All Campaign levels
All 70 levels of the Campaign, with their time limits, the three targets and what each board changes compared with Ranked. Names and hints are the ones you see in the game.
How to read the Board column: only what differs from the standard rules is listed. Events lists the Circuit Events the level uses (with the allowed variants in brackets); ports lists the modules that can be offered. Percentages scale the speed, every charge gain or the drain. A level ends when its time is up, when you crash, when its goal fails (shown in bold under the hint), or at once when you reach PERFECT — see Campaign rules.
Chapter 1. SIGNAL
«LEARN THE LINE» · Reward: COBALT · costs no fuses
| Level | Name / Goal | Time | PASS | GREAT | PERFECT | Board |
|---|---|---|---|---|---|---|
| 1-01 | FIRST CONTACT STEER YOUR HEAD INTO THE NODES | 35 s | 95 | 220 | 600 | starts 4 long, speed 78%, no events |
| 1-02 | LONGER BODY EVERY NODE MAKES YOUR BODY LONGER | 40 s | 140 | 390 | 750 | speed 82%, no events |
| 1-03 | CLOSE PASS PASS RIGHT NEXT TO YOUR OWN BODY GOAL: MAKE A CLOSE CALL 10 TIMES | 40 s | 250 | 590 | 1,000 | starts 18 long, speed 85%, no events |
| 1-04 | SKIM RIDE ALONG YOUR BODY TO KEEP THE CHARGE | 40 s | 230 | 625 | 1,000 | insulators (8), starts 18 long, speed 85%, no events |
| 1-05 | ×2 FILL THE METER UP TOP: EVERY POINT COUNTS DOUBLE GOAL: PUSH THE MULTIPLIER TO ×2 | 45 s | 290 | 590 | 1,325 | starts 10 long, speed 85%, charge 130%, no events |
| 1-06 | INSULATORS PASS RIGHT NEXT TO CHARGED BLOCKS. NEVER HIT THEM | 45 s | 250 | 710 | 1,175 | insulators (6), speed 85%, no events |
| 1-07 | SQUEEZE SLIP BETWEEN YOUR BODY AND A BLOCK GOAL: DO A SQUEEZE 2 TIMES | 40 s | 270 | 750 | 1,525 | insulators (3), starts 30 long, speed 85%, no events |
| 1-08 | THREAD SLIP THROUGH A NARROW GAP TO THE OTHER SIDE GOAL: SLIP THROUGH A GAP | 40 s | 350 | 1,000 | 1,675 | insulators (6), starts 17 long, speed 85%, no events |
| 1-09 | NEEDLE HOLD A LONG CORRIDOR TO THE END GOAL: DRIVE A LONG CORRIDOR | 40 s | 900 | 1,600 | 2,525 | insulators (8), starts 38 long, speed 85%, no events |
| 1-10 | SIGNAL TEST THE LONGER YOU STAY AT ×2 OR ABOVE, THE MORE YOU SCORE GOAL: REACH ×2 WITHIN 20 S, THEN DON'T DROP BELOW IT | 55 s | 370 | 975 | 1,700 | insulators (3), speed 92%, no events |
Chapter 2. GATES
«THREAD THE NEEDLE» · Reward: VIOLET
| Level | Name / Goal | Time | PASS | GREAT | PERFECT | Board |
|---|---|---|---|---|---|---|
| 2-01 | NEEDLE GATE DRIVE STRAIGHT THROUGH THE GATE GOAL: DRIVE THROUGH A GATE 3 TIMES | 60 s | 1,000 | 2,850 | 5,375 | speed 88%, events: GATE (course) |
| 2-02 | LONG GATES LONGER GATES PAY MORE GOAL: DRIVE THROUGH A GATE 3 TIMES | 60 s | 1,175 | 3,325 | 6,325 | speed 90%, events: GATE (course), + narrow |
