Vault of Wires

Hard course

One-cell walkways and a zigzag that turns on every pad.

What it is

Vault of Wires is one-cell walkways and a zigzag that turns on every pad, inside a corridor 84 cells long and 13 wide. Nineteen jumps — the fewest of any Hard course — with the widest at 4.1 cells, and five checkpoints, the most in the tier.

The route

The walkways are one cell across, so the running sections have the same margin the landings do. The zigzag at the end is where the checkpoints cluster and where runs end. It climbs 14 and nets 9, with a 2-cell drop in it.

How to approach it

Walk the one-cell walkways rather than sprinting them while you are learning the course. The clock is not worth the restart until the zigzag is automatic.

What it teaches: Precision while moving, not only on landing.

By the numbers

Blocks282
Footprint84 × 13 cells
Height10 cells
Checkpoints5
Jumps on the solved route19
Widest gap4.1 cells
Total climb14 cells
Start to finish+9 cells
Biggest drop2 cells

Measured from the geometry the game builds for vault, 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 one place:

  • the third-fewest jumps of any course — 19 jumps

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
Author0:24.67
Gold0:28.38
Silver0:34.54
Bronze0:49.35

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 Hard courses

  • Zip Line — Vault's zigzag as the whole course. Sixteen turns, not one cell of slack.
  • The Gauntlet — A plunge of six 2x2 pads, banked by one checkpoint at the top of it.
  • Needlepoint — Every other landing is a 2x1 pad seen end-on. Straight, and unforgiving.
  • Spindle — A tower climbed on a widening spiral, with nothing to bank on the way up.