How to play Cantlewing
A visual guide · Make your first safe crossing with illustrated moves, wind and scoring.
Your goal
Balance the beam. Reach the next tree.
Help the little courier reach +2. Move two seed weights to keep total force between −2 and +2, including both edges.
These simplified diagrams show the real first crossing with enlarged symbols. They are separate from your live beam. This is a turn-based puzzle: no clock runs while you think.
Read the courier and two seed weights
01Start and take one careful step
Walk Right: the first move
- Touch or mouse: use Walk Left and Walk Right. Tap a seed to select it, then tap a different empty socket. Seeds cannot share a socket; the courier can stand above a seed.
- Keyboard: focus the game. A or B selects a seed, arrows choose its socket, and Enter moves it. With no seed selected, arrows walk the courier. Escape cancels selection.
- Tab visits the labelled buttons. Enter and Space activate them. Selecting a seed and inspecting destinations are free.
02Shift A, then bring B toward the centre
Move 2: A goes from −1 to −2
Move 4: B goes from +2 to 0
Force = 2 × courier coordinate + A coordinate + 2 × B coordinate + wind. Read the wind at the courier’s foothold. A walk uses its destination’s wind; moving a seed uses the current foothold’s wind. Later crossings have signed wind values.
03Preview a risky move before committing
A proposed move to +1 would be refused
- Read the resulting force and Safe destination label as well as the colour. A filled socket, an unchanged socket or a position off the beam cannot be a seed destination.
- Moves left is your accepted-action budget. Par is the fewest moves for that crossing. Trying an unsafe action costs nothing.
- You start with 3 reserve leaves. Running out of moves uses one; Retry Crossing restores the same puzzle for free. Reset Crossing also uses one leaf and asks for confirmation.
- The third used leaf finishes the run. Earned points stay with you. A clear on the final available move still counts.
04Clear, continue and Bank when ready
Six moves earn 190 points
- Choose Next Crossing after each clear. Eight puzzles repeat in a continuing circuit. Matching par on all eight first crossings earns 1460; two full circuits earn 2900. The first two crossings allow par +4 moves; later crossings allow par +3.
- Stop and Bank finishes with your earned total after confirmation, including a zero-point run. It adds no unfinished-crossing points. Play Again starts fresh; Menu returns to the games.
- How to Play keeps the original instructions. Crossing List shows the circuit; Actions holds Reset and other controls. Opening this guide preserves the run and selection.
- The field needs at least 248 × 176 pixels. The complete stage needs 264 × 346 in a stacked layout or 464 × 232 in a wide layout. Platform controls, safe areas and phone browser bars need additional room.
- If A little more room, please appears, enlarge the window or rotate your phone. Play waits safely until enough space returns. Full screen provides a reachable exit; unsupported browsers offer Expand game, where browser bars may remain.
- Scroll outside the stage to reach the platform instructions and rankings below it.