| 2-03 | CHAIN GATES COME ONE AFTER ANOTHER GOAL: DRIVE THROUGH A GATE 5 TIMES | 60 s | 1,125 | 3,200 | 5,925 | events: GATE (chain) |
| 2-04 | DOUBLE GATE TWO GATES SIDE BY SIDE. EITHER ONE COUNTS | 60 s | 1,250 | 3,575 | 6,850 | events: GATE (double) |
| 2-05 | RISK SHORT GATE +25, LONG GATE +90 GOAL: DRIVE THROUGH A LONG GATE 2 TIMES | 60 s | 1,125 | 3,200 | 5,925 | events: GATE (risk) |
| 2-06 | ECHO DRIVE THROUGH, THEN TURN AROUND AND COME BACK THROUGH GOAL: DRIVE THROUGH A GATE 3 TIMES | 60 s | 725 | 2,050 | 3,375 | events: GATE (echo) |
| 2-07 | PILLAR GATES GATES AMONG CHARGED BLOCKS | 60 s | 1,400 | 4,025 | 7,050 | insulators (6), events: GATE (course, chain) |
| 2-08 | GAUNTLET THREE KINDS OF GATE, MIXED | 70 s | 1,200 | 3,425 | 7,975 | events: GATE (course, chain, double) |
| 2-09 | HIGH STAKES THE LONG GATE PAYS MORE GOAL: NEVER TAKE THE SHORT GATE; DRIVE THROUGH A LONG GATE 3 TIMES | 70 s | 1,575 | 4,475 | 8,300 | events: GATE (risk) |
| 2-10 | GATE TEST EVERY KIND OF GATE. PASS THEM BACK TO BACK TO KEEP THE MULTIPLIER UP GOAL: DRIVE THROUGH A GATE 8 TIMES | 75 s | 1,800 | 5,425 | 10,925 | speed 104%, events: GATE (course, chain, double, risk, echo), + narrow |
Chapter 3. CIRCUIT
«BUILD YOUR OWN GEOMETRY» · Reward: ACID
| Level | Name / Goal | Time | PASS | GREAT | PERFECT | Board |
|---|---|---|---|---|---|---|
| 3-01 | RELAY DRIVE ONTO THE TERMINALS BY NUMBER GOAL: COMPLETE A RELAY | 65 s | 925 | 2,650 | 4,550 | speed 90%, events: RELAY (three) |
| 3-02 | LIVE POSTS A TERMINAL YOU DROVE ONTO IS LIVE. PASS RIGHT NEXT TO IT, NEVER INTO IT | 65 s | 1,250 | 3,550 | 6,175 | events: RELAY (three); GATE |
| 3-03 | FOUR TERMINALS FOUR TERMINALS. MORE TIME, MORE PAY | 65 s | 1,500 | 4,275 | 6,950 | events: RELAY (four) |
| 3-04 | FAST RELAY LESS TIME. BIGGER PAYOUT | 65 s | 1,250 | 3,575 | 6,050 | events: RELAY (timed) |
| 3-05 | BRIDGE WHEN THE RELAY IS DONE, LIVE BARS JOIN ITS TERMINALS | 65 s | 1,125 | 3,200 | 5,400 | events: RELAY (bridge) |
| 3-06 | DARK RELAY THE LAST TERMINAL APPEARS LATE | 65 s | 1,475 | 4,200 | 6,825 | events: RELAY (hidden) |
| 3-07 | HOT ZONE POINTS BUILD UP WHILE YOU'RE IN THE ZONE. LEAVE TO COLLECT THEM GOAL: CASH IN A HOT ZONE 2 TIMES | 65 s | 925 | 1,500 | 3,175 | events: HOT ZONE (static) |
| 3-08 | RISING HEAT THE ZONE PAYS MORE THE LONGER YOU STAY GOAL: DON'T LET A ZONE BURN YOUR POINTS | 65 s | 1,050 | 1,425 | 3,300 | events: HOT ZONE (escalate) |
| 3-09 | MAZE RELAYS AMONG CHARGED BLOCKS | 70 s | 1,775 | 5,100 | 8,275 | insulators (18), events: RELAY (three, bridge) |
