Player's Guide
Player's Guide
Before you set out
Ironwood Vale is a small valley kingdom, and for most of its history nothing happened in it worth writing down. Then the great Ironwood at the western edge of the wood began to sicken, black sap ran in its roots, and things that had been sleeping under the valley woke up hungry.
The hero of this story is a village child from Brighthollow who found a sword in a cellar. That is the entire qualification. What follows is a guide to everything that child has to walk through: a forest, a lake, a mountain, and the three things at the bottom of them.
Where every run begins: the house on C4. The bed behind you is a rest point for the whole game — and, after the mountain falls, the way to the credits.
Found in the cellar under the Ironwood, before the guide properly begins. Not a stab but a 120° wedge, a third of a circle — more room than it looks. The answer to most things and to no boss at all. Cadence: page 4.
Arrows fly where nothing walks. It opens eye-targets across pits, water and lava, and it chips at every boss in the game for one damage a hit.
Four directions, 180 pixels of reach. Fires at a post and reels you onto its tile. Fired at a stunned enemy, it yanks. The Bastion was built around it.
A punch, not a swing: a short box straight in front of you. It breaks cracked rock, lifts and throws boulders, and returns what the mountain throws at you.
You begin with three hearts. Four shards forge one container; each dungeon treasury holds a whole one; the shop sells a charm worth another. Collect all of it and the hero ends the game on eight.
Seven shards exist in the vale. Four make your container; the other three stay in your pocket, and there is no eighth. A shard that completes nothing still heals two hearts, so a spare is a potion.
| Action | Keyboard | Controller | Touch |
|---|---|---|---|
| Move | W A S D | Stick or D‑pad | Drag anywhere left |
| Interact, talk, open | J | A | A |
| Sword | K | X | B |
| Bow, hookshot, fist | I | Y | C |
| Swap equipped item | O | Left bumper | Swap button |
| Pause, map, inventory | Esc | Start | Pause button |
The hint line under the HUD reads whichever device you last touched. Plug in a pad mid‑game and the on‑screen buttons step aside; touch the glass and they come straight back.
Death costs you nothing but time. On the surface you wake at the last rest point you touched: your own bed, or any of six shrines — A2, B3, C1, D3, E5, F3. Each is dark stone until you use it once.
In a dungeon you wake in its foyer, unless you rested at a shrine inside it — rooms 12, 24, 39, 52. Every flag you set stays set.
The Game Saves Itself
Every room transition writes the save. There are three files, chosen from the title screen. Nothing is ever lost to a closed browser tab — and beating the game does not clear the file, so Continue drops you back into a finished, golden vale to walk around in.
Read The Room
Each region carries its own palette on purpose: deep green and webs in the forest, warm brown paths in the village, blue and sand at the lake, grey scree on the mountain. If the ground under you changed colour, so did the danger.
Opens one door, then it is gone. A Bastion key will not turn in the Depths.
One per dungeon, always behind that dungeon's lieutenant, and it opens exactly one door: the boss's.
Fills in rooms you have not walked, and marks their doors. Legend on page 4.
Off corpses and out of the grass. Caps at 999. Walk within a tile and it comes to you.
The Depths' treasury piece. It opens nothing. It is proof, and the village treats it so.
Twenty-six screens, corner to corner
The whole valley, photographed screen by screen and laid out in its true grid. It is small on purpose: every screen has at least one reason to exist — a person, a secret, a gate, a landmark, or a fight. Gold-framed cells are the ways down. The northeast corner is newer than the rest of the map, and it is not for beginners.
The vale is open; its gates are not. Each dungeon hands you the tool that opens the next one.
Nine of them, and all nine are worth going back to after each dungeon falls.
Brighthollow (C3): Elder Rowan, who pays for good news; Marda's shop; and Pip, out in the square. Home (C4): your mother. The East Fields (D3): Old Weck and his crows. Namm (F4) watches the lake. Brindle (E5) has been about to launch his raft for years. The hermit (D1) knows what the sealed doors want. And on the south road (C5), Skitter — if you let him live.
