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Rill's make-believe at home

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The Blanket Fort, the Crate Rocket, the Tin-Can Telephone, the Garden Knight and the Treehouse Club.


Rill the Otter never stopped playing pretend. After the Sky Rower (Getting around, and animal friends) he has more plans, each one a game you may remember playing as a child. Talk to Rill at the pier to start the next one: he tells them one at a time, in this order. Every quest starts with one of Rill's own childhood memories, and every one ends in your proud moment: half a minute when the controls rest and the camera shows you what you made, from outside, before a few words from the heart.

The Blanket Fort

Sofa cushions, blankets over chairs and a torch inside. From level 5.

Mira's grandkids are coming on the next storm night, and thunder frightens them. Build them a fort and make sure it's cosy.

  1. Talk to Mira at the kitchen.
  2. Make a Cosy Lantern at a Workbench: 1 glass, 1 resin and 1 cloth. It's a jam jar with a candle inside, and it glows.
  3. Put up 12 fort pieces, outside the village. Make them by hand: a Blanket Wall (2 cloth, 2 sticks), a Blanket Doorway (2 cloth, 2 sticks, 1 rope) and a Blanket Roof (3 cloth, 2 sticks). Blanket roofs rest on the tops of the walls. Eight walls and four roofs make a snug 4 x 4 m fort.
  4. Spend a night in it. Set the Cosy Lantern down inside and stay in the fort through the night. You're inside when a blanket roof is over you, blanket walls are round you and the lantern is close by. About two thirds of a night inside counts (0.25 of a day), and it's checked at dawn. A bed inside the fort makes the night pass quickly, and sleeping through it in there counts too.

The Crate Rocket

A cardboard box with a drawn-on control panel that takes you to the Moon. From level 6.

  1. Build the Crate Rocket at a Workbench: 6 planks, 2 copper ingots (the pot for its nose cone), 2 cloth (the flag), 2 rope and 2 sticks.
  2. Climb the highest peak of the home land. Every so often you hear which way it is and how far, and Rill points the way if you ask him.
  3. Stand the rocket on the summit, your moon landing. Its flag waves down at the whole village.

The Tin-Can Telephone

Two cans and a long string between bedroom windows. From level 7, after the Washtub Boat.

  1. Make 2 Tin-Can Telephones at a Workbench: each is 1 copper ingot, 2 rope and 1 stick.
  2. Hang them from house to house. Nobody builds in the village, but a can may hang by Tiberius's workshop and by Mira's kitchen: hold a can near the house and use it. Two of your cans within 60 m of each other share a string, anywhere you put them up.
  3. Talk to Tiberius, who has a message for Mira, then talk to Mira to hear her answer.

Once it's up, E on a can speaks into it, and anyone standing by the other can hears you.

The Garden Knight

A stick sword and a pot-lid shield, guarding the vegetable patch. From level 7.

  1. Make a Stick Sword by hand: 2 sticks, 1 rope and 1 cloth.
  2. Make a Pot-Lid Shield at a Workbench: 1 copper ingot and 1 cloth. Wear it in your off hand.
  3. Guard Mira's garden. While you're on this step, bunnies and sparrows come to nibble the vegetables (up to 4 at a time). Wear the Stick Sword in your Hand slot and swing it near them: they hop, or fly, off home. Shoo 8 away. Nobody gets hurt. Anywhere else the Stick Sword is a very weak sword.
  4. Tell Mira her garden is safe.

The Treehouse Club

A treehouse with a rope ladder and a "no grown-ups" sign. From level 8.

  1. Build up in the branches. Put up 10 building pieces at least 6 m above the ground, in a big tree: floors, walls, rails and roofs all count (furniture doesn't).
  2. Stand a Rope Ladder against it. Make it at a Workbench (4 rope, 6 sticks). It's 6.5 m long; walk into it to climb.
  3. Put up a Treehouse Club Sign at your treehouse (a plank, a rope and a cloth, at a Workbench).
  4. Be Bramble's lookout. Stand on your treehouse and look out: you're told which far landmarks you can see and which way they are. Face one for a moment to spot it. Spot 3 for Bramble's map. Temples, ruins, arches, towers, grottos, towns and the village all count.

Your proud moments

Each quest's last step plays its proud moment once. Tatazo stands by what he made and looks it over; the camera shows it from far away, from low down, round it and close on his face; then Rill walks over and says the quest's heart line:

  • Blanket Fort: "A fort isn't strong because of its walls. It's strong because someone scared came inside and felt safe. Be that kind of place for people."
  • Crate Rocket: "The whole village looked up at your flag and smiled. When you reach somewhere high, wave to the ones below, and help them up."
  • Tin-Can Telephone: "The best end of a telephone is the listening end. Listen the way you'd like to be listened to."
  • Garden Knight: "A true knight protects, and never hurts what he doesn't have to. The garden is safe, and every little critter went home safe too."
  • Treehouse Club: "Your sign says 'no grown-ups'. I hope it never says 'no newcomers'. The best clubs always have room for one more."

Your journal keeps every heart line, and a Watch again button for each moment.