Five Pebbles (region)

Five Pebbles is one of twelve regions in Rain World. Five Pebbles is the largest region in the game and is divided into several different sub-regions. Five Pebbles is unique for a few reasons; in addition to being a much more mechanical region compared to the rest of the world, virtually untouched by nature, much of the region is under the influence of gravitational distortion engines, which create a zero-gravity effect. Five Pebbles is also un-affected by the Rain at the end of a cycle.

Recursive Transform Array
This subregion consists of a collection of large, long zero-gravity rooms containing high voltage transformers that will kill the player on contact. It is the largest subregion in Five Pebbles. Travel through this subregion is considered much safer than travelling through Unfortunate Development to reach General Systems Bus. It is also a noticeably longer route. It is possible to pass through the region without encountering any animated hazards, there are however two Daddy Long Legs before its entrance.

Unfortunate Development
Unfortunate Development is both the shortest route from the The Underhang to General Systems Bus, and the most dangerous. Unfortunate Development is infested with Proto Daddy Long Legs that cover nearly every surface, and is made only more dangerous by the sub-region's malfunctioning zero-gravity, which turns on and off periodically. Safe travel is assisted by elastic, blue, ropelike tendrils which span from wall-to-wall, and can be grabbed by holding the up button. Slugcat cannot jump and will simply fall from these tendrils if the gravity is active. This zone is harder to traverse when playing Monk as there are more proto DLLs in the area. It is somewhat easier when playing Hunter due to the slightly decreased amount of Daddy Long Legs and proto DLLs. It is common for players to enter Unfortunate Development on first playthroughs due to its placement in the region. When playing Monk however, the player is discouraged from entering as one of two entry paths is blocked by a mass of Proto Daddy Long Legs. Other iterators, after examining the deterioration in this region, refer to the infestation as "the rot," and note its severity, indicating that other iterators may be similarly plagued by troubles.

Memory Conflux
Memory Conflux is a grid of inspection chambers that actively process plastic neural tissue samples. Despite its alien appearance, the sub-region lacks any lethal threats until the player approaches Unfortunate Development. These rooms tend to have poles to grab onto at their edges, and a large amount of empty space elsewhere. The lack of objects in these rooms tend to make traversing these tunnels challenging at first, and consistent with experience. The lower right of the subregion is infected with the rot, Proto Daddy Long Legs and tentacles which can be held for platforming. Zero-gravity malfunctions in the rooms closest to Unfortunate Development.

General Systems Bus
General Systems Bus contains the facility's iterator puppet. The subregion contains no lethal threats, and is plot-relevant. In this area, symbols and shapes flicker and translate across the background walls. The region's Iterator, Five Pebbles, can be found in a square can at the centre of the largest room in the subregion. On first entering this room, Five Pebbles gives the player the highest level of karma (an X symbol), and the mark of communication. This mark of communication is required to talk to Five Pebbles, Looks to the Moon, and all Echoes. Music can be heard in this subregion which increases in volume until reaching Five Pebbles' puppet. This music can also be heard in the shelter next to the region gate that leads to the Wall.

Zero-Gravity Controls
The Five Pebbles region features zero-gravity movement, which can be awkward to control. Unlike when swimming, the player is unable to directly accelerate in zero-gravity using the arrow keys, instead only being able to reorient themselves as they propel around from large leaps. Movement is largely dependent on leaping off of poles or walls, although the player can maintain some slight influence on their momentum through rotation.


 * Pole-grab: Unlike with standard controls, the player can grab onto poles if they press a button parallel to the pole's direction (i.e. up or down for vertical poles, and left or right for horizontal ones). The player will not climb onto or let go of the pole when using the up/down arrow keys.
 * Rope-grabbing: Several rope-like objects can be grabbed onto much like poles in regular controls, by holding up while going past. Just as with poles, the player will not let go of these if they press the down arrow key.
 * Leap: If the player is touching a wall or holding onto a pole or other object, pressing the jump button while holding a given direction will cause the player to leap in that direction.
 * Crawl: The player can press up against a wall by holding the button towards it and crawl along it. The player can even round corners this way if they are careful. The player's speed will be very low while doing this, however.
 * Throwing: Throwing rocks or spears will slightly boost the player's speed in the direction that the object is thrown. This can be especially useful for avoiding last-minute hazards while moving quickly. Note that objects can still only be thrown left or right, regardless of the player's orientation.
 * Tail-Boosting: The player can influence their momentum by a small amount by throwing their tail about via rotation. Though this tends to be a slow and clumsy way of adjusting one's trajectory, it can be useful for situations where the player loses nearly all momentum in midair. By rotating quickly and then stopping, the player will whip the slugcat's tail and gain some slight momentum in the direction that their tail was moving. Other methods of tail-boosting exist, such as wriggling back and forth repeatedly.

Visual Map



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Interactive Map
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