ACT 0
ACT 1
ACT 2
ACT 3
ACT 4

Formatting Key

CHARACTER NAME [ CAPTION BOX ] [ SFX ] [ VISUAL NOTE ] 🔧 FIX NEEDED

PROLOGUE — GRAFFITI CITY

Pages 1–6 · Behind Cover → Act 1 Opener → Chase → Sewer → Portal Fall → Portal Swirl

Content = Blux to decide. Map endpaper DECLINED per Amendment 2 — readers discover Ozzy Forest through the story, not an opening map. Produce once decided. (PRODUCTION_LOCK_2026-07-03.md §1)
Placeholder; the "Act 1" label on a Graffiti-City image conflicts with act naming. Label it "Prologue" or make it the title/credits page; produce. (PRODUCTION_LOCK_2026-07-03.md §1)
P1 WIDE: speed lines — Bluxky sprinting, two Pig Police behind, thick ink outlines, full urban chaos. P2: close-up — graffiti tag on wall still dripping, gloved hand vanishing around corner. P3: Pig Police SKID! — stars + impact burst.
Final panel — tunnel exit (page-turn beat)
Cop "…Nope. Not going in there." (fallback: caption)
Lettering fix (PRODUCTION_LOCK §3)
Typo lettered into finished art: "dissapear" → "disappear."
TOP-DOWN sewer maze. Bluxky at ENTRY top-left. Two exits bottom: one leads to the Pig Police (dead-end trap), one leads to the manhole glowing with strange light. Pipes, drip marks, rusty grating. Dim green-yellow light from slime.
Instruction strip — top (one sentence, per lock)
"FIND THE WAY OUT — AND GRAB 5 PIECES OF RUBBISH ON THE WAY TO BONK PIGPO!"
Lettering fix (PRODUCTION_LOCK §3)
"RUBISH ATK: 1" → "RUBBISH ATK: 1."
Colour-accent the 5 rubbish pieces — currently near-invisible.
QA (§4): trace once — exactly ONE valid exit route; all 5 rubbish pieces sit on the valid route.
Bluxky skids to a stop at a glowing manhole — electric blue light pulses upward. Looks back — police closing in. Puts gloved hand to portal edge — ZAP! CRACKLE! — gloves glow faint yellow. Falls through.
Layout pass (PRODUCTION_LOCK §2)
PASS. No changes. Tall fall panel launches the page-turn into p.6.
Full page — Bluxky falling into the swirling vortex. Electric blue + purple. Silhouette against light. Protected silent panel — no text may be added.
Layout pass (PRODUCTION_LOCK §2)
PASS. No changes. Stays wordless.

ACT 1 — OZZY FOREST

Pages 7–14 · Arrival → Language → Grandpa Tree → Quest Begins

Caption box — drop into last panel (bottom-left or top-left)
"You hit the ground before you knew you were falling. The portal's gone. The Pig Police are gone. All of it — gone. Just you, a strange forest, and whatever that sound was."
Bluxky "Where am I now?"
…ooohhh… (faint, panel 3 edge — the sound the caption references)
Lettering fix (PRODUCTION_LOCK §3)
Remove stray opening quote from the caption box.
Title (wild-style lettering, top of page)
HOW TO PLAY
Rule steps (numbered, illustrated)
LOOK CLOSELY — hidden objects, secret runes
DECODE RUNES — use the Graffiti chart on p.10
WRITE IT IN — answer boxes throughout the book
BONUS CHALLENGE — find all ★ pages for the full adventure
Mascot note — margin
Floris "Read this first, ok?"
Flags
Must be dead-simple — first-time reader, no comic experience needed
Bluxky mascot should point at the rules; keep tone FUN, not manual-like
Title banner
CHARACTER SHEET
Skills box — right side
Bluxky Skills
ACTIVE SKILLS
🎨 Graffiti — Leave a paint mark on the path
👁 Observe — Take a careful look before you act!
🌿 Climb & Hide — Know when to go high — and when to stay low
Lower ability boxes
Tagging"Use a pen to make a doodle on any panel in this book."
Throw Up"Use a pen to circle an object on a page — or mark a quick shape."
🔒 WildStyle (LOCKED)"Currently locked. Learn the Graffiti Rune to unlock. (See page 10)"
Flags
Confirm the 3 skill icons match what's in the art
WildStyle — locked should look visually different (greyed / padlock icon)
Title (large, top)
GRAFFITI RUNE
"Observe the rune and use your Wildstyle knowledge to decode the language of this dimension."
Note box — bottom right, small
"Bluxky's Wildstyle graffiti knowledge is the only thing in this dimension that can translate the Rune. Use this chart whenever you see rune letters in the book."
Flags
Confirm page number reference in the WildStyle locked box on p.9
Chart is used on p.19–26 (Ingredient Hunts) and p.33 (Password game) — letters must be clearly readable at A4 print size
Design B/D, F/P, I/L, U/V, S/Z pairs first — most commonly confused
Panel 1 — Bluxky hears something
Bluxky in forest, alert, hears something off-panel. Strange colourful plants around him.
...pitter pitter...
Bluxky "Hm? What's that sound?"
Optional — Bluxky thought bubble here could add personality. What does he think about the forest? The sounds? Could be a single line about how different this is from the city/dimension he knows. Blux to decide.
Panel 2 — Bluxky finds Floris
Bluxky parts large leaves. Floris — the flower creature — freezes when they see each other. Use actual Graffiti Rune to encode "WHO ARE YOU" in speech bubble.
Bluxky "Yo—"
Floris [Graffiti Rune — encode "WHO ARE YOU"]
Panel 3 — Accidentally sprayed (wide panel)
Floris panics — petal flaps — accidentally releases pink glowing fume cloud. Bluxky hit square in the face, staggers back. Comedic. Big impact.
FUME!
Bluxky "HEY—!"
Panel 4 — Language switches (KEY BEAT)
Bluxky dazed — spiral eyes. Floris's speech bubble changes from Rune to readable English (different bubble shape or glow on text). This is the moment language unlocks. SURPRISE expression on Bluxky.
Floris "Are you okay?! I'm SO sorry — I'm Floris! I didn't mean to!"
Bluxky "...I can understand you."
Floris "Of course! Can't everyone?"
Bluxky "Bro. They really, REALLY cannot."
Panel 5 — Distant crying
Beat. Both stare. Then — from deeper in the forest — a low, ancient, sad sound.
...ooohhh... (distant, wavy)
Floris "That sound... it's been going on for days."
Bluxky "What is it?"
Floris "Something old. Something sad."
Panel 6 — Direction set (wide silhouette)
Two silhouettes walking toward the sound. Act 1 mid-beat — caption justified as first major scene transition.
"You have a direction. In this dimension, that's enough."
Flags
Panel 2 — encode "WHO ARE YOU" in actual Graffiti Rune for authenticity
Panel 4 — bubble style change (rune → English) is a key visual beat. Different balloon shape or small glow on text.
Full page — Bluxky arrives. Grandpa Tree crying. Shroomies biting roots.
One large panel. Art carries almost everything. Grandpa Tree does NOT speak on this page — save his voice for p.13. Shroomies visible gnawing at roots. Bluxky reacts. Caption at bottom.
Bluxky "What happened to you?"
"Something ancient. Something in pain. And it's looking right at you."
Grandpa Tree's voice: slow, deep, ancient. No rush. Save it for p.13 — his silence here is more powerful.
No caption box on this page. Dialogue carries all the stakes.
Panel 1 — Grandpa Tree introduces himself
Grandpa Tree "I am Grandpa Tree. Guardian of this forest. Every creature who walks these paths finds their way to me eventually."
Grandpa Tree "But today, it is I who needs help."
Panel 2 — Grandpa Tree asks where Bluxky is from
Grandpa Tree "Where are you from, little one? I have never seen your kind before."
Bluxky "Another dimension. Fell through a portal — wasn't exactly planned."
Bluxky "Is there a way back? Any way at all?"
Grandpa Tree "Ah. That explains the look on your face."
Grandpa Tree doesn't answer the "way back" question yet — that comes in Panel 4 via the Wizard. The pause is intentional. Bluxky notices he didn't get an answer.
Panel 3 — Shroomies act up, Grandpa Tree explains the Wizard
CHOMP! CHOMP!
Grandpa Tree "AH— These creatures... a curse changed them. They used to be peaceful."
Grandpa Tree "There was a Wizard who lived on the far side of this forest. He could fix anything. Curses. Potions. Dimensional problems."
Bluxky "Was? Where is he now?"
Grandpa Tree "He disappeared. No one has seen him in a very long time."
Panel 4 — THE 10-DAY WARNING (stakes panel)
Grandpa Tree "You said you want to return to your dimension. Then you must act fast."
Grandpa Tree "This world was not built for outsiders. Without a Wizard's help, a visitor like you will begin to fade after ten days. Lost between worlds."
...
Bluxky "...Ten days."
Grandpa Tree "Only a Wizard can stop what is happening to you. And there is one I knew of, long ago."
Bluxky "Aight aight aight. Where do I find him?"
Grandpa Tree "I do not know exactly. But he is somewhere beyond this forest. Start moving. Ask about him — someone may know."
Panel 5 — Small atmospheric. Wizard silhouette/vision.
Small wizard silhouette — pink hat, star wand, robes — faint, like a memory or description forming from Grandpa Tree's words.
Grandpa Tree "If you find him — and if he is still himself — perhaps he can help us both."
Bluxky "Say less. I'm finding him."
Art shows Bluxky running with determination through Ozzy Forest. Grandpa Tree in background. Floris flowers left. Shroomies right. Empty caption box at top of page — fill below. Do NOT redraw.
Caption box — top of page (empty white box in existing art)
"Day 1. Ten days. One missing Wizard. Zero idea where to start."
"Aight. Quest on."
Floris "Good luck, Bluxky!" (tiny balloon, edge — not focal. The ONLY place Bluxky's name is spoken in the whole book — required by the p.50 name game.)

