Check the action before the outcome
Ask four questions: Who moved? Is the object living? Was it pushed or teleported? What supports it now? Similar-looking actions can produce different results.
Characters
| Character | Basic ability | Watch for |
|---|---|---|
| Warrior | Pushes a line of multiple objects | A push does not make every stacked position safe |
| Thief | Pulls an adjacent object into the tile just vacated when moving away | Cannot use an ordinary push |
| Wizard | Swaps along a straight line toward a target | Walls, closed gates, and trees block target lines |
| Druid | Can turn blocking living objects into living rock, and change them back | Some plant walls can also transform |
| Bard | On a successful active move, nearby living objects try to move in the same direction | The usual neighborhood is 5×5; do not assume being pushed triggers the same effect |
| Cleric / Priest | Protects nearby characters against monster threats | Support over water requires the relevant protection and threat; it is not unconditional water-walking |
| Ordinary character | Pushes one object at a time | Do not borrow another Hero’s ability |
Mirrors, stones, and water
| Object | Rule to use |
|---|---|
| Magical mirror | Activate performs the reflected swap. Distance from the first mirror matters |
| Ordinary mirror | Redirects the reflected path; it does not initiate the swap |
| Copies | Living objects can be copied or merged. Every exit must be occupied correctly |
| Skipping stone | A push into water gives it skipping motion. If blocked and stopped over water, it sinks into a support tile |
| Teleported stone | A teleport alone does not give a stationary stone new skipping momentum |
| Lily pad | Carries objects with the current; a stone hitting or passing its edge can give it motion |
| Button | Usually needs an object to remain on it; same-color sets must be satisfied together |
Timed water routes require the correct moving-pad position as well as the right direction. Follow the waits in Skipping Stones.
Colored beams and tools
| Beam / tool | Basic effect | Practical caution |
|---|---|---|
| Red — Open | Opens or breaks the relevant gate | Not every wall is a red gate |
| Green — Through | Lets an illuminated character enter wall tiles | Check support and escape before redirecting the beam |
| Blue — Strong | Increases pushing strength | Do not assume a universal stacking formula |
| Yellow — Smash | Can destroy an object that cannot be pushed during movement | Multiple-beam behavior needs its own check |
| Orange — Double | Changes the movement step into a leap | Combinations with other movement effects can change the result |
| Purple — Endpoint | Moves along the beam toward its endpoint | Mirrors can redirect the endpoint path; a blocked endpoint matters |
| Torc | Activate redirects beams hitting its holder toward the facing direction | Activate may also operate a held tool |
| Rod | Sends the object ahead to the next occupiable position, possibly through a chain | This is not an ordinary push and does not automatically restart a skipping stone |
Why move order matters
Movement, protection updates, monster attacks, stone stopping, falling, and mirror swaps can occur in an order that changes the result. Pushing a monster into water does not guarantee it sinks before it attacks. Keep a protected character safe until the threat and support changes have resolved.
If you are comparing an older solution, first match its layout and check the starting state after Reset. Use a small Undo experiment to test a specific interaction rather than assuming an untested combination.