Killing a boss changes the world outside it, not just the door behind it. When the Goblin King falls, the two goblins holding the western grove pack up and leave. When the Warden drowns for good, the water over the isle goes still and Brindle finally launches. When the Sovereign is put out, the whole valley turns gold.
The elder pays coin for each. Go and tell him.
| Inside | Where | What is in it |
|---|---|---|
| Your house | C4 | The bed. A rest point all game, and one way to the credits. |
| The elder's house | C3 | Payment for each dungeon closed, and the other road to the credits. |
| Marda's shop | C3 | Brew, charm, two shards, and six rumors in rotation. |
| Inside | Where | What is in it |
|---|---|---|
| The well | D4 | A heart piece at the bottom of the rope. Nothing guards it. |
| The hermit's cave | D1 | What the two sealed doors want, said plainly. |
| Bastion antechamber | E4 | The hall behind the isle's gate, and the way down. |
Doors, marks, and the rhythm of a swing
Nothing in Ironwood Vale is explained to you in a box with a border round it. The game tells you things with paint, sound and timing instead, and every one of those tells is consistent from the first cellar to the last crater. This page is the decoder ring.
The sword clears a 120° wedge, hinged at your hands and reaching a little over a tile. It is generous sideways and useless behind you.
What matters is the metronome. A swing roots you for 0.15 seconds — you do not move, at all, and you cannot fire the bow, the hook or the fist — and then holds the button off for another 0.15. That is 0.30 seconds between swings, about three a second, and it is a floor you cannot get under. Mashing the key does nothing that patience would not have done.
The game is on your side about it: a press you make during either half is remembered and fires the instant the lockout ends. So tap it on the beat, not in a panic. And every hit that lands stops the whole world for a twenty-second of a second — that half-frame of silence is the game telling you the blow counted.
The cadence is deliberate, and it is the difference between the Depths and the Bastion. Room 22 has five things in it. You cannot out-swing five things; you have to out-walk them and swing three times.
Three kinds of shut door, and each dungeon draws all three in its own hand. You will know what a door wants before you are close enough to read it.
The Depths grow theirs: black timber laced with root and moss, a skull set in the lattice, and gold antlers over the throne. The Bastion built theirs and the lake decorated them — blue stone, coral, kelp, rusted bars, and a great gold trident on the Warden's door. The Summit forged theirs: black iron, chains, lava in every seam, and flame guttering off the posts.
The cellar and the hole in the northeast corner get plain grey stone and plain iron. Nobody decorated those. That is the point of them.
Coins Come To You
Get within about a tile of a coin and it starts moving your way, faster the closer it gets. You never need to walk a room in stripes after a fight — sweep through the middle and the floor tidies itself.
Each room on the dungeon map is a small filled square, and every door it owns puts a coloured notch on the matching edge. Four colours, and they never mean anything else:
There are exactly three red notches in the whole game — room 24's north wall, room 40's, room 56's — and finding one on the plan is the same as finding the boss. Gold is nearly as useful: count the gold notches in a wing and you know how many keys that wing is going to ask you for.
Slate is the vague one, on purpose. It means the door is waiting on the room: usually every enemy dead, sometimes a lever, sometimes a plate under a block. The map will not tell you which. It will only tell you that standing there and pushing is not going to work.
The Plan Is A Blueprint, Not A Report
The marks were drawn when the dungeon was built, and they never change. A door you unlocked an hour ago still shows gold. The plan records what a door wants, not what it is currently doing — so do not read a gold notch as “there is a key door ahead” when you may simply be looking at your own footprints.
Every boss and every lieutenant in the vale has exactly one moment when it can be hurt, and the game is scrupulous about telling you which of your hits landed in it. Listen to the sword.
Outside the window, a hit clinks: a flat grey wash over the sprite, a small muffled note, and no health lost — and in the Goblin King's case, no sound at all, just the grey. Inside it, the hit rings: a hard bright crack, the body pops a fraction bigger, white flashes across it, and the bar actually moves. Two damage, not one.
