Courses
Spoilers exist below. Read beyond your current course at your own peril. Deafwave made a map (source).
ONE

c1 is a short beginner course to each the basics of the game.
The Wall Jump powerup purchased here allows both shortcutting the course, and access to c2.
TWO
c2 has several distinct sections, with three transition sections between two large rooms. The early course gives a hint toward secrets being available to explorers. A clear shortcut path is visible, but initial unavailable to the player.
The dash powerup purchased here allows for further progression.
THREE
c3 makes use of the dash to navigate throughout the level. In the first room, it isn't required to wall jump above the four spikes, but does make it much easier. The long row of spikes needs the dash. The second room also teaches the player how to use a dash out of a left wall slide to go left.
The Air Jump, aka Double Jump or DJ, is purchased from this course. Again, further course progress is locked behind the course's power.
We later return to this course with the blue blocks swapped out for orange, altering this course's path, which is a theme that will continue onward throughout the game.
FOUR
c4 is a much wider course featuring several gaps with spike lined floors. This course has the introduction of springs
The signature upgrade in this course swaps which of the colored blocks are active, turning off blue, and turning on orange. Progression after four is hinted at as we return to c3 that something is above because of the now solid orange blocks.
FIVE
c5 starts with a cliff edge and blue spikes blocking the player's path if we arrive before c4's powerup. The course focuses on wall jumps with spike floors once we reach the top.
The signature upgrade of c5 is the end of the first part of the game by power outage.
SIX
c6 is a short course just after a the moss mechanic has been shown to us. The first time completing this course is a puzzle due to our limited movement resources. This is the first course to have vines, which will continue to appear for the rest of the courses.
SEVEN
c7 is a mostly vertical course. It too is a bit of a puzzle to navigate the first time. Two inactive zippers greatly alter how this map is navigated once they are unlocked.
Progression following c7 is behind tree nodes unlocking the lower section of the map.
EIGHT
c8 follows the theme of puzzle to complete, in that the player needs to realize the first chamber isn't possible, and should explore elsewhere. Once powerups are unlocked, the course itself is still a lengthy puzzle to first navigate. This wide course has an entirely different path once zippers are enabled. The right wall has flipping orange/blue walls.
The signature unlock of c8 is Clone Dust, a resource that multiplies other resources gained.
NINE
c9 makes use of the tutorial path for learning moss, and is the first course to send us out into the main halls during it's completion.
TEN
c10 is accessed via zippers, and features many zippers along it's course.
FOUR - MOSS
c14
THREE - MOSS
c13
TWO - MOSS
c12
ONE - MOSS
c11, often the last course found in the game due to not having a teleport to it directly.
FIVE - MOSS
c15, the last course in the game
ToDo
- images of each of the courses in the order they appear. Minor description about where they are located (especially moss side 1 between 5 and 2). Repeat the mossed over courses after ten.
- VMAN should probably be a "see also" entry of this page somewhere.