Music is off. Press play when you like.
Your music choice and volume follow you around the arcade.
Tap a path to walk. Tap a character or object to get closer.
A little adventure is waiting for you.
“The lanterns used to help everyone find their way home. I think we can bring their light back — together.” — Pawe
This returns you and the crate to the mill entrance. Your items, discoveries and any lantern heart already found stay with you.
Leaves above friends show a quest: ! means new help, a dot means it is underway, and a tick means you are ready to return. Conversations appear beneath the scene. Use Next and Previous for longer dialogue, or close a conversation to keep exploring. Quest updates wait until you finish talking; sounds follow the header Effects switch.
Walk with the arrow keys, WASD or the on-screen pad. You can also tap a path to walk there. Tap a character or object to approach it; use the big action button or Enter/Space when nearby. Arrow directions stay the same in left-handed controls.
Help Pip find his scarf, repair the willow bridge, listen to Orla’s chimes and follow the water through the mill channels. Inside the mill, stand beside the crate and walk into it to push, or tap it while adjacent. The marked plate opens the upper gate. If a crate gets stuck, use Your backpack → Reset the mill crate.
All eight Lanternwood areas now use Phaser for animated woodland scenes and your walking animal traveller. The brook flows beside a bridge that visibly comes together when repaired. Walking waits for the last plank; menus pause the sequence, and a restored repaired bridge is already complete. Quiet woodland ambience and footsteps use the header Effects switch; menus, pause and hidden tabs silence them. Play tools → Use classic view switches back to the earlier artwork without changing progress. Your quest log shows active, completed and optional quests; choose a quest to track its next step. Your map lets you return to places you have visited. Your backpack uses items where they belong, and your journal remembers your help and keepsakes. Menus, conversations and hidden tabs stop movement. Pause covers the map. Reloaded adventures resume paused.
Chapter one has eight connected areas, three lanterns and three optional keepsakes. Returning to Pawe after lighting the hill lantern completes the chapter. Completion is worth 1,000 points plus 100 per keepsake found before the ending. You can keep exploring afterwards. Your adventure is separate from other games and is saved in this browser; account saves use the existing cloud controls.