-by-one in the correct order, which work with the newly introduced Super-Legal Lockpick. The individual parts of the chamber use the mechanic in different styles to show the player how the Lockpick can be used in future chambers.

## Solution

First, grab the Slimeball from the Dispenser to your left, then make your way to the very left area of the chamber. Here, you need to shoot your arrow onto the pressure plate on the floor, then parcour over the ledge that therefore extended. Now retract your arrow and use it to open extend the next ledge by shooting it onto the pressure plate in the wall beside you. Now flick the lever in front and parcour over the now extended pistons.

Use your arrow and your Slimeball on the right side of the gate to open the door in front, where you collect the Lockpick from the chest towards the right of the room and use it to break the lever from right before. Then place it on the Lapis next to the chest to open the next door, then recollect your arrow and your Slimeball. Now, parcour back over the pistons and destroy the lever, then leave this area of the chamber through the pit.

On the very opposite side of the chamber, place your lever on the Lapis below the red indicator to deactivate the above Death Field. Drop your Slimeball on the right-hand pressure plate, then take the levitation through the upper hole in the ceiling and drop back down after the Anti-Science Field. Shoot the button in the hole with your arrow to open the door to the right chest containing your next lever.

Now leave the room using the ladders, then place your second lever on the green spot to deactivate the Anti-Science Field. Take the Levitation again and when on top, shoot the pressure plate in the wall to deactivate the next particle field, then drop your Slimeball into the reciever to the left side of the room, then leave the room again using the ladders. Move your lever from the green switch to the yellow one, then shoot your arrow at the left pressure plate in front of the glass room. Take the levitation and go back in, then collect the lever from the chest behind the now open door, leave the room again and destroy all your placed levers.

Make your way to the left-most section of the chamber, this time using one of your levers to open the door to the left. Place another lever on the other side of the Lapis, then go back out and destroy the first one, walk back in and destroy the second one, then repeat the same process for the second door. Now use all three of your levers to open the next door and collect the fourth lever. As the doors are now all opened up, destroy all the levers and make your way to the Exit Door and open it using all four levers. Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 11: Ironworks | Chamber 13: Attractor Pads ➡
Blocked Shots

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

## Description

As this Chamber introduces the player to the Anti-Projectile Fields, its design is simple, containing only two rooms that are solved on their own, one after the other.

## Solution

To start off, hit the button on the right side to receive the Slimeball. Now, walk into the room to the right side and get to the other side by climbing the platform on the right, standing on the pressure plate and shooting your arrow at the button in the center. Then walk through the now open door and retract your arrow to open the next one. Then stand on the pressure plate on top of the platform and shoot the center button again to open the way to the chest. Take out the lever and make your way back, by retracting your arrow again, shooting the button while in the central area and leaving the room.

Use your lever at the other side of the room to activate the stairs. Now, make your way into the pit to the right of the room and drop your Slimeball over the edge for you to pick it up later. Now exit the pit and make your way around the room, deactivating the first Death Field by shooting the pressure plate in the wall next to you with your bow. Do the same for the next one, but don't yet retract your arrow. Pick up the Slimeball and turn around to replace your arrow with said Slimeball. Then stand on the pressure plate to deactivate the Anti-Projectile Field and shoot your arrow at the button on the other side of the room. Turn around and pick up your Slimeball to place it on the pressure plate in the wall left of the Exit Door and leave! Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 7: Target Practice | Chamber 9: Verticality ➡
Ombra Factories

## Mention

The Ombra Factories are mentioned in the Book "This Place is a Joke" that is found in the dilapidated area right of the collapsed ceiling after Chamber 15 and in the dilapidated Chamber 12 area together with a symbol being used by them in Chapter 2.

## Netheria

Netheria is a project by the Ombra Factories that we learn about in the dilapidated Chamber 12 area. The project was apparently leaked on reddit and has to do with the symbol being used by the Ombra Factories.

## Meaning

Note

The text below is pure speculation. While it is based on the information available inside the maps, it should not be taken as 100% factual.

