The Lake is the first major overworld region after the tutorial. Water mechanics dominate this area โ you'll learn to push words into water, build bridges, and even turn water into pushable objects. Here's the complete solution set.
If you are stuck anywhere in the Lake, start by asking which resource the level wants you to spend: rocks, pillars, floating text, or the win condition itself. Most Lake puzzles stop being hard once you identify the resource that can cross water.
WIN, not to reach the flag directly.Strategy
Water blocks your path and WATER IS SINK is active. There are rocks nearby that can be pushed into the water to form a bridge.
Step-by-step
Strategy A zig-zag river blocks the direct route. Rocks are limited, so you need to place them carefully at the corners.
Step-by-step
Strategy
Moving enemies (crabs or skulls) patrol the narrow paths. Walls aren't the obstacle here โ the enemies are. Consider breaking SKULL IS DEFEAT or making SKULL IS PUSH to control them.
Step-by-step
SKULL IS DEFEAT text block.DEFEAT away to break the rule. Skulls are now harmless.Strategy This level introduces the idea that text can float on water too. You need to push words across water by walking on floating text or rocks.
Step-by-step
IS onto the water (it floats).Strategy
Pillars are placed in the water. Since PILLAR IS PUSH, you can rearrange them to create a path โ but you can't pull them back if you push them into a dead end.
Step-by-step
Strategy Keke is on an island and the flag is unreachable from your starting position. You need to create a rule that lets you control Keke, or bring Keke to the flag.
Step-by-step
KEKE IS MOVE to break it, stopping Keke from wandering.BABA IS YOU into KEKE IS YOU and control Keke directly to touch the flag.Strategy The flag is on a tiny island surrounded by water, with no rocks or pillars near it. The trick is to change what "WIN" is attached to, or change who "YOU" are.
Step-by-step
FLAG IS WIN text near the water.WIN away from FLAG and attach it to something reachable โ for example, make WALL IS WIN or ROCK IS WIN.๐ก Key Concept: You don't always have to reach the flag. You can change the rules so something else becomes the win condition.
Strategy You start inside a locked room made of walls. There is no door. The words you need to escape are outside, floating on water.
Step-by-step
WALL IS STOP from inside the room so STOP disconnects.Strategy The flag is behind a locked wall grid. You have to "steal" words from existing rules and reassemble them elsewhere. This is where many players first experience true rule-crafting.
Step-by-step
IS and PUSH away from an existing rule to free up words.WATER IS PUSH near the water.๐ก Tip: You can also make
WALL IS PUSHand push the wall tiles aside like boxes.
Strategy
Almost the entire map is water. There are very few solid tiles. You must create WATER IS PUSH to turn the water itself into a navigable, pushable surface.
Step-by-step
WATER, IS, and PUSH.WATER IS PUSH.| Lesson | Why It Matters |
|---|---|
| Text floats on water | You can push words into water and use them as stepping stones. |
| Change the win condition | Instead of reaching the flag, make WALL IS WIN or ROCK IS WIN. |
| Water is pushable | Assembling WATER IS PUSH turns the entire lake into a giant Sokoban puzzle. |
| Steal words | Break one rule to harvest IS / PUSH / WIN and build a better rule elsewhere. |
WIN can be easier than reaching the flag.Once you internalize these four lessons, you've mastered the Lake area and are ready for the Solitary Island.