ACT 2 — THE FOREST PATH

Pages 15–30 · Brakko → Chef Goblin → Ingredient Hunt → Goblin Mine

Panel 1 — Bluxky meets Brakko
Forest intersection. Brakko is there — cheerful, carrying tools.
Bluxky "Yo! You seen the Wizard?"
Brakko "Brakko brakko! How did you even get here?"
Bluxky "Long story."
Panel 2 — Brakko has an idea
Brakko "The Wizard... I'm not sure. But I know someone who might!"
Bluxky "Who?"
Brakko "Chef Goblin! He hears every gossip in this whole forest!"
Panel 3 — The broken bridge
Both look at the broken bridge across the ravine.
Bluxky "Broken bridge?! How do I get across?"
Brakko "That's the thing. Chef Goblin's camp is on the other side."
Brakko "But! I can rebuild it — Heartwood Build. Old method. Strongest bridge you've ever seen."
Bluxky "What's the catch?"
Panel 4 — The deal
Brakko points down into the valley below.
Brakko "The parts I need? All down in the valley. The storm took them."
Bluxky "You need me to go get them."
📅 DAY 2 chip.
Brakko "...Would you?"
Bluxky "Say less."
Panel 5 — QUEST BOX (full-colour illustrated panel / item checklist for p.16)
This panel IS the item checklist. Full colour illustrated objects (not silhouettes). Each item has a checkbox and quantity. Clean, bold, readable at print size. Doubles as the intro to Game Page 16.
FIND BRAKKO'S BRIDGE PARTS!
"Search the valley below — bring back everything on this list!"
  • River Emerald ×2
  • Muddy Bloomer ×2
  • Firefly Cores ×4
  • Rune Hammer ×1
  • Giant Pipe Bones ×4
  • Iron Root ×1
"Everything on that list is somewhere in the valley below the broken bridge. Time to search."
Full-page riverbank scene. All 6 item types hidden (correct quantities: 2× River Emerald, 2× Muddy Bloomer, 4× Firefly Cores, 1× Rune Hammer, 4× Giant Pipe Bones, 1× Iron Root = 14 total items). NO caption box — p.15 quest box already set this up. Pure visual gameplay.
Only text on this page
FIND BRAKKO'S BRIDGE PARTS!
"(Check the list on page 15!)"
QA (PRODUCTION_LOCK §4)
Count: 2 River Emerald · 2 Muddy Bloomer · 4 Firefly Cores · 1 Rune Hammer · 4 Giant Pipe Bones · 1 Iron Root = 14 total, all findable.
Panel 1 — Bridge fixed!
CLUNK! CLUNK! TAP!
Brakko "There! Good as new!"
Bluxky "You work fast."
Brakko "Brakko brakko! Of course I do!"
Panel 2 — Crossing, camp smoke ahead (Act 2 opener — caption OK)
"With the bridge rebuilt, the path opens up. The smell of smoke means Chef Goblin's camp is close."
Brakko "Chef Goblin's just ahead. Good luck!"
Bluxky "Good looks, Brakko."
Panel 3 — Camp reveal
Giant soup pot, mushroom tents, chaos. Exhausted goblin miners everywhere. Chef Goblin in tall chef hat. Steam and mess. Camp sign reads "CHEF GOBLIN CAMP" (reletter — must match every spoken line).
"You expected a camp. You got this."
Bluxky's first reaction to the chaos is missing — a one-liner here would land well. Pure visual comedy beat. Blux to decide what he says when he first sees this mess.
Panel 4 — Miners complaining
Goblin Miner 1 "We're STARVING!"
Goblin Miner 2 "Is the stew ready YET?!"
Goblin Miner 3 "My tummy is making cave noises!"
Chef Goblin "NOT YET! NOT WITHOUT INGREDIENTS!"
Panel 5 — Bluxky approaches Chef Goblin
Bluxky "Chef Goblin! I'm looking for the Wizard!"
Chef Goblin "The Wizard, eh? I might know something about that..."
Bluxky "For real?!"
Chef Goblin "…But first, you do something for me."
Panel 6 — Chef Goblin reveals the mine problem
Chef Goblin "A creature from our mine keeps sneaking out and eating all the food! My miners are too scared to go back to work!"
GROOOAAAAN... RUMBLE... (deep from mine)
Goblin Miners "Don't make us go back in there!"
"One quest leads to another. That's always how it goes."
Panel 7 — The deal + Mission box
Chef Goblin "Find me 8 ingredients. I'll cook a feast so big, the miners will find their courage again. THEN I'll tell you about the Wizard."
Bluxky "Aight."
MISSION: GATHER 8 INGREDIENTS FOR CHEF GOBLIN!
(See page 18 for the recipe scroll)
📅 Add DAY 3 chip.
QA (PRODUCTION_LOCK §4)
Letter-box counts must match final spellings for all 8 ingredient names (FLUXEGG · CURSECAP · INKERRY · FANGHERB · SKULLIC · SLIMBUTT · FIRESPIKE · SKYSALT — FLUXEGG = 7 boxes). Fix the cheaper side on any mismatch.
Uniform furniture on all 8 pages (locked, PRODUCTION_LOCK §1/§2/§3): title strip "INGREDIENT HUNT! #X of 8 — [LOCATION]" using the locked World Map v.2 locations (Amendment 2) → bottom strip sits OUTSIDE the play area, same height/position all 8 pages. No caption box on any page.
Instruction (same on all 8 pages, locked wording)
"Find the [INGREDIENT] — and its name hiding in the scene!"
Answer line: "Ingredient name: ___________"
p.19 — INGREDIENT HUNT! #1 of 8 — Moofowl Nest
FLUXEGG (7-letter spelling — confirm against p.18 scroll and p.28 crossword; if art shows FLUXXEGG, that side must be corrected). The drawn nest scene — giant yellow-spotted eggs.
📅 DAY 3 chip.
🍲 Chef Goblin margin note: "Do not let it hatch. Do not ASK what hatches."
p.20 — INGREDIENT HUNT! #2 of 8 — Rotten Log Grove
