NOTES FROM THE GARDEN

The little field guide.

A good idea, a clear line of sight, and a few clever tools.
Everything you need to bring your friends home.

Four curious friends.

Pip, Nori, Miso and Bean are bright little mimics with one shared talent: learning by watching. Your goal is to guide every friend to their door. In later levels, the letters on the doors show who belongs there.

PipMint · P
NoriPeach · N
MisoLilac · M
BeanGolden · B

Two habits. A world of possibilities.

↗ Jump

A friend on an action stone travels two cells straight ahead, skipping the cell in between. It is perfect for a one-cell gap, but the landing cell must be safe.

↳ Turn

A friend on an action stone turns 90 degrees clockwise, then moves one cell in that new direction. East becomes south, south becomes west, west becomes north, and north becomes east.

On ordinary path tiles, friends walk one cell forward. A habit stays with them until a new lesson or observed action replaces it. Teaching costs a lesson; copying is free. Teaching the same habit again uses no lesson.

See it. Learn it. Pass it on.

When you teach a friend, observers who can see them copy the demonstration. Their view is a forward cone: friends behind them are out of sight, and distant friends may be out of range. Walls and screens block the view.

In the browser demo, select a teacher to see dotted learning lines. Check these before each lesson. A copied action replaces the observer’s old habit, even if that old habit was the safer one.

Learning does not immediately create another demonstration. The learner must first perform their habit on an action stone to pass it to the next friend. This is how a relay reaches someone who could not see the original teacher.

Later in the full game, purple silent stones execute habits without sharing them. Even direct teaching on a silent stone does not spread to observers. The friend on the stone can still watch demonstrations elsewhere.

A small, clever toolkit.

Place and equip tools before setting off. Select a tool, then tap a tile or friend; on desktop, you can also drag it. Invalid placement uses nothing. Restart restores your lessons and tools.

The screen

A little privacy goes a long way. A screen blocks the line of sight without blocking the path. In later gardens, place it on empty ground beside the trail before teaching. You have two screens per level from Chapter 2.

Protect a whole sight line when two crews need different habits. Place screens before lessons, then check the learning preview.

The blindfold

Keep a good idea safe. A blindfold prevents its wearer from copying for 12 running beats. It keeps their existing habit; they still move and demonstrate normally. Equip it only after the friend has learned a habit.

Order matters: teach the idea you want to preserve, equip the blindfold, then teach the competing idea. You can still directly teach its wearer.

The swap charm

Think one action ahead. After the wearer performs their first action on an action stone, this charm switches Jump to Turn, or Turn to Jump. It works once. Other friends copy the action performed, not the new habit.

Use it when a friend must jump now and turn at the next stone. A charm and a blindfold can be worn together.

The wait pad

Bring everyone together. Place a pad on an empty walkable tile, including an action stone. Visitors stay there until you release them. Once every remaining friend is gathered on unreleased pads, the game pauses for new lessons.

Pads have room for the whole crew. Teach the next habits while everyone is gathered, then press Resume. There is no automatic countdown release.

Think like a mimic.

  1. Work backward from the doors. Trace each trail to its last gap or corner. What habit does that friend need there?
  2. Find a teacher everyone can see. One well-placed demonstration can save several lessons. The nearest friend is not always the best teacher.
  3. Protect before you overwrite. A lesson that helps one crew may undo another crew’s plan. Check sight lines, then use a screen or blindfold when needed.
  4. Plan the second action. Getting past the first gap is only half the story. A swap charm can prepare a new habit for the next stone.
  5. Gather where change is needed. Place wait pads before starting. Early visitors wait safely while the rest catch up.
  6. Pause and learn from the result. There is no deadline. A wrong turn is information: look at the friend’s last habit and who demonstrated it.

A nudge for the demo.

The browser contains exactly two adventures: Level 1, then the App’s Level 30. Try the hints in the little manual first. Expand a walkthrough when you want the full solution.

Level 1 — A little leap · reveal solution

Count columns from the left and rows from the top of the board. Place all pads before teaching. At each “Go / Resume”, run until the next automatic gathering pause or the win.

  1. Pip → Jump
  2. Go / Resume
Level 30 — Traffic of ideas · reveal solution

Count columns from the left and rows from the top of the board. Place all pads before teaching. At each “Go / Resume”, run until the next automatic gathering pause or the win.

  1. Wait pad: column 2, row 3
  2. Wait pad: column 2, row 5
  3. Wait pad: column 5, row 7
  4. Wait pad: column 8, row 7
  5. Swap charm on Pip
  6. Swap charm on Miso
  7. Nori → Jump
  8. Blindfold on Miso
  9. Miso → Turn
  10. Go / Resume
  11. Nori → Turn
  12. Miso → Turn
  13. Go / Resume
  14. Pip → Jump
  15. Nori → Jump
  16. Go / Resume
Put an idea into practice

Little questions.

Can I teach while the crew is moving?

Press Pause first. You can select a friend and teach while paused, then press Resume. Tools can be placed or changed during preparation.

Why did my friend change their mind?

They saw a newer demonstration. The latest observed habit wins. On a simultaneous beat, demonstrations resolve in friend-ID order: Pip, Nori, Miso, then Bean.

Why won’t the blindfold go on?

The friend needs a habit first. A blindfold preserves a learned idea; it does not teach one.

Why are my friends standing still?

They are on unreleased wait pads. Once all remaining friends have gathered, check their next actions, teach any needed habits, then press Resume.

Where can I play the whole adventure?

The iPhone app contains 50 levels across 10 gardens. It has not launched on the App Store yet. The website’s download buttons currently open a coming-soon page.

Need a little more help?

For support, questions, or feedback, email [email protected].