Heights, depths and tides
Three new places reached by plane from the Skyport: Cragspire, a city that climbs a cliff; Undervault, a city in a giant cavern with its own metro; and the Tidewhistle Isles, islands with tides, boats and a lighthouse. Type /heights anywhere for the menu: guides, directions to every person, station and sight, your quests, your standing, your keepsakes, today's limits and the records. /cragspire, /undervault and /tidewhistle open one place directly, /tide tells you the tide.
Getting there
Buy a ticket at the Skyport and fly. Every place has its airport at the south edge; the departure desk for flights back is in the middle of each airport.
Cragspire: the cliff city
The city climbs a sheer cliff in terraces, each 10 higher than the one below: the Lower Ledges (10), the Workshop Terrace (20), the Market Terrace (30), the Garden Terrace (40), the Temple Terrace (50) and the High Terrace (60). Above it the West Spire rises to the eagle crag (90) and the East Spire to the windy summit (100), with two rope bridges over the Wind Gap at height 70. Railings guard the edges; a fall is never more than 10.
Stairs: a shaft cut into the rock at the back of every terrace, alternating west and east. Walk in and climb with page up.
Lifts: in the lift hall at the foot, stand on a button and press enter: up to the Market Terrace, the High Terrace or the summit. Each landing has a button back down.
Funicular: 20 ln point a ride between the Foot, Market, Temple and Summit stations, narrated all the way.
The higher you go the louder the wind; the spires and the summit are cold, so dress warmly or carry a herb tonic.
Cragspire: work and play
Freight: at Olwen's winch in the freight yard take an order (a light, medium or heavy crate for a merchant on one of the terraces). Haul it up by answering each call of the rope from the menu: heavy crates allow 1 mistake, lighter ones 2. Then get to that terrace's freight hook before the time runs out and press shift enter to unload. Higher and heavier pays more, fast delivery earns a bonus, a late one half. Lifts and the funicular are allowed. 8 hauls a day.
Window work in Ida's cradle on the Lower Ledges and catching shifts at the net on the Workshop Terrace pay for every right answer, 5 shifts each a day.
Cliff thyme grows in the cliff gardens on the Garden Terrace, 15 sprigs a day. Maren brews 3 sprigs and 20 ln point into a herb tonic: drink it to drive out the cold and restore energy.
Eagle nests: six nests on the high ledges, each searched once a day (feathers, pebbles, old coins). All six in a day: 1 Voyage Token.
The Spire Climb: press shift enter at the start line at the foot to start the clock, climb by the stairs through every terrace and up the East Spire, and ring the Summit Bell. Lifts or the funicular void the climb. Records for all time and for the week; under 6 minutes gives the title Mountain Goat of Cragspire, under 4 minutes a trophy.
Kites: fly one on the summit kite field, 3 a day. Every Saturday at 17:00 universal time the Kite Festival fills the summit for 30 minutes; the best flyer is crowned.
Baker Sella on the Market Terrace sells bread and candles, serves honey cake and pours climbers a free cup of tea twice a day.
Undervault: the cavern city
You land in a sinkhole, the only daylight. The cave mouth leads north into the cavern: Market Hollow first, the Fungus Farms to the west, the Deep End south of them with the cage down to the Deepvein Mine, the Echo Hall in the middle, Lamplighters' Row in the east, then the underground river with the Old Bridge, and beyond it the Crystal Pools, the Glowworm Grotto and the Lost Tunnels.
The metro: six stations on a loop, the Sinkhole Gate, Market Hollow, the Fungus Farms, the Deep End, Riverside and Lamplighters' Row. Stand on a platform and press shift enter. 15 ln point a ride, or a day pass for 60.
The river ferry: 20 ln point between the Riverside landing, the Crystal Pools and the Glowworm Grotto.
Undervault: work and play
The lamps: eight lamp posts, one in every district. Light one with shift enter; each person can light each lamp again after 20 minutes. Every lamp raises the city light; a full round of all eight within 30 minutes pays 1 Voyage Token, twice a day. When the city light reaches 100 the Bright Hour begins: 20 minutes of free metro and ferry rides for everybody. The light fades slowly.