CURSECAP.
📅 DAY 3 chip.
🍲 Chef Goblin margin note: "Purple spots GOOD. Purple smoke BAD. Run from smoke."
p.21 — INGREDIENT HUNT! #3 of 8 — Berry Hollow
INKERRY.
📅 DAY 4 chip.
🍲 Chef Goblin margin note: "Wear gloves. Stains last 40 years. Ask me how I know."
p.22 — INGREDIENT HUNT! #4 of 8 — Redwood
FANGHERB.
📅 DAY 4 chip.
🍲 Chef Goblin margin note: "Grab it fast. It grabs back slow."
p.23 — INGREDIENT HUNT! #5 of 8 — Forgotten Grave
SKULLIC.
📅 DAY 5 chip.
🍲 Chef Goblin margin note: "If it whispers to you, do NOT whisper back."
p.24 — INGREDIENT HUNT! #6 of 8 — Rotten Log Grove
SLIMBUTT — on the underside of a damp log.
📅 DAY 5 chip.
🍲 Chef Goblin margin note: "Slippery. Undignified. Delicious."
p.25 — INGREDIENT HUNT! #7 of 8 — Redwood (ember vent)
FIRESPIKE — grows from a steaming vent crack in the Redwood scene (scroll says "volcanic vents").
📅 DAY 6 chip.
🍲 Chef Goblin margin note: "Tongs. TWO pairs. Trust me."
p.26 — INGREDIENT HUNT! #8 of 8 — Stormwatch Hill (FINALE — showpiece)
SKYSALT — blue storm crystals, biggest scene, most dramatic camera. Remains the showpiece.
📅 DAY 6 chip.
🍲 Chef Goblin margin note: "Worth the lightning. Probably."
Panel 1 — Bluxky returns with all 8 ingredients
"Eight ingredients. One very tired graffiti writer. Mission complete."
Bluxky "Chef Goblin! Got everything on the list!"
Chef Goblin "ALL EIGHT?! You actually did it! MAGNIFICENT!"
Panel 2 — Chef Goblin celebrates (climbs tree branch)
Chef Goblin "TODAY WE FEAST! The greatest meal this forest has EVER seen! THE MINERS WILL BE BRAVE AGAIN!"
Goblin Miners "CHEF GOBLIN! CHEF GOBLIN!"
Panel 3 — Getting overconfident on the branch
CREAK… (beat)
Chef Goblin "HA HA! I will pluck the final spice myself, from this very branch—"
A bird is sitting on the branch nearby, completely unbothered.
Panel 4 — Bird shifts. Branch snaps. CRASH.
Bird looks at camera. Flies away slowly. SFX timing locked: CREAK… (beat) …bird… CRASH — punchline balloons always last in the panel.
…bird…
CRACK! CRASH! OW OW OW OW OW!
Chef Goblin "AAAAAAAAAH—!"
Panel 5 — On the ground, arm in makeshift sling, still with dignity
Goblin Miners "CHEF GOBLIN!"
Chef Goblin "I'm fine. Completely fine. It is merely my cooking hand. My only cooking hand."
Bluxky "..."
Panel 6 — Chef Goblin's pitiful request
Chef Goblin "...Do you by any chance know how to cook?"
Bluxky "I once burned instant noodles."
Chef Goblin "PERFECT. You're hired."
"And that is how you became a chef."
Protected verbatim (PRODUCTION_LOCK §3)
"It is merely my cooking hand. My only cooking hand." / "I once burned instant noodles." / "PERFECT. You're hired." — do not alter at lettering.
QA (PRODUCTION_LOCK §4)
Pencil-solve the printed grid against the 8 final names (FLUXEGG · CURSECAP · INKERRY · FANGHERB · SKULLIC · SLIMBUTT · FIRESPIKE · SKYSALT). Letter counts and every crossing letter must match. If drawn against FLUXXEGG (8 letters), escalate immediately — decides the canonical spelling side.
Panel 1 — Bluxky at the giant pot, Chef Goblin coaching
"Against all reasonable expectation, the stew turned out edible."
Bluxky "I have absolutely no idea what I'm doing."
Chef Goblin "MORE STIRRING. ALWAYS MORE STIRRING."
Chef Goblin "DUG! PICK! NUGGET! If you have breath to whine, you have breath to wash pots!" (three distinct reactions from the three miners — naming beat for the p.50 finale game)
📅 DAY 6 chip.
Panel 2 — Full feast scene
Goblin Miners "MMMPH!" / "SO GOOD!" / "MORE!"
"Full miners are brave miners. That was the theory."
Silent proud-tear panel (protected — no text) belongs somewhere in this beat, per PRODUCTION_LOCK §2.
Panel 3 — Miners head toward mine, torches in hand
Goblin Miner "Alright. Let's do this."
Goblin Miner 2 "Nothing scares us now."
"The theory was correct."
Panel 4 — Chef Goblin pulls Bluxky aside (whisper)
Chef Goblin "You kept your end. I'll keep mine."
Chef Goblin "The Wizard you're looking for — there's a passage through the Goblin Mine. Goes straight to the other side of the forest. Almost nobody knows about it."
Bluxky "Through the mine. With the monster."
Chef Goblin "The miners just went in. Go with them. Stick together."
Panel 5 — Bluxky at mine entrance (Act 2 close — caption OK)
Bluxky small figure against dark tunnel. Torch in hand.
"A monster, a mine, and whatever's on the other side. You've come this far."
...GROOOAAAN... (from deep inside)
Bluxky "Here we go."
CONNECT THE DOTS! — REVEAL THE INVISIBLE MONSTER!
"Deep inside the mine, the sound gets louder. The miners' lanterns cast strange shadows on the walls. Something is in here with you. Can you see what it is?"
"Connect the dots in number order to reveal the monster hiding in the shadows!"
Dark mine tunnel. Numbered candle-flame dots form the monster silhouette when connected. Bluxky + 2–3 goblin miners visible with lanterns. When connected, the shape must reveal a round, soft, big-eyed creature — NOT scary. The reveal on p.31 is that it's harmless. 30–50 dots.