The Ombra Factories are a competitor to The Kitatcho Laboratories. It is possible their rising prominence as an opponent is driving Jake Kitatcho's shift towards insanity and growing readiness to take on risks, like making Test Chambers more dangerous.
Workaround

"Prolongation" is the ninth Test Chamber of Chapter 3 taking place in Test Track 05. It contains 3 Slimeballs and no Levers. The soundtrack playing in this chamber is "Apomixis", the seventh song of the album.

## Description

This chamber focuses on using a window in the back in two different ways.

## Solution

▶
For a video version, see the official walkthrough.

Disregard the Slimeball dropper #1, as you will need it later. Make your way up the stairs and across the platform towards Slimeball dropper #2. Spawn Slimeball #2 and occupy the pressure plate in the back of the hallway. Turn back around the corner and walk through the Anti-Science Field. Spawn Slimeball #2 and throw it through the deactivated Anti-Science Field to where Slimeball #2 lies.

Make your way there around the corner and collect the two Slimeballs. Return to the front half of the chamber and use both Slimeballs to deactivate the Anti-Science Field towards the chamber entrance. Now, make your way towards Slimeball dropper #1 and spawn Slimeball #1. Return to the two pressure plates, collect both Slimeballs there and throw all three of your Slimeballs onto the raised platform. Take the stairs and recollect your Slimeballs.

Make your way to the window past Slimeball dropper #2, stand on the pressure plate and throw all three of your Slimeballs through the window, making sure they land well beyond the Anti-Science Field. Turn the corner and pick your Slimeballs back up on the other side. With all three Slimeballs in hand, open the exit door.

◀ Chapter Overview Page | ⬅ Chamber 8: Prolongation | Chamber 10: Mix 'n' Match ➡
Attractor Pads

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

"Attractor Pads" is the thirteenth Test Chamber of Chapter 2 taking place in Test Track 09. It contains no Slimeballs and 2 Levers. The soundtrack playing in this chamber is "Mild Suffocation", the fourteenth song of the album.

## Description

This chamber partially covers the outside area and uses are more complex design, but generally a single puzzle completes the chamber. It is designed to let the player get to know the possibilities of the newly introduces Attractor Pads that name the chamber.

## Solution

First, shoot an arrow at either of the attractor pads on the opposite side of the room, then at the one on the ceiling. Turn around and shoot one at the pad on the floor, then walk through the Anti-projectile field. Shoot your arrow through the tiny holes in the right wall, then to the pad in the ceiling of the little inset to the right, and finally to the upper pad behind you, where you collect the lever from the chest. Return through the previous area by shooting yourself to the lower pad, then back to the one leading you back inside and shoot through the holes again.

Use your lever to open the door, then shoot your arrow down the hole. Now, turn west (viewable by pressing F3, labeled as "Facing") and shoot at the pad in front, then the one in the north, then to the one in the east. There, collect your next lever and return to the platform next to the Anti-Projectile Field and place your lever. Shoot your arrow upwards at the attractor pads, leave the room and destroy the first lever.

Shoot through the holes in the wall again, then to the pad at the bottom, then to the platform next to the lever again. Destroy the lever and make your way to the west, then to the north, and finally to the pad above. Use your two levers to open the Exit Glass. Chamber solved! (Also, you might want to take the levers back now.)

◀ Chapter Overview Page | ⬅ Chamber 12: Multiple Choice | Chamber 14: Revisitation ➡
No Hands

"No Hands" is the sixth Test Chamber of Chapter 3 taking place in Test Track 05. It contains 1 Slimeball and 1 Lever. The soundtrack playing in this chamber is "Throwables (TM)", the fifth song of the album.

## Description

This chamber features a Photonic Walkway activated by a Target Timer above a pressure plate, teaching the player to use the timer's expiry to their advantage by making it activate certain mechanics from a distance. It also teaches the player that Throwables can be used as regular Slimeballs to activate pressure plates.

## Solution

▶
For a video version, see the official walkthrough.

First, spawn your first Throwable on the raised platform to your left. Use it to activate the Walkway and traverse to the other half of the chamber. Turn to your left and collect the lever from the chest on the raised platform. Use it to activate the other Walkway and to recollect your Throwable. Use the Throwable to activate the Target Timer and spawn the Slimeball on the newly accessible platform.