This is the most useful feedback in the game and it costs nothing to use. If you are standing in front of something hearing clinks, you are not fighting it wrong by a little. You are fighting it on the wrong beat entirely, and the answer is almost never the sword on its own.
| Who | The one window |
|---|---|
| Goblin King | He charges into a wall and stuns himself. |
| Dredge Knight | Hook him. The yank spins him round. |
| Bastion Warden | Hook the anchor ring on his back — and only while he is standing up out of the water. |
| Slag Knight | The fist. Nothing else touches him. |
| Ember Sovereign | Punch his own rock back into him. |
| Arrows | The exception. They chip the King and the Warden for one whenever they are visible, window or no window. |
Dungeon One · Rooms 4–27 · A4, in the roots
Rot and hunger. The Depths are what the sickness in the great tree looks like from underneath: a goblin warren that moved into somebody else's ruin, twenty-four rooms of webs, chasms and bad light, with a king at the bottom of it wearing a crown he found.
Take the cellar door in the Ironwood's roots. Three small keys, one big one, and a bow that arrives early enough to be the dungeon's whole grammar — every locked wing here is really an archery problem.
Room 6, the Old Armory. One skeleton stands between you and the bow. Everything past this point assumes you have it.
Room 12 opens a one-way shortcut back to 5, so the second half of the dungeon is never a long walk. Rooms 7, 14, 18 and 23 are the four the bow unlocks.
Room 7 is a chasm strip with three eye-targets on the far side and no way across. That is the point. Hit all three and the north door opens — the first of four rooms in this dungeon (7, 14, 18, 23) that are locked behind arrows and nothing else.
Grab the floor plan from the chest in the foyer on your way past. It fills in the rooms you have not walked yet.
No key in the Depths is ever behind the door it opens. If you are stuck, you have missed a side room, not a trick.
Room 19 is the mini-boss: two armored knights and two goblins in a closed room, at once. Arrows bounce off the knights — that is what armored means here — so bait their slow advance and go around. Clear it and the chest with the Big Key appears in the middle of the floor.
| # | Room | What it wants |
|---|---|---|
| 4 | Foyer | Safe. Floor-plan chest. |
| 5 | Guard Post | Two goblins. Clearing them opens east. |
| 6 | Old Armory | One skeleton. The bow. |
| 7 | Target Gallery | Three eye-targets across a chasm. |
| 8 | Bat Crossing | Bats over a bridge. Key 1 on the ledge. |
| 9 | Bone Corridor | Two patrolling skeletons. |
| 10 | Block Cellar | Push the block onto the floor plate. |
| 11 | Web Hall | Cut the webs; a heart hides in the alcove. |
| 12 | Grand Hub | Four ways out. Opens the shortcut back to 5. |
| 13 | Broken Arsenal | Two goblins and a bat. Clear to pass. |
| 14 | Switch Vault | Plate and target, together. |
| 15 | Web Maze | Key 2, a heart, and one bad-tempered bat. |
| # | Room | What it wants |
|---|---|---|
| 16 | Dark Passage | Near-black. The braziers mark the safe path. |
| 17 | Knight Watch | Two armored knights. Arrows are useless. |
| 18 | Pit Gallery | Three targets behind open pits. |
| 19 | Champion's Cell | Mini-boss. The Big Key. |
| 20 | Chasm Vault | Bridges, three bats, key 3. |
| 21 | Sentry Corridor | Three skeletons in a hallway. |
| 22 | The Gauntlet | Two tough goblins, a skeleton, two bats. |
| 23 | Trial of Depths | Block, plate, target and a knight at once. |
| 24 | Antechamber | Two hearts and a warning. Take both. |
| 25 | The Throne | The Goblin King. Doors bar behind you. |
| 26 | Royal Treasury | Heart container and the Ironwood Talisman. |
| 27 | Shrine | Warps you home, to the foot of the tree. |
Dungeon Two · Rooms 28–42 · E4, under the isle
Discipline and cold patience. A fortress the lake swallowed whole with its garrison still at their posts, and forty years later they are still at them. Where the Depths were a warren somebody squatted in, the Bastion is a building that was designed — and designed around the tool in its middle.