| 3-10 | CIRCUIT TEST GATES, RELAYS AND HOT ZONES GOAL: COMPLETE A GATE, RELAY OR ZONE 4 TIMES | 80 s | 1,200 | 3,625 | 8,250 | speed 104%, events: GATE; RELAY; HOT ZONE |
Chapter 4. MODULES
«ONE POWER AT A TIME» · Reward: ROSE
| Level | Name / Goal | Time | PASS | GREAT | PERFECT | Board |
|---|---|---|---|---|---|---|
| 4-01 | PHASE YOU HAVE A PHASE: IT SAVES YOU FROM ONE CRASH GOAL: HOP OVER SOMETHING WITH PHASE | 45 s | 340 | 950 | 1,625 | insulators (7), carries a PHASE, no events |
| 4-02 | PHASE PORT CLEAR A GATE AND A PORT WITH A PHASE APPEARS GOAL: TAKE PHASE FROM A PORT | 75 s | 1,350 | 3,875 | 7,050 | events: GATE, ports: PHASE |
| 4-03 | SURGE TAKE THE SURGE FROM THE PORT AHEAD: FASTER, MORE CHARGE, MORE POINTS | 55 s | 1,000 | 2,825 | 5,900 | SURGE port ahead at the start, events: GATE |
| 4-04 | SURGE PORT CLEAR A GATE OR A RELAY, TAKE THE SURGE FROM ITS PORT GOAL: TAKE SURGE FROM A PORT | 75 s | 1,450 | 4,125 | 7,550 | events: GATE; RELAY, ports: SURGE |
| 4-05 | CUT TAKE THE CUT FROM THE PORT AHEAD. THE NEXT NODE THEN CUTS OFF YOUR TAIL | 50 s | 390 | 1,100 | 1,825 | starts 26 long, CUT port ahead at the start, no events |
| 4-06 | CUT PORT CUT IS ONLY OFFERED TO A LONG BODY. GROW, THEN TAKE IT GOAL: CUT YOUR TAIL | 75 s | 1,300 | 3,675 | 6,225 | starts 20 long, events: RELAY, ports: CUT, SURGE |
| 4-07 | CHOICE TWO PORTS: PHASE AND SURGE. DRIVE INTO THE ONE YOU WANT GOAL: TAKE A MODULE FROM A PORT 2 TIMES | 75 s | 1,325 | 3,825 | 8,025 | events: GATE; RELAY, ports: PHASE, SURGE |
| 4-08 | FULL KIT ALL THREE MODULES IN THE PORTS | 80 s | 1,475 | 4,200 | 7,900 | starts 14 long, events: GATE; RELAY, ports: PHASE, SURGE, CUT |
| 4-09 | PHASE RUN BARRIERS EVERYWHERE. A PHASE GETS YOU OVER THEM GOAL: HOP OVER SOMETHING WITH PHASE 2 TIMES | 75 s | 1,725 | 4,950 | 8,175 | insulators (14), carries a PHASE, events: GATE; RELAY, ports: PHASE |
| 4-10 | MODULE TEST GATES, RELAYS, ZONES AND EVERY MODULE GOAL: TAKE A MODULE FROM A PORT 3 TIMES | 85 s | 1,650 | 4,975 | 8,425 | speed 104%, events: GATE; RELAY; HOT ZONE, ports: PHASE, SURGE, CUT |
Chapter 5. MOTION
«THE BOARD FIGHTS BACK» · Reward: ICE
| Level | Name / Goal | Time | PASS | GREAT | PERFECT | Board |
|---|---|---|---|---|---|---|
| 5-01 | LIVE WIRE PASS RIGHT NEXT TO THE WIRE THREE TIMES GOAL: PASS RIGHT NEXT TO THE WIRE 3 TIMES | 75 s | 1,500 | 4,375 | 7,250 | speed 102%, events: LIVE WIRE (patrol) |
| 5-02 | LONG WIRE A LONGER WIRE BLOCKS MORE OF THE BOARD | 75 s | 1,550 | 4,550 | 7,975 | speed 102%, events: LIVE WIRE (long), ports: PHASE, SURGE |
| 5-03 | MOVING GATE THE GATE SHIFTS SIDEWAYS NOW AND THEN. AIM AHEAD OF IT GOAL: DRIVE THROUGH A GATE 3 TIMES | 75 s | 1,350 | 3,975 | 7,825 | speed 102%, events: GATE (course), + drift, ports: PHASE, SURGE |
