Taro's living Rootvault
Moonwater channels beneath Taro's fortress shell have tangled with Emberlight, shadows, and ancient rune locks.
Opening the Rootvault…
Rootvault Pins
Read the chambers, then pull one complete golden pin.
Guide Taro and the Star Core to the sanctuary without mixing dangerous materials.
Plan each pull, resolve material reactions, and guide Taro and the Star Core through 30 handcrafted Rootvault chambers.
Moonwater channels beneath Taro's fortress shell have tangled with Emberlight, shadows, and ancient rune locks.
Water cools Emberlight into steam. A Shell Ward protects Taro once. Keys open matching rune pins.
A wrong route may strand the Star Core or expose Taro. Restart restores the exact chamber.
Tap a pin and Pull, or focus a pin and press Enter or Space. Held input never repeats.
A pin moves every item in its source room. Water and Emberlight become steam, a Shell Ward blocks one Shadow Wisp, and a Rune Key opens its marked pins. Seed Marks buy planning aids, but never change the authored solution.
The opening chambers teach safe routes; Steam Gardens add material reactions; Shadow Wards add protection; Twin Currents require two routes; Rune Locks add keys; Living Rootvault combines every rule. Completing a chamber unlocks the next and awards Seed Marks.
Touch, mouse, Enter, and Space use the same single-pull action. Chamber unlocks, best pulls, Seed Marks, upgrades, language, and sound preference stay in this browser only. No account or purchase is required.
Drag the rail. A glowing frame marks the centered chamber.
Spend Seed Marks on planning aids. Solutions never change.
Choose a planning aid. Its cost and your balance stay visible.
Continue resumes the exact rooms, pins, materials, and pull count. Returning ends this attempt.