You cannot get here until an arrow finds the stone eye at the pier on E3 and raises the drowned walkway to the isle. Bring the bow. The Bastion still expects you to know how to use it.
Room 34, the Winch Room. The entire dungeon is arranged around this chest — the garrison's own drum winch, on an island of its own.
Both side rooms are compulsory: 30 and 33 hold the only two keys, and the Winch Room sits behind them. Everything from 35 on assumes the hookshot.
The two side rooms are not optional. Room 30 holds the key to the Drowned Gate behind a push-block pinch on a cistern ledge; room 33 holds the key to the Winch Room behind an arrow sequence over open water. The old item earns the new one.
Room 30 also has this dungeon's floor plan in it.
Room 35 exists to teach the hookshot in three gaps of rising length, with a coin islet as a reward for firing sideways. Four directions only, and it reels you onto the post's tile, not up to its edge.
Miss a crossing over deep water and you are reset to the last safe tile for a heart. It is a toll, not a death.
The Bastion never asks you to hold a whole dungeon's water level in your head. Each lever drains exactly its own room. The Sluice (37) opens the walkway north out of the Gallery of Chains and exposes a heart in the muck. The Silt Vault (38) drains to reveal a block-and-plate puzzle that was underwater the whole time.
| # | Room | What it wants |
|---|---|---|
| 28 | Bastion Foyer | Safe. Two drowned knights in stone. |
| 29 | Flood Hall | Ledges around a channel. A post you cannot reach yet. |
| 30 | Cistern Walk | Ledge loop, skeletons. Key 1, floor plan. |
| 31 | Drowned Gate | Two armored knights between pools. |
| 32 | Armory Approach | Goblins on dry ground, fish in the channels. |
| 33 | Rust Gallery | Eye-targets over water, two archers. Key 2. |
| 34 | The Winch Room | The hookshot. No enemies. Just the chest. |
| 35 | First Crossing | Three gaps. The exam for the new tool. |
| # | Room | What it wants |
|---|---|---|
| 36 | Gallery of Chains | Posts and bats over water. North is barred. |
| 37 | The Sluice | Pull the lever. Fish, until you do. |
| 38 | Silt Vault | Drain it, then block, plate and hook target. |
| 39 | Dredge Knight | Mini-boss. The Big Key. Also a shrine. |
| 40 | The Long Reach | Post chain over deep water, bats in crossfire. |
| 41 | The Warden | The Bastion Warden. Four corner posts. |
| 42 | Treasury | Heart container. Warp back to the isle. |
Room 39. Shielded in front, immune to arrows.
The Dredge Knight
Eight hearts of armour with a shield facing you. Swords clink off the front. Arrows do nothing at all. Hook him — the yank spins him round and stuns him for a second and a half, and his back is the only part of him worth hitting. It is the Warden's fight in miniature, one room early, and that is deliberate.
The Teaser In Room 29
On your first walk through the Flood Hall there is a hook post on an islet across water you cannot cross, and nothing explains it — no sign, no hint, no dialogue. It is there so that six rooms later, holding the winch, you remember exactly where it was. Go back for the coins.
The Garrison Kept Its Archers
Rooms 33, 36 and 40 each post a drowned archer — two hearts, planted where it stands, and perfectly happy to shoot you off a hook post in mid-crossing. It only sees in straight lines, so break the line: put a pillar between you, cross on the far side, or spend one arrow before you spend the hook.
Dungeon Three · Rooms 43–58 · C2, across the gorge
Temper barely held. The forge that made the Ember Gauntlet is still burning under the mountain, and the marker at the summit says what it is plainly: where the mountain keeps its temper. The rot in the roots and the cold in the lake were symptoms. This is the thing itself.
The sealed black door at C1 is not the way in. The way in is the gorge at C2 — hook across to the north rim and take the cave mouth. The door at the summit is the way out, and you open it from behind.
Room 50, the Forge. Banked light, no enemies, walls carved with fists, and the gauntlet on the anvil dais.
45 is the hookshot's exam and 48 is the bow's; each holds a key, and the Forge is behind both. Walk out of 52 once and the summit door is a front entrance forever.