Next, return to the entrance area and re-spawn the Throwable. Next comes the tricky part: Stand on the railings of the pressure plate below the Photonic Walkway. Activate the Walkway using your Throwable, then throw the Slimeball onto the Walkway so that it lies directly above the pressure plate. Quickly make your way towards the exit door, behind the glass window. Watch as the timer runs out, the Walkway retracts and your Slimeball drops down, opening the exit door.

◀ Chapter Overview Page | ⬅ Chamber 5: Target Timers | Chamber 7: Trifecta ➡
Revisitation

"Revisitation" is the fourteenth Test Chamber of Chapter 2 taking place in Test Track 09. It contains 1 Slimeball and 9 Levers. The soundtrack playing in this chamber is "Revisitation", the fifteenth song of the album.

## Description

The Concept of this chamber is to explore the entire Test Sector it's in, and to revisit all chambers inside to collect their levers to progress. In total, 9 levers are required, of which 8 are for the actual door and 1 for the way leading to it.

## Solution

**The order of operations in this chamber is almost fully up to you, this order is an example.**

If you have not already, recollect the levers you used for the last chamber, Attractor Pads.

Make your way to the right section of the inside area. Use your arrow to get to the left half, then press the button to release the Slimeball. Stand on the pressure plate and shoot yourself over to the right half again. Here, use your arrow and your Slimeball to open up the door to the next lever. Shoot yourself back to the left side again and shoot your arrow at the pressure plate, walk through the open passage and shoot your arrow at the Attractor Pad on the wall behind the Anti-Science Field and the Death Field.

Make your way to the top platform and stand on the pressure plate, then shoot up through the hole in the ceiling. It can be tricky to hit the right spot to land on the upper floor, so try to hit it as far in the corner as possible and to sprint forward after shooting. Now, use your Slimeball and your arrow to open the way to the chest containing your next lever.

Walk towards the opening on the opposite side and place your lever on the Lapis and activate it to reveal a large tower with attractor pads. You can destroy the lever again. Shoot at the tower and jump over the railing and down to the catwalks to the right. Enter Chamber 12 (If you want, you can drop your Slimeball right in front and pick it back up later) and take all of the levers at the exit door, then leave again.

Follow the catwalks around two right turns, and shoot yourself up into the area in the wall above. Here, use six of your levers to open the door, which will grant you your next one.

Shoot yourself back to the tower on the building, and from there to the attractor pads from Chamber 13, which will lead to the entrance of the current chamber. Re-enter the right section and shoot yourself to the left half, press the button to receive the Slimeball, then shoot your arrow at the floor pressure plate. Leave by passing the deactivated Death Field, then throw the Slimeball next to the Gate up top, then shooting the pad at the entrance. Now, use one of your levers at the back of the chamber for the Slimeblock launcher. Walk back after pressing the button to land on the upper platform, then collect the Slimeball and use your eight levers and said Slimeball to open the Exit Door. Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 13: Attractor Pads | Chamber 15: Swap ➡
Crossroad

"Crossroad" is the third 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 "Crossroad", the fourth song of the album.

## Description

The Design of this Chamber is relatively simple, it consists of an open central area that branches off into four rooms to its sides.

## Solution

To start off, walk over the pressure plate in front of you and quickly hit the button on the wall behind to get your first Slimeball delivered over the water stream. Drop down into the pit and throw the Slimeball into the cranny on the wall to activate the Transportive Scaffold. Retrieve the Ball, get back on top and cross the gap with the Scaffold. Use your Slimeball to open up the door and enter the central plaza.

Now collect your second Slimeball by jumping towards the elevated platform to your left and hitting the green button. Now use that Ball to open up the door right beside it by dropping it down on the pressure plate to its left. Inside, navigate the Moving Scaffolds and collect the Lever at the end of the hall. Now return to the central plaza and recollect the previously used Slimeball.

Run straight across the bridges and navigate to the pressure plate platform at the bottom, next to the Moving Scaffold across from you. Throw your ball onto it (or toss it from the Scaffold directly if you're lazy) and cross the Moving Scaffold into the now open door.