ACT 3 — PLATYPUS OUTPOST + ROOT WALL

Pages 31–40 · Mine Climax → Platypus Outpost → Inn → Swamp → Root Wall

Panel 1 — Big reveal: the monster is a wombat
"You connect the last dot. And there it is."
Cave interior. Wombat (Rumble) sits in the centre, lit by a halo of sparkles as the last dot connects. Bluxky on the left holding a lantern, mouth open in surprise. Two goblin miners crouched on the right with a pickaxe, eyes wide. The "monster" is round, soft, harmless — completely not what anyone expected.
Panel 2 — Rumble's stomach growls — it's a hungry growl (NAMING BEAT — finale game)
GRRRUMBLE
Goblin Miner "Listen to that belly. That's your name now, buddy. Rumble."
Goblin Miner 2 "…We were scared of a TUMMY?"
Rumble centred, paw on belly. Two goblin miners flanking him on the left looking concerned. Bluxky on the right with hand to chin, working it out.
Panel 3 — Rumble sits down, sad and embarrassed (protected silent panel — NO text)
"Sometimes the most frightening noise in the dark is just someone who hasn't eaten in a while."
Pure expression. Rumble alone in the centre, big watery eyes, paws clutching belly. Mine cart visible in the background. No words on the page beyond the caption — let the art carry it.
Panel 4 — Bluxky feeds Rumble — instant love
Bluxky "We made a lot. Here."
MRRRUMBLE!
"Crisis resolved. Twenty minutes. Not bad at all."
Bluxky on the left offering a steaming bowl of stew. Rumble's face lights up — huge smile, paws meeting Bluxky's around the bowl. Tiny hearts floating around Rumble's head. Two goblin miners peeking in delighted from the right edge.
Panel 5 — The exit's blocked — teamwork plan
Bluxky "The exit's blocked. Too many boulders."
Goblin Miner "We'll dig from the sides!"
Bluxky "I'll move the big ones! You dig, little miners!"
Bluxky on the far left pointing at the rockfall. Rumble in the centre, listening. Goblin miner on the right with a pickaxe at the ready, helmet lamp glowing.
Panel 6 — Teamwork digs the way out (Rumble digs unprompted)
Bluxky "Nice one, wombat!"
Goblin Miners "RUM-BLE! RUM-BLE!" (chant — replaces cut line "Rock no more!")
"Teamwork digs the way out!"
"New friend. New path. Adventure continues!"
A new tunnel opens to daylight at the top of the panel — green trees and blue sky visible through it. Rumble centred, grinning. Bluxky on the left with a triumphant fist raised. Two goblin miners on the right cheering with pickaxes lifted.
Panel 1 — First sight of the new world
"On the other side of the mine: a completely different world."
Bluxky "What is THAT?"
Bluxky and the Goblin Miner stepping out of the mine tunnel, framed by the cave mouth on the left. Across the valley: a sprawling fortified town with castle-like spires, banners, bustling activity. A wooden sign on the path reads → THIS WAY TO PLATYPUS OUTPOST.
📅 DAY 7 chip.
Panel 2 — Platypus Outpost explained
Goblin Miner "Platypus Outpost."
Goblin Miner "Trading post."
Goblin Miner "Everyone passes through here eventually."
Three separate speech bubbles from the Goblin Miner — staccato, matter-of-fact rhythm. Wider view as they approach the gates. Crowd of creatures from every species milling near the gate.
Panel 3 — The queue and the rules (ONE merged rules sign, per PRODUCTION_LOCK §2 — do not split into two sign panels)
"The gate to Platypus Outpost."
RULES:
· PAY TOLL
· PASSPORT READY
· KEEP MOVING
· NO MAGIC
· NO SPIDER MEAT
· STAY ALERT!
Long winding queue snaking toward the gate. A "SENTRY FLAP" booth at the gate with a stern-faced platypus guard in full uniform — beak resting on folded arms.
Panel 4 — Password whispers along the queue
"Password check."
Five small vignettes / sub-panels showing creatures whispering passwords to the Sentry Flap.
① Mushroom-cap: <psst> "Noodle-7."CLUNK! (rejected, dropped through trapdoor)
② Cloaked creature: <psst> "Mossy-boat."CLUNK! (rejected)
③ Frog: <psst> "Dripdrop."CLUNK! (rejected)
④ Pink bunny: <psst> "Plum-Jam."CLUNK! (rejected)
⑤ Bee: <psst> "Wingnut."Sentry Flap "Mm-hm. Next!" (only ONE accepted, per PRODUCTION_LOCK §3)
Panel 5 — The trick (exchange reordered so the question precedes the answer, per PRODUCTION_LOCK §3)
Goblin Miner "Better pay attention."
Bluxky "To what?"
Goblin Miner "How people get inside."
A large hourglass-emblazoned sign reads: "TODAY'S PASSWORD CHANGES EVERY HOUR! LISTEN. WATCH. REMEMBER." Bluxky stares, slightly overwhelmed. The Goblin Miner is already scanning the crowd, ear cocked.
"Sometime in the queue… you'll need to know what to say."
EAVESDROP! — DECODE THE PASSWORD!
"The queue is long. People are talking. Somewhere in all these conversations, someone is saying the password loud enough to catch — but it's written in Graffiti Rune. You'll need your chart."
"Use the Graffiti Rune chart on page 10 to decode what people are whispering. Find the PASSWORD!"
Busy crowd scene outside gate. Multiple characters in speech bubbles — mostly distractors in Graffiti Rune, one says the actual password. Decoys: "What's for lunch?" / "My feet hurt." / "Long queue today." / "Is that a graffiti writer?"
4 CROWD WORDS — all based on real platypus facts, all written in Graffiti Rune:
1. VENOMHEEL — males have a venomous spur on their hind ankle (a creature in the queue says this smugly)
2. EGGLAYERTHIS IS THE PASSWORD — platypus lays eggs despite being a mammal (said nervously by a small creature near the gate)
