Take a breath.
The sky can wait. Quests and opened gates are kept. Chapter travel unlocks when you finish the Scattered Sky.
THE SKY FERRYWhere to next?
Arrive at a chapter’s landing with full hearts. Quests, opened gates, companions and village projects stay with you.
Follow the bridges.
A place for everyone
Your rescue journal · new neighbours join Hearth Village.
BETTER TOGETHER · CA little company.
Recruit friends by accepting their conversations. One travels beside you at a time. You can change companions anywhere, so a puzzle never traps you with the wrong friend.
Windstep: restore Pip’s workshop with three timber bundles. Hearthguard: help Fern by soothing the three original wisps. Far Echo: explore Blue Cat’s hidden room in Chapter II. Greyed-out choices are not discovered yet.
A little guidance.
Move WASD / arrows · Interact E · Pulse Space (learn from Blue Cat) · Dash Shift · Pause P · Map M · Party & charms C · Full screen F or the gold button beside the title. Fullscreen hides the side journal; Map & journal and Guide & sound stay available. Use Exit full screen or F to return. Browsers without native fullscreen use an expanded in-page view. All actions also have touch buttons.
The Scattered Sky: collect nine name-seeds and spend three at each beacon. Beacons restore hearts and save your checkpoint. Two pulses calm a wisp. Leave the Warden’s warning circle, then approach and Pulse while its crown is open. Three hits unlock the shared root and Chapter II.
The Storm Archive: lanterns send light east. Rotate mirrors with E and Pulse at a lantern to test the reflected path. Light both receivers, then choose Mina and interact with the northern gate. Blue Cat reveals a hidden bridge near the eastern wall. The Tempest Keeper strikes its inner circle, then the outer ring; the center is safe during the outer strike. Four Pulses after both rings fade unlock the ending.
The Lantern Wilds: choose any recruited companion. Press E by an amber or jade plate and wait for your friend to walk onto it. Stand on its matching plate yourself: the gate latches open and your companion follows again. R or Recall in Party & charms cancels an assignment. Invite Lark, Reed and Ori home to open the Hollow Court. Leave the Hollow Crown’s glowing lane; four Pulses after it fades unlock the lantern of belonging. Visit a camp with E to save a safe resting place.
A place to return to: help Pip with timber, Fern with the three original wisps, and Quill with two Archive folios. Their projects visibly restore the village. Equip one earned charm and one recruited companion in Party & charms. Alice heals over time; Hearthguard blocks one hit and recharges only at rest. Take the ferry between chapters without resetting progress.
Discoveries and checkpoints save in this browser. Reload returns to a safe beacon or camp, with quests, opened gates and rescues kept. Plate assignments reset; your companion rejoins you. Existing Chapter I and II saves upgrade automatically. There is no online leaderboard or cloud save in this adventure.
Characters & credits
Original world, map symbols and fictional dialogue created for Bob Wallet. Alice & Blue Cat’s portrait is unchanged Liquidity.spot artwork, with its MIT notice. Mina’s unchanged portrait comes from mina-issho/mascots, under GPL-3.0. Map figures are original simplified game representations, not new upstream lore. All guardians and village travellers, including Lark, Reed and Ori, are fictional characters. Read aloud uses your browser’s voice, not a cloned character voice. Music is original synthesized Quest Radio audio, including the Lanterns in the Leaves arrangement.
A SOFT LANDINGEven explorers
need a little tea.
Your friends kept your place. Return to the last safe beacon with full hearts. Quests, seeds and restored beacons are kept.