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INDIE GAME / PLAY GUIDE

Haiku Lore Reading Locations | 29 Points, Entrances, and Required Abilities

Added main story, full collection tables, additional areas/modes, and lore locations · Updated 2026-10-13

This is an entrance-and-ability guide to reaching reading points, not a reproduction of dialogue. Records cover fixed normal-layout locations; no claim is made that all Corrupt lore uses the same locations.

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29 documented reading points

L numbers are this guide's check IDs. Scene and x/y in the final column identify locations within rooms, not in-game map coordinates or walkable distances. Prioritize room names and entrance directions when exploring.

Required abilities apply when using the listed entrance. Needing no additional ability after entry does not mean the entrance is reachable early.

IDRoom/landmarkEntrance and abilitiesReading positionScene / x,y / Document ID
L01Last Bunker: basket roomEnter from the left. From the bunk-bed side on the right, use the Hook or teleport.Toward the left59 / −18.5,−3 / document 0
L02Last Bunker: bunk bedsThe upper-left entrance is at the same height. From the lower entrance, use wall climbing or double jump.Bottom right58 / 11.5,−8 / document 1
L03Last Bunker: World Map monitorUse ball form from the TV Boss side; the lower-left entrance also works. You cannot enter backwards from the right.The monitor's lower level50 / 11,−9 / document 2
L04Neutron's roomEnter from the Bunker side on the left. Check after the battle and unlock.Near the left end201 / −23.9,−3 / document 3
L05The Hook challenge west of Bulblet's fall locationReach the pedestal with the Hook, wall climbing and double jump.Western pedestal228 / −41,5.8 / document 4
L06Sunken: Amplifying Transputer roomUse Bulblet from the upper laboratory-side entrance. The lower entrance also requires ball form.Upper right; separate from the chip152 / 16.1,26 / document 5
L07Research Lab:Hidden Lab CoreRead both points in the room after obtaining Space Disruptor.Near the center164 / −6.9,−3 / document 6
L08Research Lab:Hidden Lab CoreA separate terminal in the same room as L07. Do not merge the two into one record.Near the western end164 / −26,−4 / document 7
L09Incinerator: flaming wheelUse heat protection, wall climbing and double jump to reach the high side. Avoid touching lava.Upper left104 / −22.6,13 / document 8
L10Incinerator: immediately east of the wheelEnter with heat protection from the east or upper-west entrance. From the repair-point side, wall climbing is also required.Bottom right103 / 10,−3.5 / document 9
L11Incinerator: dead end east of L10Use L10's eastern exit. No additional ability is specified once inside.At the back105 / −1.3,−3 / document 10
L12Forgotten: vertical room below LuneFrom below, use teleporting plus wall climbing or double jump. From the west entrance, also open the local lever.Toward the bottom132 / −6,−9 / document 11
L13Forgotten: repair point and map markerUse the lower-east entrance or repair point. To descend from the upper-east entrance, use wall climbing or teleporting.Western lower level140 / −12,−12 / document 12
L14First Tree: Lost Archives entranceUse the tree's upper eastern exit. From the repair-point side, wall climbing is required.High reading point139 / 22,8 / document 13
L15Lost Archives: western terminalEnter after progressing Verse's event following Virus.Near the western end144 / −29.3,−5 / document 14
L16Lost Archives: west-central terminalIn the same room as L15, but separate from the terminal at the western end.West of center144 / −17.8,−5 / document 15
L17Lost Archives: eastern terminalAlso check the eastern side of the same room. The ending-side exit uses a different connection.Toward the east144 / 27.5,−4 / document 16
L18Water Ducts: lower repair pointBulblet + (wall climbing or double jump)Upper right127 / 23.1,10 / Document 17
L19Shelter beyond Helmet CrawlersEnter with Bulblet, then reach the higher section after obtaining Jump BoosterAbove the double-jump acquisition room206 / 11.8,10 / Document 18
L20Water: eastern dead end on the coolant sideHook + wall climbing from the west. Also prepare water protection or double jumpEastern end130 / 41,−1 / Document 19
L21Water Ducts: elevatorWall climbing + double jump from the elevator side. Check water protection for the alternate route around the waterHigh spot toward the west of the elevator117 / −20.5,−1 / Document 20
L22Proton's roomHeat protection + (wall climbing or double jump) from the east. Not a reverse entrance through the western waterwayWestern end, same room as the coolant200 / −37.9,−1 / Document 21
L23Core: 2 eastern entrances, upper and lowerFrom the lower entrance on the Hook acquisition side or the eastern entrance above itToward the bottom230 / −7.9,−13 / Document 22
L24Room 191: between 194 and 180From the west. Ball form required from the east. Regional landmark unidentifiedCenter191 / −5.5,−2 / Document 23
L25Central Core:Bulb HiveEnter in ball form from the right and open any of the 3 local levers. From the west, teleport + ball formA separate terminal in Bulblet's section83 / 7.1,2.9 / Document 24
L26Electron's roomFrom the Core side on the right. Check after the battle and opening the routeNear the western end84 / −17,−2 / Document 25
L27Core:Hand RoomFrom the right entrance on the Mainframe trap-room side. Wall climbing from the lower-right entrance or westToward the bottom32 / −6.5,−4.3 / Document 26
L28Core:Candle RoomThrough the connecting room below Hand Room, into the candle room to the westWestern dead end30 / −25.3,−2.1 / Document 27
L29Old Arcadia → Bunker return passageElevator 247 on the Gallery of Bosses side → passage 246 → Bunker 56Toward the east246 / 19,−5 / Document 29

Entrances to one room may have different heights

The World Map monitor room is not entered backward from the right. The upper entrance from TV Boss requires ball form; the lower-left entrance is a separate connection.

At Amplifying Transputer's room, the high laboratory-side entrance lets you reach the upper terminal with Bulblet. The low entrance requires the ball passage, and the chip's acquisition requirements differ from the lore's.

Lower Water requires light plus wall climbing or double jump. At Helmet Crawlers' shelter, return to the high reading point after Jump Booster to read without assuming special bomb jumps.

Check Archives and the return passage

L14 at the Archives entrance and L15–17 inside at the west, west-center, and east total 4 points. Advance Verse's event after Virus. Check display differences on post-ending revisits separately from simple map-location counts.

Old Arcadia's L29 lies on the return route: Gallery of Bosses elevator → passage 246 → Bunker 56. A connection closed from the Bunker side on your first visit is not assumed passable just because it looks nearby.

29 locations versus all lore and 339 cells

Fixed-location records contain document IDs 0–27 and 29. An older progression definition notes Lore 28 at the start, but that entry is absent from the current location record. No hypothetical 30th point is invented, nor is 29 renumbered to fill 28.

L24's regional landmark, starting-point 28's location/current display, post-ending display differences, and all Corrupt changes remain unconfirmed. Collecting 29 points is not described as completing all lore text, all 339 map cells, or wall geometry.

FAQ

Frequently asked questions (FAQ)

Q1 Does reading 29 points give map 100%? ▼
A

Terminal count differs from exploring 339 map cells. Check unvisited small rooms, stations, and Old Arcadia connections too.

Q2 Does the table use on-screen map coordinates? ▼
A

Scene and x/y identify rooms. For exploration, prioritize room names, entrance directions, and required abilities.

Q3 Document 28 is missing ▼
A

28 is absent from fixed-location records, and the old note alone cannot establish a location. No hypothetical location has been added.

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