Glowcaps: you have 3 beds at Oskar's farm (4 after Ysra's quest). Plant a spore pouch, tend the bed once, and 40 minutes later harvest 3 glowing mushrooms, 4 if you tended it. Spore pouches: scrape the glowmoss on the west wall (3 a day) or buy them from Ysra for 30 ln point.
Lost property: every day three things are lost at three dead ends of the Lost Tunnels, a real maze. Clerk Abernathy in Market Hollow has your list; search the dead ends with shift enter and hand the things in for a reward.
Ysra's market sells bread, candles and spores and serves blind fish stew; she cooks your glowcaps into soup. Sing with Liv in the Echo Hall.
Every Wednesday at 19:00 universal time the Lantern Night of the Deep lasts 30 minutes: every lamp lit scores, lamp oil scores three times; the brightest lamplighter is crowned.
Tidewhistle isles: the islands
Harbour Isle with the airport, the quay, the boathouse and the race post; Lighthouse Rock in the west; Gull Island, the bird sanctuary, with Little Gull across a rope bridge; Monk's Isle and the Chapel of the Tides north of the harbour; the Twin Isles joined by a rope bridge; Pearl Reef Isle; Driftwood Strand; Coral Garden Isle; Regatta Isle; Seal Rocks and Smugglers' Key.
The tide: one tide every 3 hours of real time. Low water lasts 40 minutes. The tidal causeway from Harbour Isle to Monk's Isle can only be walked at low tide: press shift enter at either end. Type /tidetable, or open /heights, Tidewhistle Isles, The tide now, to hear the tide table.
Tidewhistle isles: boats
The ferry goes round seven piers, the Harbour pier, Lighthouse Rock, Gull Island, the Coral Garden, Regatta Isle, the Twin Isles and Pearl Reef, one minute from pier to pier and 20 seconds alongside. Wait on a pier; you hear it arrive; then press shift enter and choose where to get off. 25 ln point.
Rosa's water taxi takes you from any pier to any pier in about 25 seconds for 90 ln point.
Anselm's rowing boats at the boathouse: 40 ln point or 3 pieces of driftwood, free after his quest. You row yourself: answer each stroke from the menu; the farther the island, the more strokes; six bad strokes and you row back. 6 rows a day.
Tidewhistle isles: work and play
Lighthouse signals: climb the stairs inside the lighthouse to the lamp room, listen to a ship's short and long flashes and choose what you heard. 4 watches a day.
Pearl diving from Kaito's raft: you have 40 seconds of air, 10 more at low tide; each oyster you open uses air. At most one pearl a day from these beds. Surface before your air runs out or you lose your net. 10 dives a day.
Beachcombing on Driftwood Strand: driftwood, shells, lucky stones and now and then a message in a bottle. Much better at low tide. 12 searches a day.
The bird hide on Gull Island: name each sea bird by its call and look. Seven species to log.
The island hopping race: start at the race post on Harbour Isle, touch all five race buoys in any order and come back to the post. Swim, walk the bridges or row; the ferry, the taxi and the causeway walk void the race.
Every Sunday at 16:00 universal time the Regatta runs for 30 minutes: row the course from the Regatta Isle pier as often as you like; the fastest rower wins the silver cup.
Harbour mistress Wren sells bread, coconut water and candles and serves fish suppers and lemonade.
Quests and rewards
Each place has eight or nine quests. Besides points and Voyage Tokens they give reputation in that place, keepsakes for a 5 piece collection (Cragspire keepsakes, Undervault keepsakes, Tidewhistle keepsakes), titles, trophies and real unlocks: Maren brews two tonics at a time, a fourth glowcap bed, your own oars for free rowing. Finishing every quest of a place gives a trophy. Everyday activities pay at most 700 ln point a day for all three places together.
Point shop items
Climbing chalk bag, 3000 ln point, permanent: 1.5 more seconds for every call of window work, catching and kite flying in Cragspire, and one free mistake on every freight haul.
Lamp oil flask, 150 ln point, single use: the next lamp you light in Undervault burns three times longer (9 on the city light instead of 3) and scores 3 at the Lantern Night.
Tide chart, 2000 ln point, permanent: use it to hear the tide times; the causeway stays open 15 minutes longer on each side of low tide, pearl dives get 10 more seconds of air, and beachcombing at low tide finds double driftwood.