Five worlds
Twenty levels each, a boss at level 20, and a new kind of hazard every time you cross into the next one.

Ice Valley
Frozen switchbacks under a still, starlit sky. This is where you learn to draw the line, and where the spikes first show up.
- Levels
- 20
- New here
- Spikes, and your first hunt
- At the end
- The Wall

Ancient Grove
Overgrown ruins where the spikes start to move, spinning in the gaps and sliding across the path you planned.
- Levels
- 20
- New here
- Spikes that spin and slide
- At the end
- The second boss

Frost Shrine
A crystal shrine at the end of a moonlit ravine, where spikes fall as you pass and pendulums swing through the gap.
- Levels
- 20
- New here
- Falling spikes and pendulums
- At the end
- A tougher boss

Ashen Rift
Molten channels and falling ember, and gravity stops playing fair: it gets lighter, heavier, or flips upside down.
- Levels
- 20
- New here
- Gravity that changes
- At the end
- A tougher boss

Sun Temple
Golden heat and the campaign's last stand. Everything from the first four worlds comes back at once.
- Levels
- 20
- New here
- All of it at once
- At the end
- The toughest boss
The boss at level 20
Every world ends with a stone block that fights back. In Ice Valley it is called The Wall.
- It hides behind a shield and fires arrows at the orb.
- When the shield opens, bounce the orb into its core.
- It cracks with every hit, and each world’s boss takes a few more.
- You get all the ink you want, so it comes down to timing.



Three stars a level
Three hundred stars in the campaign. On most levels you earn one for each of these:
- Reach the portal.
- Save some ink.
- Be quick about it.
On hunt levels the portal stays hidden until you knock out every mini boss.