In here, jump over the pit by bouncing on the slime below (while bouncing, be sure to not hold your JUMP key, nor your SNEAK key!). On the other side, walk behind the pressure plate, then run across it and follow the arrows in a straight line to be bounced up by the slime launcher. On top of it, use your lever to launch yourself up to the upper-most level and bounce on the slime once more. Then activate the lever to your right and jump over the now extended platforms back to your starting point. There, enter the first room again, use the Scaffold again and collect your Slimeball, then run back, reenter the Slime room and (ideally) take a short cut through the pit back to its entrance door.

Now navigate the Scaffold in front of you halfway, and jump down to retrieve your other Slimeball. Now parcour back up and use your two Slimeballs to open the Exit Door to your right! Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 2: Transportive Scaffolds | Chamber 4: Anti-Science Fields ➡
Kitatcho Land

Aerial view of Kitatcho Land

Warning!

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

Kitatcho Land is the Kitatcho Laboratories' in-house amusement park. It serves as a reward for successful Child Education Annex graduates and is home to Slimy Jim, Benjamin Bear, the Fortune Teller and several other NPCs.

## Economy

The player is introduced to the concept of Kitatcho Coins, Kitatcho Land's very own currency that can be found in the hub, earned by completing puzzles/attractions or exchanged for Contraband items. Slimy Jim will give the player one Slime Bux in exchange for 5 Kitatcho Coins, with which the player can unlock more attractions or purchase items in the Gift Shop.

## Attractions

The park features several playable minigames, known as "attractions". Of these, only one is required to progress (the Haunted Mansion) but the other can provide quick ways to get Kitatcho Coins.

### Slimy Jim's Sharpshooter Extravaganza

A bow-and-arrow minigame containing 4 stages, in which the player must hit 10 targets to pass each stage.

### Slimeball Science

A Chapter 1-esque puzzle featuring the Companion Slimeball.

### Temple of the Slime God

A simple parkour minigame with no checkpoints, and a pompous character named the Slime God who is watching the player fail.

### High-Tech Water Park

A broken attraction featuring a maze of pipes with a total of 100 Kitatcho Coins inside it for discovery. Unlike the other attractions, the player can leave and revisit this one at any time.

## Haunted Mansion

➟ Main Article: Dr Specter's Haunted Mansion

A "survival horror" minigame with cheesy zombie jumpscares and a host of characters. Unlike the other attractions, this one does not return you to Kitatcho Land and instead opens the Emergency Exit through which the player can progress.

## Trivia

* The area was fully designed, built and voice-acted by Innominate.
* This is one of the only parts of the map series that has completely optional non-secret areas.
* Kitatcho Land is home to the entrance to Curse Town, an important step to obtaining the third disc.
The Kitatcho Laboratories Wiki

**Welcome to the The Kitatcho Laboratories Wiki!**
Welcome to the Kitatcho Laboratories! A scientific research facility made with the express purpose of forwarding the cause of science! Feel free to browse everything you need to know about our company! Feel free to also contribute to adding new or editing existing pages!

We here at the Kitatcho Laboratories look forward to the plethora of information the community provides!

## Important articles

The Kitatcho Laboratories - Chapter 1The Kitatcho Laboratories - Chapter 2The Kitatcho Laboratories - Chapter 3MechanicsSecret AreasThe Kitatcho Laboratories

*Need help building out this informational Testing Track? Consult these resources:*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Back and Forth

"Back and Forth" is the third Test Chamber of The Kitatcho Laboratories - Chapter 1 taking place in Test Track 02. It is the direct follow-up after Slimeball Relocation and contains 6 Slimeballs and 2 Levers.

## Description

The chamber is split into 5 concrete rooms that are all improtant to the solution. 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

At first, the player enters the room to the left and uses the four Slimeballs found in the chest to press the pressure plates on the floor in a mirrored pattern from that of the other side of the wall.

From there, the player continues to the next room to the right and collects the Slimeball found in the chest up above via the ladder to the left. The Redstone Lights and Arrow Heads at the bottom represent a lever pattern useful for later. The player leaves the room by climbing the pole on the right and jumping to the exit.