3. BILLZAPPER — uses its bill to sense electric fields underwater (said confidently but wrong)
4. SWEATMILK — female platypus sweats milk through its skin instead of nipples (said by a creature who clearly just Googled this)
EGGLAYER is the actual password. The guard's reaction when it's said correctly: a very slow nod, as if this is the most obvious thing in the world. Bluxky's face: incredulous. "That's the password?!" — Guard: "Yes." — Bluxky: "...Aight."
Answer line: "Password: ___________________"
Top-down / isometric view of the whole Outpost compound. Gate + queue visible. Inside: market stalls, bar area, food court, living quarters, animals, merchants, chaos. Bluxky visible as small figure somewhere in the crowd — tagged with a tiny "YOU ARE HERE" marker for orientation. Act 3 world-building page — caption OK.
"Inside the Platypus Outpost: the busiest place in this dimension. Every creature in Ozzy Forest passes through here eventually. Some never leave."
Panel 1 — Bluxky enters the crowd, starts asking
"You need a Wizard. So you start asking."
Bluxky "Excuse me — do you know a Wizard? Lives past the swamp?"
Bluxky weaves between market stalls — fish vendor, fruit cart, rune scribe. He stops a robed creature with a tray of bottles.
Panel 2 — First rejection
Bottle Vendor "A Wizard? Plenty of weird folks here, kid. Be more specific."
Bluxky "…Past the swamp?"
Bottle Vendor "Nobody goes past the swamp."
Panel 3 — Montage: more rejections, time passes
"Same question. Same shrug. Six times in a row."
Spice Trader "Sorry — never heard of him."
Carpenter "Wizard? Try the temple. Wait — there's no temple."
Pickle Cat "What's a Wizard?"
Three small inset vignettes of different creatures shrugging or shaking heads. Sky tone shifts from afternoon to dusk across the panel.
Panel 4 — Night falls. Bluxky tired, slumped against a wall
"Night in the Outpost. The lanterns come on. The crowd thins. Nothing."
Bluxky sitting on a low wall, head tipped back, exhausted. Warm orange lantern light. The Goblin Miner already gave up and went home long ago.
📅 DAY 8 chip.
Panel 5 — A merchant approaches, leans in
Old merchant — weathered, kind eyes, carrying a folded blanket. He's been listening from a few stalls over. He stops next to Bluxky and lowers his voice.
Old Merchant "Kid. You've been asking the wrong sort all day."
Bluxky "Who's the right sort?"
Old Merchant "Information lives where the music plays. Try the Inn."
Panel 6 — Bluxky stands, looks down the street toward the Inn
Bluxky "The Inn. Got it. Thanks."
Down the lane: a warm wooden building glowing from inside, soft music spilling out. A swinging sign reads "THE INN". Bluxky already walking toward it.
"When the daylight runs out, the answers move indoors."
Panel 1 — Inside the Inn: crowded, loud, alive
"The Inn. Packed wall to wall. Every species, every accent, every smell."
Wide establishing shot. A stage at the back with a lone musician silhouetted against warm lights. Tables crammed with creatures eating, drinking, arguing, laughing. Lanterns, smoke, instruments hanging on walls. Bluxky stands just inside the doorway, dwarfed by the chaos.
Panel 2 — Bluxky overwhelmed, doesn't know where to start
Bluxky "…Information lives here, huh."
Close on Bluxky. Wide-eyed, completely lost. Bodies and conversation pressing in from all sides. He has no plan.
Panel 3 — A glowing magic note drifts past
…tingle…
A single luminous musical note — soft cyan glow, slightly translucent — floats past Bluxky's face, carried on a thread of sound from the stage. The crowd is oblivious. Bluxky's eyes track it.
"Not everyone notices the magic in a room. The ones who do tend to follow it."
Panel 4 — Following the note through the crowd to the stage
Bluxky weaves between creatures, eyes locked on the glowing note. It trails back toward the stage. More notes are visible now — three or four, all drifting from the musician's guitar.
Bluxky (under his breath) "What ARE those?"
Panel 5 — Meet Jammo (NAMING BEAT — finale game)
Jammo on the small stage — purple/colourful hair, mushroom cap head, guitar in hand, completely absorbed in playing. Glowing notes spill from the strings into the air. Bluxky stands at the edge of the stage, listening.
Bluxky "You're good."
Jammo "I know. Jammo."
Bluxky "That your name or the sound the guitar makes?"
Jammo "Yes."
Bluxky "I'm looking for a Wizard. Past the swamp. They say nobody knows him."
Panel 6 — Jammo grins — he knows — reluctance beat
Jammo "I know him."
Jammo "Grew up in the Swamp. Saw him myself, years back. I can get you there."
Jammo "…I haven't been back home in years."
Bluxky "Then you're overdue."
[beat]
Jammo "We leave at dawn. Don't be late."
"That's how you get a travel companion. Find the only one in the room who hears the same notes you do."
Panel 1 — Entering the Swamp at dawn
"Dawn at the swamp's edge. The path stops being a path."
Jammo "Welcome to home. Kind of. I haven't been back in years."
Bluxky "You said you know where the Wizard lives."
Jammo "I saw him once. Long ago. Word is he lives inside the Skyroot somewhere. Don't ask me where exactly."
Continuity flag
This "haven't been back in years" beat now echoes the locked p.36 exchange ("…I haven't been back home in years." / "Then you're overdue.") — Blux to decide whether to trim one occurrence at lettering.