Both side wings test something you already own. Room 45 is a post chain over a lava field — the hookshot's final. Room 48 is an eye-target pair across the widest lava span in the game, with cinder bats harassing your aim — the bow's. Each holds a key, and the Forge is behind both of them.
Three things, and the mountain is built out of all three. Punch cracked rock and it shatters. Lift a boulder and carry it — there is no putting it down, only throwing it. Punch a molten rock in mid-air and it goes back where it came from, white-hot.
Room 51 makes you break two plugs to leave. That is the tutorial.
Room 52 is the back of the black stone door at the summit. Walk out through it once and it stays open forever — C1 becomes a front entrance, and the back half of this dungeon stops being a long walk. The room is also a rest point. Use it before the Banked Hall, not after.
| # | Room | What it wants |
|---|---|---|
| 43 | The Vent | Safe. Warm wind and a plaque. |
| 44 | Cinder Walk | Causeway over lava. A cracked plug you cannot touch yet. |
| 45 | The Slag Heap | Hookshot exam. Key 1, floor plan. |
| 46 | Scorched Gallery | Bats, a skeleton and a shade between lava ribbons. |
| 47 | The Coalfields | Braided paths; slag knights hold the crossings. |
| 48 | Ashen Gallery | Bow exam across the widest span. Key 2. |
| 49 | The Forge Gate | Anvil hall. Clear it to earn the Forge. |
| 50 | The Forge | The Ember Gauntlet. Nothing else. |
| # | Room | What it wants |
|---|---|---|
| 51 | Proving Floor | Punch through two plugs. A third hides coins. |
| 52 | Antechamber | Safe. Rest point. Open the summit door. |
| 53 | The Banked Hall | Carry the ember core to the cold brazier. A hit drops it. |
| 54 | Slag Knight | Mini-boss. The Big Key. |
| 55 | Boulder Gallery | Throw boulders through two braces across the lava. |
| 56 | The Last Climb | Everything at once. Light the brazier for a permanent bridge. |
| 57 | The Sovereign | The Ember Sovereign. A disc ringed by lava. |
| 58 | The Crown | Heart container. Then the vale, golden, below. |
Room 51. Two plugs bar the way north.
The Slag Knight
Eight hearts, and he has learned from the other two. Swords clink off him anywhere you hit. Hooks slide straight off the slagged plate. Arrows are nothing. Only the fist staggers him — a second and a half of it — and that is the only window his armour has. The Sovereign will ask the same question in a louder voice.
Carrying Things
Once a boulder or an ember core is in your arms there is no setting it down gently — you throw it, or you get hit and drop it. Clear the route first, then pick the thing up.
The Walls Come Off The Walls
Three scorch marks in this dungeon — rooms 46, 49 and 53 — are cinder shades, and they are exactly what room 53 does not need while your hands are full of ember core. They cannot be hit until they peel, they burn the tile behind them, and if you let one go home it heals to full. Punch the trail out and finish them the first time.
Everything the valley is hiding
D4 — the well. The rope at the crossroads still holds. Climb down. Nothing guards it; the only trick is thinking to look.
A3 — the grove. Two of the King's own hold the mouth and will not be reasoned with. Kill him and they go home; the shard is behind where they stood.
B5 — the ring of trees. One way in, a dead thing standing in it, and every bone in the meadow listening for the fight.
F3 — the sand spit. Skeletons on the east bank have been guarding it for years without knowing why.
E2 — behind the falls. The ledge behind the water is a hookshot secret. Come back after the Bastion.
Five in the world, two more on Marda's shelf (both priced below). Four make a container; the other three are yours to carry around and feel faintly cheated by.
| Ware | Coin | What it does |
|---|---|---|
| Heart brew | 20 | Full heal. Buy it again whenever. |
| Rumor scroll | 10 | One of six rumors, in rotation. |
| Heart piece | 90 | Once. |
| Ironbark charm | 100 | +1 maximum heart. Once. |
| Second shard | 120 | Stocked only after the Bastion. |
The Scroll Is The Cheap One On Purpose
Everything on Marda's shelf doubled in price late in development except the rumor scroll. A player who cannot afford a rumor is a player who never finds out the well has a heart in it — so the one purchase that teaches rather than rewards stayed cheap.