With the Slimeball in their inventory, the player extends the pathway on the upper platform to the left. There, the player finds a line of 6 levers in a room to the left and enters the previously found pattern in it (From left to right: Down, Down, Up, Down, Up, Down). A door with a chest containing a lever is opened to the left. The player walks back to the pressure plate pattern room while collecting the Slimeball on their way back.

The lever can then be used to open up a door on the back of the room. In this area, the player must precisely throw the slimeball up into the glass pipe to press the pressure plate to open up another door with a chest containing a second slimeball behind it.

The player makes their way back to the pathway area through the room with the lever pattern. Here, the player uses one of their Slimeballs to extend the pathway to the right, then uses the second Slimeball to extend the second pathway on the opposite side and returns to the other side, retrieves the first Slimeball and uses the left pathway to return and then uses both Slimeballs to open up the Exit Door. Chamber complete!

◀ Chapter Overview Page | ⬅ Chamber 2: Slimeball Relocation | Chamber 4: Repulsion ➡
Marndeer

**Marndeer** is one of the constituent regions of the Therian Empire. It itself is often divided into two regions - Lower and Upper Marndeer. Lower Marndeer is located in the Hummocks, serving as a buffer between the Regaran Valley to the north and Helretia to the south. Lower Marndeer is a hilly, wooded region, and home to many of the streams that flow into Regara. Upper Marndeer is even rougher terrain, located in the highlands around the Telswyck Mountains and Collepem Hills (otherwise known as the Colle-toi-Pemur).

Lower Marndeer was largely inhabited by small tribes of Marneese until the annexation of the region into the Therian Empire by Empress Malena Zinnford in the 730s. The house of Wyngwyn was granted the Duchy of Lower Marndeer, a title they have maintained ever since.
Orcs

**Orcs** are one of the sapient species that occupy the Blessed World.

## Biology

Orcs are notable for their distinct appearance, which often leads to them being seen as intimidating by others. Orcs are one of the biggest bipedal sentient species, taller and more muscled than humans. The average male orc is 6 feet tall, with the average female orc standing at 5'8". Orcs have broad, heavy bottom jaws, with large teeth that often protrude out in a characteristic underbite. Orcs have high foreheads and straight, black hair. Orcs have naturally pointed ears, but it is a widespread practice to crop off the point of young orcish boys, as a rite of passage. Most distinctively is the coloration of an orc's skin, which ranges from green to grey to (less commonly) a pale blue.
Slimeball Management

"Slimeball Management" is the first Test Chamber of Chapter 2 taking place in Test Track 09. It contains 3 Slimeballs and no Levers. 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 reintroduce the player to the mechanics already learned in Chapter 1, which include Slimeballs and Ledges, although those are skippable through an oversight described below.

## Solution

To start off, take two left turns and press the button in front of you to receive Slimeball #1. Turn around and throw it on the pressure plate further down the path.

Go through the door and then through the next door to your left. Hit the button to your left to receive Slimeball #2. Now take the right turn and through the pit and two right turns, replace the first Slimeball on the pressure plate with the second.

Then go back in, through the left door and hit the button again to get the second Slimeball back. Now use both slimeballs to open the next door, where you'll receive your third and final Slimeball.

Now, go back through the pit, around two right corners and at the end of the hallway, use two of your Slimeballs to open the first door, and the third to open the exit door. Chamber solved!

◀ Chapter Overview Page | Chamber 2: Transportive Scaffolds ➡
The Sovereignties

**The Soveriegnties** are a major constituent region of the world. It is bordered by Skorvold to the north, and Faraja to the south, with all three regions occupying the same landmass. Mountain ranges form natural boundries between the Sovereignties and other regions, with the Shield Mountains demarcating the boundary with Faraja, and the Icy Mountains doing the same with Skorvold. To the west of the Sovereingites lies the Maisean Ocean, and it is bordered on the east by the impassable Great Mountains - little to none is known about what lies in them or beyond them. The fact that the Sovereignties is surrounded by mountains on three sides gives rise to the Farajan term for the region: "Qiraz Vidi," or, "Little Valley".
Soundtrack

All Chapters feature a custom soundtrack made by Stockley, one of the members of Team Syllica. They can be found on Spotify here (Chapter 1), here (Chapter 2) and here (Chapter 3). This article will cover every song of the three albums with as much detail as possible.