| 5-04 | MOVING ZONE THE HOT ZONE MOVES AROUND THE BOARD GOAL: CASH IN A HOT ZONE 2 TIMES | 75 s | 825 | 2,225 | 4,500 | speed 102%, events: HOT ZONE (drift), ports: PHASE, SURGE |
| 5-05 | MOVING RELAY THE LAST TERMINAL KEEPS MOVING GOAL: COMPLETE A RELAY | 75 s | 1,800 | 5,300 | 9,050 | speed 102%, events: RELAY (moving), ports: PHASE, SURGE |
| 5-06 | TWIN WIRES TWO WIRES AT ONCE. PASSES BESIDE EITHER ONE COUNT | 75 s | 1,550 | 4,575 | 8,900 | speed 102%, events: LIVE WIRE (twin), ports: PHASE, SURGE |
| 5-07 | FAST WIRE THE WIRES MOVE FASTER | 75 s | 1,175 | 3,475 | 6,725 | speed 102%, events: LIVE WIRE (patrol, long), + fast, ports: PHASE, SURGE |
| 5-08 | SHRINK ZONE THE ZONE SHRINKS. LEAVE BEFORE IT'S GONE GOAL: DON'T LET A ZONE BURN YOUR POINTS | 75 s | 925 | 1,875 | 4,050 | speed 102%, events: HOT ZONE (shrink), ports: PHASE, SURGE |
| 5-09 | MOVING PARTS WIRES, MOVING GATES AND TERMINALS | 80 s | 1,900 | 5,625 | 9,850 | speed 102%, events: LIVE WIRE; GATE (course, chain); RELAY (moving), + drift, ports: PHASE, SURGE |
| 5-10 | MOTION TEST NOTHING STANDS STILL GOAL: COMPLETE A GATE, RELAY OR ZONE 4 TIMES | 85 s | 1,750 | 5,425 | 10,000 | speed 106%, events: LIVE WIRE (patrol, twin); GATE (course, double); RELAY (moving, three); HOT ZONE (drift, shrink), + drift, fast, ports: PHASE, SURGE |
Chapter 6. OVERLOAD
«COMBINE WHAT YOU KNOW» · Reward: GOLD
| Level | Name / Goal | Time | PASS | GREAT | PERFECT | Board |
|---|---|---|---|---|---|---|
| 6-01 | SURGE GATES SURGE FROM THE START, LONGER GATES | 85 s | 1,650 | 4,925 | 11,450 | speed 104%, starts in SURGE, events: GATE (course, chain), + narrow, ports: SURGE |
| 6-02 | RELAY CUT A LONG BODY, FAST RELAYS AND ONE CUT IN HAND | 85 s | 1,900 | 5,700 | 9,350 | starts 22 long, speed 104%, carries a CUT, events: RELAY (timed, four), ports: CUT |
| 6-03 | ZONES AT ×4 YOU START AT ×4. BUILD POINTS UP IN THE HOT ZONES GOAL: DON'T DROP BELOW ×3 | 85 s | 1,150 | 2,750 | 5,800 | starts at ×4, speed 104%, events: HOT ZONE (preserve, escalate), ports: PHASE, SURGE, CUT |
| 6-04 | WIRE AND GATE LIVE WIRES AND LONG GATES | 85 s | 1,700 | 5,100 | 8,625 | speed 104%, events: LIVE WIRE (patrol); GATE (course), + narrow, ports: PHASE, SURGE, CUT |
| 6-05 | UNSTABLE THE ZONE GIVES LITTLE WARNING GOAL: DON'T LET A ZONE BURN YOUR POINTS | 85 s | 1,825 | 3,500 | 6,275 | speed 104%, events: HOT ZONE (unstable); GATE (risk), ports: PHASE, SURGE, CUT |
| 6-06 | MOVING ECHO AN ECHO GATE THAT SHIFTS SIDEWAYS GOAL: DRIVE THROUGH A GATE 3 TIMES | 85 s | 1,225 | 2,650 | 4,950 | speed 104%, events: GATE (echo), + drift, ports: PHASE, SURGE, CUT |