Coins cap at 999. Enemies drop them, and grass hides them.
Every ware sits on its own stone pedestal with the price under it. Sold-out stock stays on the shelf, greyed.
Bought one at a time from the rack, in this order, cycling forever — printed here so you need not spend sixty coins.
“There's a piece of heart at the bottom of the crossroads well, east of the village.”
“Two of the King's own guard the western grove. They won't move while he lives. Something red glints behind them.”
“South of the forest, a shard sits in a ring of trees with one way in, and something dead standing guard. Kill it and the rest of the meadow wakes up.”
“A stone eye watches the lake from the pier. Try looking back at it. With an arrow.”
“There's an isle in the middle of the lake with a door and no bridge. Don't swim it.”
“The posts by the mountain gorge were made for a tool nobody in the vale has ever seen.”
The cellar teaches you the push on purpose. Room 59's bridge is held by a goblin who wants the duel and will not move without it, and the only way on is to put him in the dark.
Then room 2 is the same room again, with a different goblin on it. “I don't want to push. I don't want to fight. But I have to stay here. Please just cross the bridge.” You can slide him off the same way. Squeeze past instead. Nothing acknowledges it; the game remembers anyway, and after the King falls his name turns out to be Skitter, sitting among the standing stones on C5.
Coins Out Of Nothing
Tall grass hides coins valley-wide; the meadow on D5 is thick with them. A webbed alcove in B4's southeast corner opens once the King is dead.
Tell The Elder
Elder Rowan pays for the news: thirty coins for the forest, fifty for the lake, and nothing at all for the mountain — by then he has stopped thinking about money. He starts the credits instead, once. Your own bed does that as often as you like.
After the King: the webs wither, the grove empties, and the village stops talking about the forest in the past tense.
After the Warden: Namm notices the water over the isle go still — “forty years I waited for that” — and Brindle finally launches the raft he has been about to launch for years.
After the Sovereign: all nine of them have one last thing to say, and the light never goes back. The tenth thing to say is Rowan's, and it is about a hole.
The post in the Flood Hall. Bastion room 29: a post on an islet across water you cannot cross.
The plug on the Cinder Walk. Summit room 44 seals coins and a heart behind rock nothing you carry can break.
The posts at the gorge. C2, from your first walk east — made for a tool nobody in the vale has seen. Nobody yet.
What lives here, and what puts it down
Nothing here has more than eight hearts except the three that wear crowns. What makes a room hard is never health — it is which of your four tools a thing has decided to be immune to, and how many of its friends are in the doorway.
4 hearts · 1 damage
Idles until you come near, then chases at a middling clip. The staple of the forest and the Depths. Sword, arrows, anything — it has no opinions.
2 hearts · 1 damage
Patrols a fixed route and will not chase you — unless something enrages it. Kill the grave guard on B5 and every skeleton on the screen comes at once. That is the price of the shard.
6 hearts · 1 damage · arrow-proof
Slow, relentless, and barely moved by knockback. Arrows pass off him without a sound. You cannot kite him forever in a small room, so walk him into a corner and go around.
1 heart · 1 damage
Chases in a sine wave and flies straight over chasms, water and lava, which is the entire problem — it meets you in the middle of the crossing where you cannot swing. Shoot it before you fire the hookshot.
1 heart · 1 damage
Perches until you are close, pings once, then dives in a straight line through where you were standing and overshoots. A dodgeable line, not a chase. Walk past wide and it never launches.
1 heart · 1 damage
Submerged it is a shadow: harmless and untouchable. It arcs between two fixed points and is only dangerous — and only killable — in the air. The counterplay is a stopwatch, not a sword.
2 hearts · 1 damage · armoured until it crashes
Sleeps in the long grass. Come close and it shudders in place for half a second — the whole tell — then charges dead straight and does not turn. Step aside; it hits the scenery and lies there a second, which is the only second it can be cut. An arrow into a charge crashes it early.
