Start with a single rule
In each new world, identify the action that moves its main object. Test that action on a simple arrangement before trying to complete the whole room.
Build a repeatable way to solve puzzles: read the board, test a rule, undo the experiment and preserve the next character’s access. Includes expandable help for the shrine and selected mirror rooms.

No matching entries.
In each new world, identify the action that moves its main object. Test that action on a simple arrangement before trying to complete the whole room.
Find the exit or target, then ask where the final object and hero must stand. Work backward until you have a position you can create from the start.
A push can close off the side needed for a later pull or swap. Check the next hero’s access before filling a narrow passage.
Use Z to reverse a test. A restart can also be undone: hold Z to return toward the earlier position instead of assuming the attempt is lost.
R restarts a room; after a checkpoint, it returns to that checkpoint. Restart is unavailable on the overworld, so do not plan a hub route around it.
Tab opens the overhead view, Q shows the local area, and holding Space previews a level. Use these views to identify the route and record the room you want to revisit.
Hold Ctrl to run while slowing the world down when timing is tight. Alt speeds up time; avoid using it while you are still checking an unfamiliar interaction.
A goblin threatens adjacent squares; a fire-breathing creature threatens its line of sight. Look for protection, charm or ways to redirect danger. Some gates stay active while monsters remain.
North introduces the hauling heroes, east mirrors, south stones and water, and west beams. Try another open route when stuck. There is no requirement to finish north and east before learning the western system.
First work out what the hero can do outside the beam, then what changes inside it. Check a purple beam’s endpoint before entering. If a cart is available, test using it to interrupt the beam while positioning a crystal; arrange the exit route before removing that protection.
Start on the east bank with two stones: the northern stone is one column farther west. An empty pad lies west of you; another pad is already beside the shrine island.
1. Send the southern stone west onto the empty pad.
2. Send the northern stone west past the moving pad’s north side, turning the carrying pad south. Hold Ctrl for finer timing.
3. Dock beside the fixed pad at the narrow bank. If one column off, undo the second launch and adjust its timing.
4. Walk to that bank, push the carried stone north off the pad, then cross west over both pads and step onto the orb.
Complete the two puzzles in the HxM Gold Room, then push its released crystal right to form the onward path. In the combined area, solve the middle puzzle on screen 2 before returning to screen 1: that puzzle removes the connecting corridor’s barrier.
Use this for screen 1’s lower two-character room, from its original arrangement. Put the green character on the green button. Move the orange character’s mirror down one square and right five into the pink button’s column; stand orange on pink. With green, pull her mirror up one and left five into the green button’s column. Return green to her button, then activate both mirrors to bring the characters to their exits.