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Glossary

Term Meaning
Area One of the four parts of the field, with its own kind of walls. The World Editor calls them rooms.
Area multiplier (AM) 1, 1.25, 1.5 or 2, applied to the points of each area
Checkpoint A silver tile. The robot returns to the last one it visited after a lack of progress.
Cognitive target A wall token of five concentric colours, whose sum gives a hazmat type. Replaced the hazmat signs in 2026.
Control window The web page where you load programs and run the game. Also called the robot window.
Controller Your program
Custom robot A robot designed with the Robot Customizer and loaded from a .json file
Exit bonus (EB) +10% for returning to the starting tile and sending E
Fake A token that must not be reported: three-dimensional letter victims, and cognitive targets with an invalid sum
Floating tile A tile that is not reached by following the walls joined to the start. Tokens here are worth more.
Lack of progress (LoP) When the robot is stuck or falls into a hole. It returns to the last checkpoint and loses 5 points.
Letter victim A wall token with the symbol Φ, Ψ or Ω
Linear tile A tile that is reached by following the walls joined to the start
Main Supervisor The part of Erebus that manages the game. Also called the game manager.
Mapping bonus (MB) A score multiplier of correctness × 1.2 + 1
Map matrix The array that represents the map
Passage A coloured tile that connects two areas
Quarter tile A quarter of a tile, 6 cm wide, used in Areas 2 and 3
Server-client setup The game runs on one computer and your program on another. See Remote Controller.
Swamp A brown tile that makes the game time run faster
TDP Technical Description Paper
Tile The unit of the field, 12 cm wide
TI, TT, CN, TMI In scoring: token identification, token type, checkpoint negotiation and token misidentification
Wall token Anything to identify on a wall: letter victims and cognitive targets
World A map, as a .wbt file