2 hearts · 1 damage · shoots for another
It never takes a step, and it sees further than you would like — but only in a straight line, so a wall is a wall. It tracks you through half a second of draw, looses, then reloads for well over a second. That reload is not a window, it is a doorway.
2 hearts · 1 damage · untouchable asleep
A scorch mark on a wall until you walk past it. Then it peels off, jogs after you, and lays a burning tile behind it every half second — punch those out. Stall too long or lead it too far and it returns to its wall and heals everything you took off.
8 hearts · Bastion, room 39
Shield front, arrow-proof, and swords clink off his face. Hook him — the yank spins him and stuns him for 1.5 seconds, and his back is the only opening he owns.
8 hearts · Summit, room 54
The forge's last apprentice, run molten and re-hardened wrong. Sword clinks, hook slides off, arrows nothing. Only the fist staggers him, for a second and a half.
Not a fight
The two holding the western grove will talk if you talk first. They are waiting for their king to stop being their problem. Kill him and they are gone by the time you get back — the shard is all they leave.
| Foe | Sword | Bow | Hookshot | Fist |
|---|---|---|---|---|
| Goblins, skeletons, bats, crows, boars, archers | Yes | Yes | — | Yes |
| Fish, shades | Yes — but only while they are up and awake. | |||
| Armored knights | Yes | No | — | Yes |
| Dredge Knight | Back only | No | Opens him | — |
| Slag Knight | No | No | No | Opens him |
| The three kings | One door each — page 4. | |||
Hearts Come Off Corpses
Every kill rolls for a drop, and hearts are in that roll alongside coins. A long fight is a resupply as often as it is a tax — which is why the cleared-room doors in both big dungeons are usually survivable on three hearts if you take the fight patiently.
One Damage, Nearly Always
Almost nothing in the vale hits for more than a single heart. Deaths here are accumulations, not accidents — six small mistakes in a room, not one large one. Retreat through a door heals nothing, but it does reset the room's patrols to their posts.
An arrow, and only an arrow. Several in a room means all of them.
Walk into it. It slides one way; leaving the room resets it.
Needs weight left on it. That is what the block is for.
Drains its own room and nothing else. Never the whole building.
Not solid: you land on its tile. Four directions, 180 pixels.
The fist at arm's length, or a boulder thrown across the gap.
Lift it and you carry it until you throw it. Never set down gently.
Cut it with the sword. Some is scenery; some hides a heart.
Three fights, three answers, one ending
Each of the three is a lesson in the item you just found, asked at full volume. None of them can be beaten by the sword on its own, and each has told you the answer already — the lieutenant one room back fought exactly this way, in miniature.
The Goblin King
The Ironwood Depths · Room 25 · 12 hearts
The Bastion Warden
The Sunken Bastion · Room 41 · 14 hearts · What the Lake Keeps
The Ember Sovereign
The Ember Summit · Room 57 · 14 hearts · The Mountain's Temper
Brighthollow afterward. Every screen is lit this way once the Sovereign is out: the same light on the same world.
Everyone has one more thing to say. Your mother, Rowan, Marda, Pip, Old Weck, Namm, Brindle, the hermit — and Skitter, if you spared him. Nine final lines, and nothing marks one of them on any map.
The credits roll from the elder's closing beat, once, or from your own bed as many times as you like.
Winning does not clear your file. Continue drops you back into a finished, golden vale with every door you opened still open — the shortcut from the summit, the walkway to the isle, the grove with nobody guarding it.
The warp out of the Crown puts you at C1 in front of the door you opened from the inside, at the top of the mountain, facing down. You can walk home from there, if you want to. Most people do.
The victory screen keeps three numbers on you: how long the run took, how many times you died, how many things you killed. The clock stops at the title, so putting it down costs nothing.
Nothing here is missable. Every shard, rumor and last line survives into the golden world. Finish first, then go back for the rest; the walk is shorter.
The Ironwood stands in that same gold — the tree the story starts under, lit the way it always should have been. Walk back to A4 and look. The shortest scene in the game.