## Chapter 3

The official OST contains only a selection of the music that is used in the map. Namely, the atmosphere tracks for between chambers as well as the daycore tracks in Kitatcho Land's Lounge are not included in the OST.

**The "Appearance" column is being reserved for any mistake for the time being, especially the Chamber names.**

## Chapter 4

Note

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

Of Chapter 4's OST, only WIP versions were published on YouTube, some on Discord and on a community member's live stream, and most of the song names were shared. It's possible that more songs and song appearances will be added and some Song to Chamber associations will be shifted around. This info is not final.

Some more song names were mentioned or their audio teased, but not included in the overview. The following is a collection of "leftover" songs.
It's possible that the song names were completely changed, or they have been scrapped from the soundtrack altogether, or they may be one of the "unknown" entries.
For archival purposes, they'll still be listed here.

Leftovers
Theria

The **Therian Empire**, commonly referred to as **Theria**, is a large empire located in the Sovereignties. It is the largest single polity in the Sovereignties, and the second-most populous. It is regarded as one of two great powers of the region, rivaled only by the neighboring Quelonian Empire. The Empire is composed of five main constituent regions: Regara, Yhlthyr, Marndeer, Helretia, and Horcablaen-Meagdur.

## Geography

Theria is composed of several constituent regions, often grouped together as either being in the north or south, with the Hummocks dividing them. Northern Theria is predominantly flat river valley, surrounded on three sides by hills or mountains, with the Northern Sea bordering it to the north. Much of the north is arable flatland, lightly wooded and watered by the many rivers. Southern Theria is predominated by the flat, untilled grassland of the Helretian Plains, giving rise to the dry, hilly highlands of Horcablaen-Meagdur in the far south.
Slimy Jim

Slimy Jim as he appears in the main kiosk

Warning!

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

> Howdy, buddy!
>
>

**Slimy Jim** is an NPC in The Kitatcho Laboratories - Chapter 3, appearing in Kitatcho Land. He serves as the main guide, mascot and antagonist of the amusement park, showing the player around the area and each of its attractions.

## Introduction

Upon the player's entry into Kitatcho Land, Slimy Jim (initially captioned as `<???>`) greets them with a wave and beckons them over ("Over here!", "Right this way!", "Just right over here! Look at me waving!"). When they approach, he introduces the area and explains the Economy mechanic, accompanied by goofy animations and whimsical motions. When he is finished speaking and the player has picked up their starter cash, Kitatcho Land opens and the player can explore.

## Appearances

### Main Kiosk

Slimy Jim can be seen in the central kiosk walking around and following the player. When he is interacted with here, he will exchange 5 Kitatcho Coins for 1 Slime Bux.

### Gift Shop

Slimy Jim acts as the shopkeeper in the Gift Shop, selling several items after his introductory speech. Among these items is the Super-Legal Lockpick, which is required to progress through Kitatcho Land.

### Attraction Kiosks

When the player approaches an attraction, they can talk to Slimy Jim in a nearby kiosk to purchase the Fun Pass to enter that attraction.

### Introductions and Conclusions

Slimy Jim appears at the start of Slimy Jim's Sharpshooter Extravaganza, Slimeball Science and Lightspeed Inferno to introduce the attractions and tell guests everything they need to know to play them. He also comments to guests after Slimeball Science and Lightspeed Inferno.

### In-Attraction

#### Lightspeed Inferno

Part-way through Jake Kitatcho's Lightspeed Inferno, Slimy Jim interrupts to tell the player that "I forgot to tell you that this here attraction is under maintenance right now! But never fear, Slimy Jim is here!" and then sends the player on a disturbing detour.

#### Sharpshooter Extravaganza

Slimy Jim can be seen inside the wall between World 2 and World 3 in the Mystery Target tutorial segment.

### Other

Slimy Jim can be seen in the Lounge wearing black clothing. This is the only instance where he is dressed in anything other than his default green.

