Rill's make-believe out in the realms
More guidesThe Treasure Map, the Snow Fort, the Sandcastle and the Tide, the Creek Dam and The Floor Is Lava!
Rill the Otter never stopped playing pretend. His make-believe quests follow one another, and you build each one for real. This page has the ones that take you out into the realms. Talk to Rill at the pier to start the next one. He tells them one at a time, in the order below, after the quests on the other make-believe pages. If you aren't yet the level a quest needs, Rill skips it for now and tells you the next one you can do, then comes back to it when you're ready. Every quest starts with one of Rill's own childhood memories, and every one ends in your proud moment. For half a minute the controls rest and the camera shows you what you made, then Rill says a few words from the heart (see the Sky Rower).
The Treasure Map
Burying a tin of "treasure" in the garden and drawing a map with an X. From level 6.
The village kids have a birthday coming, and Bramble the Squirrel loves a riddle. Give them a real treasure hunt.
- Talk to Rill at the pier.
- Draw a Treasure Map at a Workbench: 2 bamboo (pressed flat into paper) and 1 Charcoal to draw with.
- Bury the chest. Make a Kids' Treasure Chest at a workbench (4 planks, 2 sticks, 1 rope) and set it down somewhere fun to find. It sits half buried beside a stick X, and your map gets an X pin on the spot.
- Three gifts inside. Open the chest (E) and put three gifts in it: a seashell, a feather, a sweet treat, anything a kid would love to find.
- Give Bramble the map. Talk to Bramble with the map in your backpack. He thanks you and goes to gather the kids.
- X marks the spot. Go back to your chest. Bramble and the kids come running down the path with your map, dig it up and cheer. The kids keep the gifts, and the chest stays there, open, as a keepsake.
Heart line: "The treasure was never in the box. It was the kids' faces when they found it. Giving is the real treasure."
The Snow Fort
A snow fort, a pile of snowballs and a snowman on guard. From level 60, in the Frostlands.
A blizzard is coming, and Nils the Snow Hare's hares have nothing to break the wind.
- Talk to Rill at the pier. He has a letter from Nils.
- Visit Nils at the shop in any Frostlands town.
- Make a Snow Block Mould at a workbench: 3 planks and 1 rope.
- The windbreak. Hold the mould and use it on snowy ground in the Frostlands: each press packs one Snow Block. Place 16 Snow Blocks in the Frostlands as a wall. Blocks stack, so build it two high.
- Three snowman guards. Make 3 Snowmen by hand (3 snow blocks, 2 sticks, 1 carrot and 2 pebbles each) and stand them by your wall.
- Hold out through the blizzard. Stand by your fort, with at least 12 of your snow blocks within 14 m and a snowman nearby. The blizzard blows in, and snow whirls round you until the air goes white. Stay for 60 seconds while it passes. If you step away it waits for you to come back.
Heart line: "The hares were cold, so you built them a wall. When the storm comes for someone else, be the wall."
The Sandcastle and the Tide
Digging the moat and building the wall faster than the waves. From level 40.
Zahra the Fennec Fox has sand all around her desert town, but she has never built a sandcastle by the sea.
- Talk to Rill at the pier.
- Tell Zahra your plan at the shop in any desert town.
- Build the castle. Make Sand Towers (4 sand) and Sand Walls (3 sand) by hand. Place 8 of them on a shore just above the water. They count where the sea (or a river) is within 10 m and the ground is no more than 1 m above high tide. Your first piece marks where the castle stands.
- Dig the moat. Dig into the sand with a shovel within 14 m of your castle, 6 scoops.
- Hold back the tide. Stay by your castle while one high tide comes in and goes out again (about a quarter of a day). The castle needs at least 6 towers and walls standing. You hear when the water is rising, when it's high, and when it has turned.
Heart line: "The sea wins in the end, and that's fine. What matters is that we built it together, laughed, and tried."
The Creek Dam
Stones and sticks across a little stream to make a pool. From level 10.
The meadow is dry, and the deer and rabbits have nowhere to drink.
- Talk to Rill at the pier. When you start building, he gives you his grandpa's Spring Stone.
- Build the dam. Make Creek Dams by hand (4 stones and 3 sticks each). A Creek Dam is a waterworks piece: it holds water back up to its top, like a Stone Weir. Place 8 of them in a closed ring round a dry hollow: water slips out through any gap, even at a corner. Two on each side, each pair sliding one step round like a pinwheel so every corner is covered, close in a pool 3 m across; a real dip in the ground holds more.
- Fill the pond. Set the Spring Stone inside your dam and let the water rise. The pond is full when at least 8 square metres are 0.2 m deep or more. The sea and rivers don't count; it has to be your own pond.
- Thirsty visitors. A deer and two rabbits come in from the meadow and drink at the water's edge. Open photo mode (P) and take a picture of one while it drinks.
Heart line: "The deer will never know who made their pond. Doing good when nobody sees is the best kind. Creation was given to us to look after."
The Floor Is Lava!
Jumping from cushion to cushion because the floor is lava. From level 90, in the Ember Wastes.
Cinda the Salamander's little pet salamander, Pip, chased a warm rock and got stuck out on a lava lake.
- Talk to Rill at the pier.
- Ask Cinda at the shop in any Ember Wastes town. She marks the lava lake on your map. Pip waits on a rock 6 to 13 m out from the shore.
- Build 12 Lava Stepping Stones at a workbench, 3 at a time: 4 basalt, 1 cloth and 1 rope. Each is a basalt slab with a puffy cushion tied on top.
- A path across. Place 12 stepping stones on the lava itself, from the shore out to Pip's rock. A stone is safe to stand on, but the bare lava crust burns, so hop carefully from stone to stone. Any building piece under your feet keeps you off the crust.
- Reach Pip. Get close to Pip and you scoop Pip up.
- Carry Pip home. Carry Pip back across the stones to solid ground. Pip scampers home to Cinda.
Heart line: "You crossed the lava for a little salamander. Courage is caring about someone more than about your fear."
