In the BREATHING WORKS, find the brass bell in the Silt Garden and carry it to the lower gate. Deeper down, keys open portals and the Sanctum offers a boon between depths.
GLOWSEEDS draw lantern insects away from a Weaver. Move quietly, watch where it feeds, and use water, ice or the high ledges to cross the sluice. Listen for the pipes drawing breath before a steam release.
Stand still at the WARM REFUGE to restore health and glowseeds and set your return point. Elsewhere, light a WAYSTONE with fire. Death leaves some carried gold where you fell.
PLATES want weight. LEVERS flip with E — or a blast. BRAZIERS want fire (some gates need all three). The SAND SCALE wants material poured onto its pan, the SLUICE wants its basin flooded, the CHARGE COIL wants one spark. RUNE GLYPHS open distant vaults when struck by any spell.
Wreck a mechanism and its gate groans open half a minute later — physics never locks you out.
Flask: E siphon · Q pour · RMB throw · X drink. Water cools and conducts; nitrogen freezes; oil burns. Drop ingredients into a heated cauldron to brew elixirs. Recipes are remembered in your grimoire.
Hearts grow your vessel at once, but refilling it is a COMMUNION — you are rooted and unarmed while the charge runs. Pick your moment.
WHEEL or 1/2 swaps your two wands. Each click casts the next card group from left to right. Modifier cards affect the payload after them; multicasts fire two at once. B opens the bench to arrange cards. Upgrades are optional in the Works.
M for the full chart. LMB sets a waypoint on explored cells or visible markers; RMB clears it. Dots: key · sealed gate · rune glyph · portal · lit waystone · cauldron · heart · tome.
Default keys: A/D move · SPACE jump / levitate · S crouch (in air: dive slam) · SHIFT wall grab, W/S climb · LMB cast · RMB throw flask · F kick · G carry · V glowseed · R respawn · H handbook. Remap controls from Pause → Controls & comfort.