### Post-Mansion Chase

When the player attempts to leave Kitatcho Land, Slimy Jim gets angry and begins pounding on the door, demanding to be let in ("Let us in, buddy! Join us and we can be like one big, happy family!"). When the player does not oblige and tries to use the emergency exit, Slimy Jim aggressively chases after them, with several clones of himself while maniacally laughing.

Eventually, once the player escapes, Slimy Jim appears one more time to theaten that "We'll find another way! These walls can't hold us!"

## Trivia

* Slimy Jim is ambidextrous, as shown by his eagerness to gesture and use items with both hands.
Malena Zinnford

**Malena Zinnford** (671-737) was the empress of Theria by her marriage to Emperor Stephen Tolston. Originally born in Merkhaun, Malena married Prince Stephen at a young age. Stephen's father, Emperor Maltyn II, believed that a marriage with the foriegn Zinnford family (a house of great mineral wealth) would provide him the treasure he needed to finance his wars in Yhlthyr. Malena and Stephen had a courteous marriage that produced three children - Maltyn, Malena, and Henry. However, their three children would all perish of the same disease within weeks of eachother while travelling through the small village of Grims, in an event remebered as the Tragedy at Grims. Consequentially, Emperor Stephen had no surviving children at the time of his death in 726, and had never had a legitimate brother. As such, the widowed Empress Malena continued to rule in her husband's stead until her own death 11 years later.

Though her reign was beset with challenges, Empress Malena proved herself a shrewd ruler and skilled diplomat, and managed to keep the realm from coming to war after the death of the Tolston family. Furthermore, her reign set a threefold precedent that would be highly influential: firstly, that a woman may rule the empire in her own right; secondly, that someone born outside of Theria could rule; and thirdly, that rule of Theria could pass from one royal house to another.

Malena's reign is notable for her annexation of Lower Marndeer, bestowing the lands to the house of Wyngwyn. Malena also continued the anti-monastic policies of her late husband.

After her death, the imperial throne passed to her elderly brother, Lyopard Zinnford.
Quadroon

A **quadroon** is a term used to refer to a human with 1/4 elven ancestry. Typically, they are the offspring of one human parent and one half-elf parent. Biologically, quadroons are much closer to humans than to elves, though still have some distinctly elven physical traits. In terms of appearance, quadroons may have pointed ears that are elongated by an inch or less, and may have slightly more delicate features. Quadroons mature more slowly than full-human children, though reach full adulthood usually no later than twenty. The average natural lifespan of a quadroon is slightly longer than that of a full-human, but by no more so than a decade. Whereas half-elves often face discrimination from both human and elven communities, most human communities are at least tolerant of quadroons, and it is not particularly difficult for a quadroon to pass as a full-human.

Offspring of quadroons and a full-human are referred to as octoroons.
Sapience

**Sapience** refers to a group of species that display a high degree of intelligence. Whereas sentience refers to a creature's ability to perceive things through their senses, sapience refers to a creature's capacity for complex, symbolic thought and ability to form sophisticated social communities. Sapient species are able to communicate and coexist with other sapient species, though there is often conflict.

## List of Sapient Species

* Aarakocra
* Dragons
* Dwarves
* Elves
* Gnomes
* Goblins
* Halflings
* Humans
* Minotaurs
* Orcs
* Various hybrid species (half-elves, half-orcs, dragonborn, etc.)
Grand Horizons Hotel

The Grand Horizons Hotel is a hotel located in Flaxopolis' Capital district. It is a 9-story "capsule style" hotel, with one bed and basic amenities per room. The building has 135 rooms, capable of housing one person each.

## History

While there is no recorded date of completion, it is estimated to have been completed around 2019. It received an outdoor, in-ground pool in 2021.

Two elevators were added to the building on December 30, 2021.

## Amenities

### Per room

* 1x single-occupancy bed
* 1x redstone connection
* 1x light

### Building amenities

* M/F restrooms per floor
* Elevator (2x)
* In-ground pool (Back)
* Jacuzzi (1F)
* Gymnasium (2F and 3F)
* Indoor pool (4F)
* Locker rooms (5F)
* Showers (6F)
* Conference room (7F)
* Conference room (8F)
* Grand Horizons Skyview Cafe (9F)