Homes, Dungeons and Expeditions
Somewhere to come back to, and somewhere to go. General tips first: the answers are behind the spoiler boxes, where they belong.
Your home
- Your cottage is on Cottage Lane, and it's yours alone. Friends can visit while you're in.
- Press the decorate key at home to place furniture: floor pieces on the floor, frames and shelves on the walls.
- The back door leads to your backyard. That's where the garden is.
- Take photos while you play, then hang them on your walls. One photo or a whole collage.

If you fall off something tall, you'll be dizzy. So will I. We'll get over it together, lu.
Dungeons
- One instance per party. Solo works, and a party of up to four shares one.
- Alone, your progress is kept when you leave: doors, keys, pushed blocks and all.
- Pots and rocks can be lifted and thrown. Heavy things stay where they land.
- Every puzzle teaches its idea first, then twists it. If a room seems to be teaching you something, it is.
| Dungeon | Homeland | Levels |
|---|---|---|
| The Bellfoundry Undercroft | Sunvale | 9 to 13 |

Puzzle tips
- A pressure plate wants something heavy on it. You count. So does a pot.
- A push block slides one tile if the floor beyond is clear. A lever on the wall puts the room's blocks back, so nobody is ever stuck.
- Crystals flip when hit with something thrown.
- Torches lit in the wrong order puff out. Look for a carving with a song on it.
Spoiler: tap to peek The Weighing Floor
Alone? Carry the pot beside the big plate onto it, or throw the rock from across the room. A heavy thing stays where it lands, and the gate stays open.
Spoiler: tap to peek The Drop
Throw a pot or the rock over the chasm at the crystal. A bridge comes.
Spoiler: tap to peek The torches on the Lighting Floor
Light them in the founders' song's order: bell, hammer, anvil, flame. The big key is yours.
Expeditions
Side-scrolling trails for a party of one to four, with a big creature at the end.
| Trail | Levels | Party |
|---|---|---|
| The Hollowroot Trail | 8 to 12 | 1 to 4 |
| The Windwhistle Boughs | 12 to 16 | 1 to 4 |
| The Tidewhistle Caves | 8 to 12 | 1 to 4 |
- Hold jump longer to jump higher. A tap is a hop.
- Crumbling bridges give way a moment after you land. Keep moving.
- A shaking log has a shadow under it. Don't stand in the shadow.
- Landing on a creature from above starts the fight with a free hit.
Spoiler: tap to peek The pages on the Hollowroot Trail
Three torn pages hide on the trail: one up in the canopy's leaves, one in a root cellar and one behind a stump's leaves. A hidden chest sits high in a great trunk.