Ratchet

Medium course

A climb that changes axis on every hop. No straight line until the top.

What it is

Ratchet changes axis on every hop — there is no straight line in it until the top. Twenty-eight jumps across 125 cells, climbing 19, with the widest gap in the Medium tier at 4.7 cells and a 4-cell drop.

The route

Each jump turns ninety degrees from the last, which is what the name is about: it advances one notch at a time and never runs. The 4.7-cell gap is the hardest single jump before the Hard tier and it sits a long way into the course, past the third of four checkpoints — which is the part that makes this a Medium rather than an Easy.

How to approach it

Stop trying to keep sprint speed. A ratchet is a sequence of standing starts, and fighting that costs more time than it saves.

What it teaches: Precision from a stop, and that speed is not always the answer.

By the numbers

Blocks480
Footprint125 × 38 cells
Height13 cells
Checkpoints4
Jumps on the solved route28
Widest gap4.7 cells
Total climb19 cells
Start to finish+7 cells
Biggest drop4 cells

Measured from the geometry the game builds for ratchet, not estimated. Route figures describe the course, not a human run.

How it compares to the rest of the ladder

Ranked against all 23 courses on the same measurements, this one holds 2 places:

  • the third-widest single jump on the ladder — 4.7 cells of air
  • the third-longest fall on the ladder — 4 cells

Outright places only — ties are not claimed.

Medal times

Derived from this course's own geometry, not typed in — how the times are worked out.

MedalTime
Author0:36.99
Gold0:42.54
Silver0:51.79
Bronze1:13.99

Controls

What you need to start

MoveWASDArrow keys work too.
JumpSpace
Sprint / lock onShiftA latch, not a hold: tap once to arm sprint and a camera lock-on together, tap again to release both. Neither carries over into the next world you open.

Sprint is a latch rather than a hold — tap it once and it stays on. Every control, keyboard and touch, including respawn, restart and the camera keys, and all of them rebindable.

Other Medium courses

  • Cinder Gap — A broken causeway, an S-bend, and a descent that opens up.
  • Switchback Yard — Beacon Climb's tower, with the turn taken on the pad and no deck to walk.
  • The Turnpike — One hard corner, and a plunge on the far side you arrive at already turned.
  • The Narrows — Ordinary jumps onto beams one cell wide. Precision, with no clock on it.