Panel 2 — Thing one: the Mosquito
"Thing one: the mosquito."
ZZZSHHHHHHH!
Both "DODGE!"
A mosquito the size of a horse rockets across the panel. Bluxky and Jammo dive into reeds. Sun is fully up — late morning light.
Panel 3 — Thing two: the Carnival Flowers
"Thing two: Carnival Flowers. Pretty. Hungry."
SNAP! SNAP! WHOOSH!
Jammo "WHY ARE THEY SO GRABBY?!"
Bluxky "BECAUSE THEY'RE HUNGRY! KEEP RUNNING!"
Sprint sequence — bright candy-coloured petals snapping at their heels. Sun overhead — high noon.
Panel 4 — Thing three: the One Eye Spider
"Thing three."
Spider fills nearly the whole panel. Single huge eye slowly opens and stares at them. Late afternoon light through the canopy.
Both (dead silence — tiptoe past)
Panel 5 — Sunset. Exhausted. Lore drop
"Sunset. Three monsters dodged. No Wizard."
Bluxky "How big is the Skyroot?"
Jammo "Bigger than this whole swamp. Roots go for miles."
Bluxky "And the Wizard is somewhere inside."
Jammo "Somewhere. Yeah."
Panel 6 — A new shadow looms — the last monster
As they push through reeds, a low growl from behind. Silhouette of something massive rising — bigger than the spider, eyes glowing in the dusk. Bluxky and Jammo freeze.
GRRRRRMMMMMM…
Jammo "…That one's new."
"Some things the locals don't talk about. Turn the page."
📅 DAY 9 chip.
Panel 1 — Flee the last monster
CRASH! THUD! SNAP!
Bluxky "GO GO GO!"
Jammo "I'M GOING!"
Bluxky and Jammo sprinting through reeds and shallow water, the huge shadow-creature crashing behind them. Branches snap, mud flies. Pure motion lines and panic. The monster stops dead at the edge of a faint glow ahead — the camp is safe BECAUSE of the Spirit Notes' light, not by luck.
Panel 2 — Camp fire (WIDE PANEL, maximum negative space) — homesick beat + the deadline lands
Wide, quiet panel — the quiet beat. A small fire glows between Bluxky and Jammo, both seated on logs. Behind them: the swamp at deep night, fireflies, soft mist. Jammo's guitar is unstrung at his side. Bluxky holds a graffiti marker (prop) — turning it over in his hands. Bluxky stares into the fire.
Bluxky "Back home I had a crew. We tagged the whole east river."
Jammo "You'll tag it again."
Bluxky "…Yeah. Day ten, Jammo. Tonight's the night the window closes."
Jammo "Then we don't sleep tonight."
Panel 3 — A sound on the wind
…tingle… tingle…
Jammo "…You hear that?"
Bluxky "Yeah. That's music."
Both heads tilt up. The fire flickers. A single faint glowing note drifts past — the same kind that appeared at the Inn. Bluxky and Jammo lock eyes.
Panel 4 — Following the sound through the night swamp
"You follow it. Of course you follow it."
Bluxky and Jammo push through reeds toward the source. More glowing notes drift through the air around them — two, then four, then a small trail leading deeper in. Moonlight, fireflies, glowing fungi. The music gets louder.
Jammo "I know this melody. I just don't know how I know it."
Panel 5 — THE SKYROOT ROOT WALL (BIG REVEAL — fills the panel edge-to-edge for the turn)
Massive, ancient, overgrown wall of intertwined roots — Skyroot itself, woven into a colossal gate. A sealed door-shaped seam runs down the centre. Floating around it: dozens of colourful magic note insects — every shade of the rainbow — singing the melody in chorus. Their light paints the whole panel. Bluxky and Jammo small in foreground, awestruck.
"There. The Wizard's door. And the choir guarding it."
Bluxky "How do we get in?"
Jammo "Play their song back. In the right order. Or this wall never opens."
Jammo hesitates — guitar half-raised, unsure.
Bluxky "You got this."
"One locked door. One musician. One chance. Turn the page."
📅 DAY 10 chip.
SPIRIT NOTES! — PLAY THE COLOUR SEQUENCE!
"The Spirit Notes Flies have a melody. Jammo can hear it — and if you look carefully, you can follow it too. Each fly glows a different colour. Their flight sequence is the key to the Root Wall."
8 SPIRIT NOTES — 8 colours, each with a Graffiti Rune letter on the underside of the insect. The correct colour sequence spells: B·R·E·W·S·T·E·R
🔴 Scarlet = B · 🟠 Ember = R · 🟡 Goldie = E · 🟢 Sage = W · 🔵 Azure = S · 🟣 Indigo = T · 💜 Violet = E · 🩷 Blush = R
HOW TO PLAY: Eight Spirit Note flies are scattered across the two pages. Each fly has a Graffiti Rune letter on its belly and a numbered tag (1–8) marking the flight order. Players follow the numbered sequence, write down each fly's colour in order, then match each colour to its Rune letter — the decoded word is the Wizard's name. The Root Wall opens when his name is played.
Each fly must be visually distinct at A4 print size. Two flies carry the letter "E" (Goldie and Violet) — same letter, different colour — this is intentional. Blush (pale pink) must read clearly distinct from Violet and Scarlet.
Jammo is visible playing guitar — Spirit Notes respond to his playing, flying into position. Bottom of p.40: Root Wall door cracking open, warm golden light from within.
Answer box: "You decoded a NAME. Whose?"
"The notes are right. The name is right. The wall is opening."
Flags
Answer key for BREWSTER sequence: upside-down at bottom of p.40 or in back-of-book section
The two E notes (Goldie + Violet) — make sure the Rune letter E is drawn identically on both so players recognise it as the same letter

