Find your bearings
Crossroads is the central reference point: Heroes north, The Mirror Isles east, Skipping Stones south, and Vault of the Beamcasters west. The Promise is the old demo name for the west world.
| Map layer | What to check |
|---|---|
| Overworld | Surface world connections and puzzle entrances |
| Sky | Upper-layer routes; do not reuse surface coordinates blindly |
| Underworld | Low-layer routes and their own teleporter endpoints |
Match the puzzle, not just its number
On an interactive map, choose the layer first, then match the puzzle’s native name and starting objects. Numbering differs between guides. An index containing 75, 735, or 920 entries is not a reliable count of all puzzles in the game.
The Joric map can help identify world objects and puzzle entrances. Turn off spoilers only if you are comfortable revealing places you have not discovered.
Read unlock chains
When using a save viewer, choose your progression goal and check unfinished playable puzzles near the top of its list. Open a locked target’s chain to see which puzzle, cage, sign, or tower unlocks it.
| Viewer status | How to use it |
|---|---|
| Solved | The puzzle is complete in that save |
| Partial | Some progress is recorded |
| Entered | You have visited the puzzle |
| Locked | Check the listed unlock conditions |
| Reachable / Blocked | A route estimate from the viewer |
| Not entered | A visit state; path calculation may be unavailable |
A route model can miss pushing combinations, mirror reflections, moving platforms, timing, and first access to High or Low. Treat a blocked result as a reason to inspect the route in the game, rather than proof that the destination is impossible.
Keep coordinate systems separate
The June demo map uses screen coordinates centered on Crossroads. The gold-zone guides use world object grid coordinates. A coordinate from one system cannot be pasted into the other.