Three layers: forest overworld reached on foot or by bridge, dungeon layer entered through kynnykset (Threshold arches), and a water swim map split into lakes, ocean, and Deep Sea.
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Surface Forest Overworld
- The forest itself is described as going on forever, with trees that can be cut down and carried as logs, branches, and twigs across multiple islands.
- Open sea crossings are not possible by swimming, so reaching another island always requires building or repairing a bridge.
- Bridges come in two forms: standard wood bridges and repair-magic variants crafted via Vaki to restore mysteriously broken spans.
- Wood is gathered on each island, then placed using a ghost-placement preview with smart anchor points so the bridge actually connects.
Kynnykset (Threshold Arches)
- Kynnykset are solitary stone portals scattered across the islands; each is bound to a destination word.
- The kynnys opens only when the player selects the Portal Page whose word matches that destination; the wrong page leaves the arch closed.
- Dungeon identities differ — mystery, tension, survival, and prior-human-presence zones all carry distinct moods — so the same kynnys is not interchangeable with another.
- Some dungeons carry alternate exits; most alternate exits require an extra item or condition before they unlock.
Water Layer and Swim Map
The water layer is named by region and depth:
- Lakes — smaller inland bodies; standard rules apply (no weapon use while submerged).
- Ocean — coastal and open water; land enemies will not follow prey into it.
- Deep Sea — a deeper region inhabited by Aallottaret, water nymphs drawn from local lore, tied to the swimming system rather than the surface combat loop.
Cross-Layer Rules
- Axes, bows, and spears cannot be used while submerged.
- Hostile land creatures refuse to follow prey into water, so a shoreline retreat is a real emergency exit.
- Bridges are the only way to cross between landmasses without entering the swim map; both standard and repair-magic bridges count.
