Grab, carry, drop: the same three moves everywhere
The HUD along the bottom of the screen prints three moves: hold to grab, release to throw, shake to rip off. Every machine in this page runs on the first two. Walk up to a dummy, hold, carry it to the machine, release, then trigger whatever the machine uses — a pad, a barrel, a console or a seat.
- Grab a dummy and keep hold of it. A dummy already lying on the ground can be picked up the same way.
- Carry it to the machine. Three of them want the dummy mounted rather than dropped: the rocket pad, the human cannon and the catapult.
- Release, then trigger the machine. On the crash rig that is the LAUNCH button; on the rocket pad and the cannon it is the launch control beside the mount.
Travel is the part that decides whether this is worth it. The fast kills page puts a number on when carrying beats swinging; the short version is that a machine is only faster if the dummy is already close to it.
Blades: hanging blades, the circular saw, the Shredder, the rollers
Hanging blades (08:00). Lengths of blade hang from a timber frame and swing across the walkway. A dummy carried into the arc loses arms and legs before it reaches the far side. Nothing on the frame is labelled, and the listing does not name it either, so this page calls them what they look like.
Circular saw (08:23). A disc the height of a person, mounted on a steel frame, cuts a dummy in half on camera. Blood stays on the blade afterwards, which makes it easy to find again in the same session.
Shredder (09:12). An orange hopper under a yellow-and-black SHREDDER sign. This is the one blade the listing names outright. A dummy goes over the edge and comes out the other side in pieces.
Factory rollers (09:20). A conveyor carries a dummy into a row of steel rollers. The 15 October post lists the factory's parts as a suction machine, a giant fan, a spike wall, a hydraulic press and a tesla coil; the recording never puts a label on any of the five, so treat that list as the post's words rather than a tour.
Pits: spikes, sand, fire, water
Spike pit (08:10). A yellow funnel wide enough to drop a dummy through, with a red spike floor below. The listing names it as the spike pit. A dummy dropped in is impaled and stays there, which makes it the cheapest of the pit kills to aim at from standing height.
Quicksand (10:02). A sand pit that swallows a dummy until only a hand stands above the surface, with a Pull Out prompt on screen. That prompt is the only piece of rescue UI this site has read at a hazard, and the recording does not show what it acts on.
Fire pool (09:51). A pool that sets a dummy burning, with the dummy shouting about the heat. The 15 October post lists an acid pool described as a bubbling green pool; the pooling liquid in this recording reads as fire, so this page does not merge the two.
Shark pool (17:01). A pool with a shark that bites a dummy thrown in front of it.
Water cannon (16:42). A player-driven jet of water. The creator says in chat that it does no damage, and no damage number appears on screen. That is their claim, not a reading.
Launchers: rocket pad, human cannon, catapult
Rocket pad (08:44). A red-and-white rocket stands upright on a circular pad with a launch control at its base. The 15 October post describes it in one line: strap a dummy to a rocket and blast off. The recording shows the dummy mounted beside the rocket and both lifting off.
Human cannon (08:57). A red-and-yellow barrel with a wide muzzle, named in the listing as the human cannon. The dummy sits at the mouth of the barrel and is fired across the map.
Catapult (08:32). A timber catapult loaded with a dummy, aimed at a target board with a red bullseye on a yellow stand. Of the three launchers this is the only one with a scoring target behind it, which makes it the easiest to practise on.
Train (10:12). Not a machine you load: the train runs on rails across the map and destroys whatever is standing on the track. The listing names it alongside the Shredder and the spike pit.
The crash test rig is the only machine with a panel
Every other attraction is triggered by leaning on it. This one has a wall panel with four controls, and they are the only settings read anywhere on the playground.
| Control on the panel | What the panel showed at 11:12 |
|---|---|
| Speed | Three buttons: 30 KM/H, 60 KM/H and 120 KM/H. The recording ran with 120 lit. |
| Seatbelt | A two-way switch, ON and OFF. The recording ran with OFF lit. |
| LAUNCH | Starts the run and sends whatever is on the seat down the track. |
| UNLOAD DUMMY | Clears the seat without a run. |
Under the buttons the panel prints its own instruction: drag a dummy onto the seat, or sit down yourself. That is the one place the game invites you into a machine, so if a kill needs a body and you have none left, this rig will still take a turn with you in it. What the rig does to your character is not shown in the recording.
The three speeds exist for a reason that the panel does not state. If you want to compare them, run the same dummy at 30 and at 120 with the belt off and watch for a difference on screen; that is a test the page cannot run for you.
What the listing names that the recording did not settle
Two official texts name more machines than the recording shows. The listing promises a wrecking ball, a seesaw and an 80-stud tower to throw dummies off. The 15 October update post adds a guillotine, pull the lever and see what happens; an acid pool, toss dummies into the bubbling green pool; and a factory of five parts. None of those four names appears in the recording at a machine this page can identify, so they are listed here as promises rather than as tours.
That gap matters for one decision: if you are looking for a specific machine a friend mentioned, this page cannot confirm it exists in the current build. Check the playground itself before you plan a route around it.
What this page cannot settle
- Whether a machine kill counts. No frame here shows the kill counter before and after a machine kill in one shot. Carry a dummy, note your total, then look again.
- Where each machine stands. The recording walks a route but draws no map, and the machine names are not posted at the map's edges.
- What the speeds change. The crash rig shows no result board in the frames read, so 30 and 120 KM/H are two buttons and not yet two outcomes.
- Whether the multiplayer place has the same machines. The creator says the multiplayer map looks different, which is a claim from chat, not a comparison this site has made.
The weapons that send a dummy toward a machine are on the weapons page, and the graveyard end of the map, where a dummy turns into a zombie instead of breaking, is on the zombies page.