Wiki/The Pit

The Pit

The Pit is a huge hole where everyone unwanted gets dumped. Down below there is mud, rusty iron and the fallout of other people's decisions. Up above, far away, there is daylight.

A Pitlords level is an endless climb up platforms. It is split into tiers, each with its own biome. The Pit gives you a head start, but not for long. Then it opens and climbs after you, picking up speed as it goes. If it catches you, there is no second try in that run.

How the level is built

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The level is made of stretches of platforms and goes up without end. Height is counted in metres from the Bottom. The higher, the harder the climb.

Every room gets a level of its own. In the ranked run the level is shared by all players and changes once a day.

Every run starts the same way: plain platforms, no ice, fire, Darkness or Debris. The other biomes come higher up.

Walls

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Some platforms have walls on them. Any of them can be jumped alone, no partner needed.

Team stretches

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In co-op there are stretches where the next ledge is higher than one player can jump. These take two: one lifts the other, who climbs up and drops a rope.

Sometimes there is a way around that can be climbed alone.

Solo has no stretches that need a partner.

The Pit is open

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At the start of a run the Pit is closed. There is time to get ahead before it opens and starts rising from below. The higher it rises, the faster it moves.

A player the Pit catches is out at once.

Nothing saves from the Pit: not health, not the parachute, not the Bugster abilities. The only defence is staying above it.

Biomes

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Every tier has its own biome, and the order of biomes is random. A biome changes how platforms behave, not where they are, so there is always a way up.

Darkness and Debris are never neighbours.

Plain

Plain platforms with nothing special about them.

The danger
Nothing in particular, the climb can have full attention. Every run starts on a plain tier.

Ice

Platforms covered in ice and frost. They are slippery.

The danger
After a landing and when turning, the character keeps going. It cannot stop at once, so it is easy to slip off a narrow platform.
What helps
Landing closer to the middle of the platform. The Bugster ability Blast clears the ice around the player for a while.

Fire

Platforms on fire.

The danger
Fire takes up part of a platform by one of its edges. While the character stands or walks in the fire, it loses health.
What helps
Aiming for the part of the platform free of fire. The Bugster ability Fizz puts out the burning platforms above the player for a while.

Darkness

Only what is close to the character can be seen.

The danger
The next platforms cannot be seen in advance. Whoever has gone into the Darkness cannot be made out from outside.
What helps
The Bugster ability Bubbles lights up the platforms above the player. In the ranked run, graves with candles light up the Darkness around them.

Debris

Everything thrown into the Pit falls from above.

The danger
Debris falls on the tier in waves. A hit takes health and knocks the character back.
What helps
Debris can be seen in advance. Every wave leaves a free lane where nothing falls. The lane shifts from wave to wave, so staying in one spot will not do.

Healing platforms

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Now and then, where tiers meet, there are healing platforms with a drip. They have no ice, fire or walls. While the character stands on one, its health comes back.

But a healing platform does not like a crowd. With more than half of the living players on it, it heals no one. Solo has no limit: the platform always heals.

Heals
Doesn't heal

Health is also restored by the Bugster ability First Aid.

What takes players out

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There are four ways to be taken out of a run.

Fall
A landing that was too hard, a teammate's kick included. More in Health and falls.
Pit
The Pit caught the player. That is where the climb ends.
Fire
Health ran out in the fire.
Debris
A debris hit took the last of the health.

Light above

Start the climb before the Pit opens.

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