ACT 4 — WIZARD'S LAB + FINALE

Pages 41–52 · Wizard's Lab → Tether → Grandpa Tree → Farewell → Ma Frenz → Answers → Thanks

Panel 1 — Through the Root Wall
"On the other side: a garden gone completely wild. At the end of it — a house."
Bluxky "It doesn't look abandoned."
Jammo "It looks... complicated."
Panel 2 — Inside, dark, cluttered lab
"The door was unlocked. You take that as an invitation."
Bluxky "Hello? Anyone here?"
Panel 3 — Bluxky lights a lamp. Lab revealed.
FWOOM
Full lab in lamplight — extraordinary. Books, potions, telescopes, jars, star charts everywhere.
Panel 4 — Robed figure on the floor
Bluxky "Is that...?"
Jammo "...Is that a person?"
Panel 5 — The Wizard, face-up, spiral eyes, alive but confused
Brewster "...huhh...? The ceiling has a new face on it today..."
Jammo "Is he... alive?"
Bluxky "He's talking. That's something."
Panel 6 — Bluxky crouches down (NAMING BEAT — pays off the pp.39–40 solve)
Bluxky "Are you the Wizard?"
Brewster "Brewster. Alchemist Wizard. Maker of potions. Solver of most problems. Currently experiencing… minor difficulties."
"You found the Wizard. He is not what you expected. That's okay. Nothing in this dimension has been."
Panel 1 — Wizard explains his situation + door-name callback
Jammo "The door spelled your name."
Brewster "It does that. It's very proud of me."
Brewster "I took the wrong pills. I do this sometimes. Everything looks slightly sideways at the moment."
Bluxky "How long have you been on the floor?"
Brewster "...What day is it?"
Panel 2 — Five Wizards intro
Brewster "I am not the only Wizard in this dimension. But I am not the kind who casts spells."
Bluxky "What kind are you?"
Brewster "I make potions. I solve problems with chemistry. Useful, but not dramatic."
Panel 3 — The Wizard needs his antidote
Brewster "I can help you. But first — I need my antidote. The wrong pills have confused my formula."
Bluxky "What do you need?"
Brewster "My desk. Something went wrong with a formula there — seven or eight things that shouldn't be the way they are. If you can identify them, I can fix the antidote."
Panel 4 — Wide shot of the desk (setup for p.43–44 game)
Bluxky "You want us to find the differences?"
Brewster "My eyes won't cooperate right now. Seven differences. If you can identify them, I can fix the antidote."
"One wizard. One messy desk. This is fine."
Panel 5 — Bluxky and Jammo lean over the desk
Wide detailed desk panel — "before" image. This is the reference for the game spread p.43–44.
Panel 6 — Wizard tilts sideways
Brewster "Take your time. I'll just... be right here."
Jammo "..."
"Take your time. Find the differences on the next two pages."
p.43 (left): "This is Brewster's desk as it should look. Study it carefully. There are 7 differences on the right page."
p.44 (right): "How many differences can you find? Circle each one when you spot it!"
Answer circles: ○ ○ ○ ○ ○ ○ ○
7 BREWSTER DESK DIFFERENCES — all in character, all fun:
1. A book titled "TOP 10 POTIONS NOT TO DRINK" → right page: same book but item #7 is crossed out (he drank it)
2. A sticky note reading "DO NOT DRINK THE PURPLE ONE" → right page: "DRANK THE PURPLE ONE"
3. A small frog sitting NEXT TO a beaker → right page: frog now INSIDE the beaker. Frog looks fine. Beaker label: "FROG? STILL FROG."
4. An owl-shaped clock showing 12 hours → right page: 13 hours (Brewster added an hour at some point)
5. Calendar on the wall — Day 7 circled → right page: Day 47 circled (he's lost track of time)
6. A small trophy reading "BEST WIZARD" → right page: trophy now reads "GOOD ENOUGH WIZARD"
7. A star chart on the wall with constellations → right page: someone has drawn Brewster's face onto one of the constellations in crayon
All 7 differences must be visible without magnifying glass at A4 print size. Mix scales — some large (clock), some medium (frog), one small (crayon face). Spread them across the whole desk so players have to look everywhere.
Flags
Answer guide: upside-down key at bottom of p.44 or back-of-book section
No caption box until the final panel. Dialogue carries this scene.
Panel 1 — Wizard back to normal, energetic
Brewster "YES! The antidote! I feel OUTSTANDING!"
Bluxky "Good. Because I've got about—"
Brewster "—no time left? Yes. I know. You cut it very fine, young man."
Bluxky "..."
Panel 2 — Wizard produces Healing Potion for Grandpa Tree
Brewster "For Grandpa Tree. One Healing Potion. The Shroomies will be gone within the hour."
Bluxky "Good looks. Appreciate it."
Panel 3 — Wizard produces the Yellow Circle discs
Brewster "And for you — this is more important."
Bluxky "What are those?"
Brewster "These are not just a power. They are a tether."
Panel 4 — Wizard places Yellow Circles on Bluxky's gloves
CLICK. GLOW.
Brewster "A permanent bond between you and this dimension. As long as these circles glow, you will not fade. You can stay here as long as you need — safely."
Bluxky "And my home dimension?"
Brewster "When you have collected what you need from all the Wizards — the circles will be the key. They open the path back."
Panel 4b — The red-can panel (locked, PRODUCTION_LOCK §3 — the series' core object gifted on-panel; the ONLY warm-red object in frame)
Brewster "Every Wizard forges one of these. This is mine."
Bluxky "What's it do?"
Brewster "I have never once managed to explain it. The Sand Wizard can. Ask her nicely."
Panel 5 — Close-up. Bluxky holds up gloves. Yellow glow. Something shifted. (Act 3 close — caption OK)
Bluxky "So I'm not stuck."
Brewster "No. You are anchored. There is a difference."
"Day 10. You made it. And now — for the first time since you fell through that portal — you know how this ends."
Bluxky in Wizard's lab or just outside. Full heroic pose. Yellow circles on gloves glowing. Yellow light spreading. The Wizard visible in background. Epic framing. Single caption, bottom third.
"Your destiny is in your hands."
Panel 1 — Bluxky returns to Grandpa Tree
"You kept your word."
Grandpa Tree "You came back."
Bluxky "Told you I would."
Panel 2 — The healing potion
Bluxky "This should help."
Grandpa Tree "What is that?"
Bluxky "Something the Wizard made. For you."
Panel 3 — Healing spreads through the roots (beautiful)
FZZT... BLOOM...
Potion light travels across the roots like a warm wave.
Panel 4 — Shroomies loosen and wander away
Shroomies look dazed, bumble away harmlessly.
Grandpa Tree "I can feel it — the biting is stopping. They're leaving!"
Panel 5 — Grandpa Tree stands tall (wide panel)
Grandpa Tree "Ohhh… I had forgotten what quiet feels like."
Bluxky "The Wizard sends his regards."
Grandpa Tree "You found him."