| 6-07 | DARK BRIDGE LATE TERMINALS, BRIDGE BARS AND WIRES | 85 s | 1,500 | 4,500 | 8,875 | speed 104%, events: RELAY (hidden, bridge); LIVE WIRE, ports: PHASE, SURGE, CUT |
| 6-08 | RISK SURGE SHORT OR LONG GATES, ALL ON SURGE GOAL: DRIVE THROUGH A LONG GATE | 85 s | 1,450 | 4,325 | 7,650 | speed 104%, starts in SURGE, events: GATE (risk, double); HOT ZONE, ports: PHASE, SURGE, CUT |
| 6-09 | FULL CIRCUIT EVERYTHING AT ONCE | 90 s | 1,775 | 5,350 | 8,775 | speed 104%, events: GATE; RELAY; HOT ZONE; LIVE WIRE, ports: PHASE, SURGE, CUT |
| 6-10 | OVERLOAD TEST AT ×5 EVERY POINT COUNTS FIVE TIMES GOAL: PUSH THE MULTIPLIER TO ×5 | 95 s | 1,475 | 4,600 | 9,225 | speed 108%, charge 110%, events: GATE; RELAY; HOT ZONE; LIVE WIRE, ports: PHASE, SURGE, CUT |
Chapter 7. MELTDOWN
«THE FINAL CIRCUIT» · Reward: WHITE
| Level | Name / Goal | Time | PASS | GREAT | PERFECT | Board |
|---|---|---|---|---|---|---|
| 7-01 | RED LINE FASTER FROM THE FIRST STEP | 90 s | 1,725 | 4,925 | 9,125 | speed 106%, events: GATE; LIVE WIRE, ports: PHASE, SURGE, CUT |
| 7-02 | COLD START NO NODES. ONLY RISK PAYS | 90 s | 1,850 | 5,700 | 10,075 | no nodes, starts 18 long, speed 106%, events: GATE; RELAY; LIVE WIRE, ports: PHASE, SURGE, CUT |
| 7-03 | HEAVY DRAIN CHARGE DRAINS TWICE AS FAST GOAL: REACH ×2 WITHIN 25 S, THEN DON'T DROP BELOW IT | 90 s | 1,600 | 4,925 | 8,825 | speed 106%, drain 200%, events: GATE; RELAY; HOT ZONE; LIVE WIRE, ports: PHASE, SURGE, CUT |
| 7-04 | THE CAGE CHARGED BLOCKS EVERYWHERE | 90 s | 2,550 | 5,375 | 8,825 | insulators (20), speed 106%, events: GATE; RELAY; HOT ZONE; LIVE WIRE, ports: PHASE, SURGE, CUT |
| 7-05 | STORM WIRES AND HOT ZONES GOAL: DON'T LET A ZONE BURN YOUR POINTS | 90 s | 1,075 | 3,300 | 7,700 | speed 106%, events: LIVE WIRE (twin, long); HOT ZONE (unstable, drift), + fast, ports: PHASE, SURGE, CUT |
| 7-06 | GLASS CEILING THE MULTIPLIER STOPS AT ×3. SCORE ANYWAY | 95 s | 1,300 | 4,000 | 6,550 | ceiling ×3, speed 106%, events: GATE; RELAY; HOT ZONE; LIVE WIRE, ports: PHASE, SURGE, CUT |
| 7-07 | HIGH VOLTAGE START AT ×3 GOAL: DON'T DROP BELOW ×3 | 90 s | 1,500 | 4,650 | 9,950 | starts at ×3, speed 106%, events: GATE; RELAY; HOT ZONE; LIVE WIRE, ports: PHASE, SURGE, CUT |
| 7-08 | NO MODULES NO HELP. NO PORTS | 90 s | 1,725 | 5,300 | 8,925 | speed 106%, events: GATE; RELAY; HOT ZONE; LIVE WIRE |
| 7-09 | CRITICAL MASS LONG MOVING GATES. FAST WIRES | 90 s | 1,650 | 5,100 | 9,025 | speed 106%, events: GATE; RELAY; HOT ZONE; LIVE WIRE, + narrow, drift, fast, ports: PHASE, SURGE, CUT |
| 7-10 | MELTDOWN THE WHOLE MACHINE. FULL POWER GOAL: PUSH THE MULTIPLIER TO ×6 | 120 s | 2,750 | 8,875 | 15,800 | speed 110%, events: GATE; RELAY; HOT ZONE; LIVE WIRE, + narrow, drift, fast, ports: PHASE, SURGE, CUT |