Follow the resonance glyph
A glowing resonance glyph marks each echo gate. Look for its carved lines in the first course of each world. Other stonework belongs to the course scenery.
The rooms are optional parts of courses you already know, so they don’t push the level count past 40 and they’re separate from each world’s fifth, special-challenge course. There are eight rooms across eight worlds. If you want somewhere gentle to learn the controls, start with First Light in Clover Coast.
Stand on the gate and hold Down
Stand on the flat top of the carved echo gate and hold Down (or S) on a keyboard, or pull the joystick down on a phone or tablet. Centre yourself and make sure both feet have landed before holding the direction.
Keep holding for a moment while you start to sink. Small, Growth and Ember forms can all use echo gates, so no crystal ability is required. If nothing happens, centre yourself, let go and try again once you’ve landed.
Begin with First Light
Open Levels and pick First Light. As you travel through, watch the lower route for a carved echo gate. Slow down around it instead of holding Run, because the aim is to stand at the gate’s centre and hold Down.
Inside Cloverlight Grotto, follow the shelves and gather crystal fragments before leaving through the far gate. The first chamber is a calm place to learn the resonance glyph and explore the side path.
Show the route details: The eight chambers (route notes)
Each entrance is in the first main course of its world. The table lists the course and room names, with no step-by-step routes. Choose a course in Levels and look for the marked echo gate along its main path. You don’t need to search the other three main courses or the special challenge.
Each chamber has its own layout: branching stone shelves, icy passages, warm vents or quiet crystal galleries. Check the next landing before you leap.
| World | Course | Underground room |
|---|---|---|
| Clover Coast | First Light | Cloverlight Grotto |
| Crystal Hollow | Lantern Entrance | Quartz Lantern Vault |
| Sunstone Dunes | Warm Sands | Sunstone Cellar |
| Mosswood Wilds | Fernfoot Trail | Mossroot Hideaway |
| Frostbell Peaks | Snowdrop Pass | Frostbell Grotto |
| Cloudtop Isles | Updraft Avenue | Cloudkeep Vault |
| Ember Ridge | Cinder Landing | Emberlight Cellar |
| Midnight Citadel | Moonlit Approach | Royal Shard Treasury |
Follow the far gate home
Every chamber has linked gates at both ends. The far gate returns you to a later point in the same course. Stand on its flat top at the centre and hold Down or pull the joystick down.
When you come out, step away from the gate before you move on. The game stops a held Down from sending you straight back through the gate you just left. Your run carries on while you’re underground, so there’s no need to restart the level or go back to the menu.
Quick answers
How many echo chambers are in Super Quest?
Eight, one in the first main course of each world. They’re parts of existing courses, so they aren’t extra levels.
How do I activate an echo gate on a phone?
Play in landscape, land on the flat top of the marked echo gate and pull the joystick down. Centre yourself and make sure you’ve fully landed before holding the direction.
Do I need a crystal ability to use an echo gate?
No. Small, Growth and Ember forms can all use the marked echo gates.
Are there extra resonance shards underground?
No. The game has three resonance shards per course and 120 in total, and the echo chambers don’t add any.
Sources & further reading
Product details checked on 24 October 2026. Features and availability may change after publication.