Bluxky "Still a lot to do after that."
Panel 6 — Desert ahead
Grandpa Tree "Then go east. And listen for the silence — the desert tries to talk you out of yourself."
Bluxky "That's what Brewster said too."
Grandpa Tree "Then it must be true."
Relocation note
The red-can reveal moved to p.45 per PRODUCTION_LOCK §3 (Brewster gifts it, not a callback here) — removed the duplicate introduction from this panel.
Panel 7 — Grandpa Tree, warm and fatherly
Bluxky "One Wizard down. No idea how many to go."
Grandpa Tree "I know. But you will do it."
"Some things are worth hearing."
Panel 1 — Grandpa Tree gives travel directions
Grandpa Tree "To reach the Desert of Hope — go east through the wetlands. And find a Yellow Bird. They know all the desert routes."
Bluxky "A Yellow Bird?"
Grandpa Tree "Bright as the sun. Loud as a trumpet. You'll know it."
Panel 2 — Brakko arrives + Brakko law
Brakko "BRAKKO! You're back! Is it true? You found the Wizard?!"
Bluxky "I did."
Brakko "BRAKKO BRAKKO BRAKKO!"
Brakko spinning with excitement.
Brakko "NO LEAVING before the fire! Brakko law!"
Bluxky "…One night. Then east."
Panel 3 — Floris arrives
Floris "None of this happens if you don't sneeze on me."
Bluxky "It was NOT a sneeze!"
Floris "We heard what you did for Grandpa Tree."
Bluxky "It wasn't just me."
Floris "It was mostly you."
Panel 4 — Chef Goblin arrives (arm still in sling)
Chef Goblin "The graffiti child. Still alive. Good."
Bluxky "Your stew recipe worked, by the way."
Chef Goblin "Of course it did. It's MY recipe."
Chef Goblin looks away — clearly moved but refusing to show it.
Panel 5 — Wide gathering panel. Everyone together.
Grandpa Tree, Floris, Brakko, Chef Goblin, Goblin Miners, Rumble peeking from behind a tree, Jammo on the edge with his guitar slung over his shoulder, Bluxky in the centre. Warm scene.
"Every adventure has a moment like this. The pause before the next thing. The thank you before the goodbye."
Panel 6 — Jammo says goodbye
Jammo "This is my stop. Inn won't run itself."
Bluxky "You sure? Desert's east. Could use a guitar."
Jammo "I'm a bar musician, not an adventurer."
Beat.
Jammo "If you're ever back this way — first round's on me."
Bluxky "You're a good fren, Jammo."
Jammo "…I know."
Fist bump.
Panel 7 — Bluxky turns east
Bluxky "I'll be back."
"East. Toward the desert. Toward the Sand Wizard. Toward home."
p.49 — Left page (rich campfire illustration)
Night campfire. All characters gathered: Bluxky, Grandpa Tree (background), Floris, Brakko, Chef Goblin, Goblin Miners, Rumble, Jammo. Warm golden firelight. Full ensemble.
MA FRENZ (wild-style header)
"One last night before the journey continues. Everyone you met along the way — all here, around the same fire."
"You might not see them all again. That's how adventures go."
p.50 — Right page (same scene, numbered arrows + scrambled word bank — NOT names-beside-blanks, per PRODUCTION_LOCK §1)
NAME MA FRENZ!
"Can you remember everyone you met on this adventure? Match each numbered arrow to a name in the word bank below!"
Numbered arrows ①–⑧ on the art, each pointing to a character around the campfire. Numbers must not cross each other. Word bank strip along the bottom of p.50 only (scrambled order, not aligned to the arrows): Bluxky · Floris · Brakko · Chef Goblin · Dug, Pick & Nugget · Rumble · Jammo · Grandpa Tree.
Closing caption stack (locked, PRODUCTION_LOCK §3 — no episode branding):
"You came to this dimension looking for a way home."
"You found the first piece of it. And something better."
"They're your frenz now too."
"THE END."
PRODUCTION_LOCK §1/§3/§7
Letter this page LAST, after every puzzle passes §4 QA and the final imposition is confirmed. Names must read BRAKKO · CHEF GOBLIN · DUG, PICK & NUGGET. Answers upside-down; "no peeking" line present.
"Stuck? Peek here. (But no peeking until you've tried!)"
Header — large, top of page
ANSWER KEYS
Layout: 8 small numbered answer boxes arranged in a grid (2 columns × 4 rows). Each box has the puzzle's page number, title, and the answer. Tiny illustrations next to each answer for personality.
① p.16 — Hidden Objects on the Bridge
"Did you find all 14 bridge-repair items across the 6 types?"
Tiny thumbnails of each item type, with a checkmark count: 6 types, 14 items total. See p.16 for the full list. (Items to be locked in during illustration pass.)
② p.18 — Goblin Recipe Hunt
The 8 ingredients, in order:
FLUXEGG · CURSECAP · INKERRY · FANGHERB · SKULLIC · SLIMBUTT · FIRESPIKE · SKYSALT
③ p.28 — Cooking Crossword
"All 8 ingredient names spell into the grid — read them off using the Graffiti Rune chart on p.10."
Small thumbnail of completed crossword. Final solution to be drawn during illustration pass.
④ p.30 — Connect the Dots — Mine Monster
The shape is: RUMBLE the wombat 🐻
"He's not a monster. He's just hungry."
⑤ p.33 — Eavesdrop Password
The password is: EGGLAYER 🥚
"Platypus lays eggs despite being a mammal. Decoys: VENOMHEEL · BILLZAPPER · SWEATMILK."
⑥ p.39–40 — Spirit Notes Sequence
The colour sequence spells: B · R · E · W · S · T · E · R
🔴 Scarlet · 🟠 Ember · 🟡 Goldie · 🟢 Sage · 🔵 Azure · 🟣 Indigo · 💜 Violet · 🩷 Blush
"The Wizard's name. Played as music, it opens the Root Wall."
⑦ p.43–44 — Find the Difference (7)
1. Book "TOP 10 POTIONS NOT TO DRINK" — item #7 crossed out (he drank it)
2. Sticky note: "DO NOT DRINK THE PURPLE ONE" → "DRANK THE PURPLE ONE"
3. Frog moved from next to the beaker → inside the beaker
4. Owl clock: 12 hours → 13 hours
5. Calendar: Day 7 circled → Day 47 circled
6. Trophy: "BEST WIZARD" → "GOOD ENOUGH WIZARD"
7. Star chart: Brewster's face drawn onto a constellation in crayon
⑧ p.49–50 — Name Ma Frenz
Bluxky · Floris · Brakko · Chef Goblin · Dug, Pick & Nugget · Rumble · Jammo · Grandpa Tree
"All your frenz, in order around the fire."
Header — large, top of page
THANK YOU (wild-style)
Author note — handwritten feel
"Bluxky Quest started as a doodle in the corner of a sketchbook. It became this book because of you. Thank you for reading, for solving, for making it to the end of the fire."
"— Blux"
Backers list section
MA FRENZ — THE BACKERS
Block of small text — Kickstarter backers list. To be filled before print. Reserve roughly half the page for this. Tier headers (e.g. LEGEND TIER · HERO TIER · FREN TIER) if needed.
Episode 2 teaser
Small inset at the bottom of the page: a glimpse of the Desert of Hope. A sand-coloured horizon, a single Yellow Bird in flight, the red spray can on the ground throwing a long shadow. Mysterious — no characters fully visible.
"Bluxky's quest continues."
BOOK TWO: DESERT OF HOPE.
"The Sand Wizard is waiting. The desert will not be kind."