After the mountain, one more hole
This page is for people who have already put the Sovereign out. If you have not, everything below is a rumour and you have a mountain to be getting on with.
The vale's northeast corner used to be the edge of the world. The wall east of the Hermit's Shelf was solid rock and the map stopped there, because there was nothing on the other side of it. There is now, and it has been there the whole time, which is a different and worse thought.
Walk east off D1. What you find is the Cairn Road: scree, two waymarker cairns, a crow or two, and a stele worth the twenty seconds it takes to read. The screen's entire job is to make the walk feel like leaving the map, and it works.
Nine Notches
Nine chambers down, nine notches on the stone. The arithmetic is tidy, which ought to be reassuring and somehow is not — because the braziers were lit when you got there. Every one of them, all the way down, burning clean, and nobody has carried fuel down that shaft in a thousand years. The vale is keeping one last thing to itself, and this book is not going to be what spoils it.
The Stone Ring, at the far end of the Cairn Road. Four standing stones, a signpost carrying three separate refusals, and something set into the middle of the floor.
Before the mountain falls, the thing in the middle of the ring is a seal — cracked corner to corner, mortared shut, and warm when you put a hand on it. The game will tell you that much and not one word more. Come back after, and it is not a seal any longer.
Somebody tied a knotted rope to the ring bolt and dropped it down the shaft. It is not long enough. Somebody knew that and dropped it anyway.
Walking in is not a mistake and costs you nothing. It is a door.
Nine chambers, straight down. Each north door opens when its room is empty, and there is no door back — you came down a shaft, and the cave sees no reason to install stairs.
No shrine, no rest, no floor plan. Open the map down there and you get the vale, in the sunshine, which is either a mercy or a joke. No keys either, and nothing to solve. The only currency is your health bar.
Every doorway still saves. But dying puts you back at the mouth on full hearts with every door re-barred: the descent restarts from the top. What you have already carried out stays carried out.
Go In Full, Go In Stocked
Buy the brew first. There is no shop at the bottom and no shrine halfway, and the only guaranteed heal in the entire descent arrives late enough to be a punchline. Hearts do still come off corpses, and the game is measurably more generous with them once you are hurt.
Bring All Four
Sword, bow, hook, fist. Everything the cave asks you is a question the vale has asked before — it simply stops asking politely.
The early rooms are the vale's own bestiary, arranged by somebody with a sense of humour and no interest in your comfort. Nothing new is introduced; nothing needs to be. Everything you learned about walking away instead of swinging again is the whole curriculum, and these rooms are the exam on it.
Three of the nine are re-matches, and the cave does not stop to introduce them — no portrait, no drum roll, just a name in the corner of the screen and a fight already happening. You know all three answers. What is different is that there is no lieutenant one room back to remind you of them, no shrine to fall back to, and no way out except forward. That is the ordeal. It was never about new tricks.
The elder has been waiting for this one. “You went down the hole in the stone ring. Don't look surprised, child, the whole vale felt those braziers go out. My grandmother called it the measuring room. She would never say who did the measuring, and I have decided at my age that I don't want to know.” And then: “Put the stone on your shelf and let it sit there. That's what it's for.”
The mouth: braziers burning clean, no smoke, and a plinth with two lines cut into it. Prove yourself or perish. Under that, worn nearly smooth: the way back is the way through.
“Your own sword, laid in the ordeal's last brazier and drawn out gold. It weighs exactly the same. Everything it hits now falls twice as fast.” Which it means precisely: double sword damage, so a boss window worth two is worth four. Arrows and the fist are unchanged. A gold mote rides the tip.
The fourth heart container in the game, and the only one not sitting in a treasury. It waits in an antechamber with nothing else in it, one room short of the end — because a room whose only content is a prize is a room the descent has to stop for. Take it. You are about to need it.
A wedge of that floor on a hammered ring, with nine notches cut across the face of it. It opens nothing. “It weighs about as much as a loaf of bread and it is the heaviest thing you have carried all year. The braziers go out behind you, one at a time, all the way back up.”
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