Every town needs a carpenter. The little town on Amabel’s shell got Pim, a young pangolin with a big snout, a striped back and a teal tool belt. He builds with a hammer, a saw and a little mallet, and he talks to all three. It’s Friday, so here is a light one: a few of Pim’s best lines from Mist Valley, the free first chapter, and the one tool he never talks to.
Five more minutes
Pim’s first line comes before he even knows where he is. He has curled up for a nap somewhere cozy, and he isn’t ready to get up: “Mmm. A warm, dark cave. Five more minutes.”
The cave is Amabel’s nostril. Amabel is a giant turtle, and she is fast asleep too, so for a moment everyone is happy. Then the cave sneezes. Pim’s next line is a very fair question: “Did that cave just sneeze?”

When Pim gets a fright, he curls up into a ball. In the game it’s a running joke, and it comes back later in a big way.
Hammer, meet saw
The first thing Pim builds is his own workshop, on level 1. The moment the roof goes on, he is delighted: “A roof! My tools finally have a home.” Then he does the introductions, the way you’d introduce two shy guests at a party: “Hammer, meet saw. Saw, meet hammer. Play nicely.”
Somebody else has an opinion about the noise. A voice comes up from below: “Oi! Who is hammering on my ceiling?” That’s Delva, a mole mechanic who lives in the tunnels under the shell’s plates. The town’s new carpenter has just built his workshop on her roof.
You choose the workshop’s finish: a scalloped clay roof, a lilac gable or a round roof in green patina. Whichever you pick, a pair of wrens moves in.
A sit-out
Next comes a lookout, on levels 2 and 3. Pim has his priorities in order: “Legs first. A lookout with no legs is a sit-out.”

Once the lookout is up, he climbs it for the view: “From up here I can see the whole valley!” A short pause follows. “Well. The whole fog. Same thing.” It is called Mist Valley, after all.
Steady, little mallet
On levels 4 and 5, the town needs a plank bridge. Delva points at the gap: “That gap in the plates is a hundred years old.” Pim isn’t worried. “Then it has waited long enough for a bridge.”
Then he gets to work and talks the mallet through it: “Posts in. Steady, little mallet. Steady.”
Delva has to ask. “Do you always talk to your tools?”
Pim has a perfectly good reason: “They work harder when I do.”
It seems to work. A little later he hammers in the last plank: “Last plank, and done! A real bridge.”

The one tool he never talks to
On levels 6 and 7, Pim reaches Lichen Ridge, where a cold gray crust has crept over the plates. “This grey crust peels off like old paint,” he says, and on the board the crust turns pieces to stone.
Clear the ridge on level 6, and Pim gives you his own booster, Curl & Roll, two of them to start. On level 7 he shows you how it works, and this is where the nap in the nose comes back. You pick a line across the board, and Pim curls up into a ball and rolls along it from one edge to the other. In his own words: “I roll a whole line. Every obstacle on it takes a knock.”

He doesn’t clear the pieces on his line, only what stands in their way. You can hold up to three Curl & Rolls at a time. It is the one tool Pim never gives a pep talk to, because the tool is Pim.
Meanwhile, in the tunnels
Delva has her own way with tools. She works with them all day and can never quite remember what they are called. In chapter 2, she hands Pim something important: “Good. Now hold this whatsit-sprocket.”
Pim looks at it. “Delva, this is a spoon.”
Delva doesn’t miss a beat: “Then it is a very small sprocket.”
Come say hello
Mist Valley, the first chapter of Amblestead, is free to play in your browser at amblestead.com. The full game, all six chapters, is $4.99, paid once. More about the game is on its Amblestead page.



