A LITTLE FIELD GUIDE

Let’s play!

Find the lost yarn and bring it home. You can invite five friends using your four-letter code.

01

Move with your left thumb. Drag the big MOVE pad. Keep your thumb on it to keep walking.

02

Fight with your right thumb. Tap ATTACK for a hit, or hold it to keep fighting. Your kitty aims at nearby monsters. You can move and attack at the same time. Tap DASH for a quick escape!

03

Make three dragon friends. Every wild dragon costs 3 meat to tame. Pick up meat from monsters, walk to a wild dragon, and tap Tame dragon. You can have three helpers at once. Monsters can hurt them: below 10% health they fly home, rest for one minute, and can be tamed again.

04

Chop and build. Face a tree and hold Chop. Tap Build to choose a fence or cabin. Move to point the outline at a clear spot, then tap Place. Tap Cancel & fight or ATTACK to stop building.

05

Visit a cozy cabin. Go to the door and tap Enter. Inside, MOVE walks and the LOOK pad turns your head. Tap Go outside when you are ready.

01

Explore and fight. WASD or arrow keys move, Space attacks, and Shift dashes. Aim with the mouse. Your friends share the map.

02

Tame, chop, and build. Bring 3 monster meat to each wild dragon and press F. You can tame three dragon friends. Watch their small health bars: injured dragons fly home below 10%, rest for one minute, then can be tamed again. Hold C beside a tree for wood, then B to build. Choose a clear nearby spot and click Place.

03

Come on in. Press F by a door. Inside, W/S walks, A/D sidesteps, and left/right arrows or Q/E turns. Drag the view to look around. F or Go outside leaves the cabin.

Phones use a compact display with controls at the edges. Every monster drops meat during the first minute. After that, drops can be meat or health. Drop chances fall to 1 in 5 at three minutes and 1 in 10 at six minutes. Whisperwood is sixteen times as large. Follow the Home and Yarn arrows; distances are in map tiles. Expand the map to plan your route. Raids grow with your party, your dragons, and time. If a monster hurts the kitty carrying the yarn, it can steal it and pass it to another monster. Chase the yarn marker, defeat the carrier, and pick it up again. Running out of hearts sends you home after a little catnap. Help does not pause your friends’ game. Quit leaves this adventure.

HEADING HOME?

Leave this adventure?

Your friends can keep playing. Your kitty, supplies, and dragon friends will leave this adventure.

WHISPERWOOD IS SAFE

You brought the yarn home!

A small kitty. A very big adventure.