Turbo Pudding

AmblesteadLevel secrets

The trouble in every chapter, and how to clear it

· The Turbo Pudding team · 4 min read

A board of dark purple hexagon plates shaped like a water tank with a spout that steps up to the upper right, set in a red canyon at sunset with a big pale sun, flat-topped mesas, a stone arch and little stacked cairns; three round brown log ends stack in the top right column, plugging the spout, two gray boulders with white arrows pointing up and to the right wait beside and below them, and the rest of the board is filled with orange clay tiles, golden reed bundles, pink wool skeins, teal cogs and pale blue glass panes

Amabel walks through six places on her way to the sea, and each one leaves something new on the plates of her shell. It’s Tuesday, so here are the level secrets: one piece of trouble from every chapter, the level where it first shows up, and the thing worth knowing before you start.

The picture at the top is level 17 in Red Canyon. The board is the spout of a water tank, a log plugs its mouth, and two boulders wait inside with their arrows pointing the way out.

Mist Valley: lichen that creeps

Gray lichen-stone, called Stillness, first turns up on level 6. Clear a piece next to a stone to hit it.

On level 10, the chapter finale, the board is the Wake-up Chime, and lichen sits along the lip of the bell. Here it creeps: a dashed ring shows the cell where it will grow next. The secret: it grows only after a move in which you didn’t hit any lichen. Hit a stone every move and it stays put. Each new stone joins the ones you have to clear, but on this level it can grow three times at most.

A bell-shaped board of dark purple hexagon plates in front of lilac hills, filled with pieces in five colors: orange clay tiles, golden reed bundles, pink wool skeins, teal cogs and pale blue glass panes; along the bottom row sit three gray cracked lichen stones, a dashed white ring circles a teal cog at the right end of the row, and just above the stones a round woven Sieve and a cream Keystone stand side by side
Searched “match 3 spreading blocker.” Found lichen with a schedule.

Red Canyon: boulders and wind

Rolling Boulders arrive on level 16, where the board is a round tank with three boulders lodged inside. Pim explains: “Clear pieces next to a boulder to push it. It rolls where its arrow points. Roll it out!”

A boulder moves one cell per push, and each wave of a cascade can push it again, so one good move can roll it several cells. It crushes plain pieces in its way, and they count toward your building materials. A special in its way goes off instead, and the boulder waits. Another obstacle stops it. Only rolling it off the board counts for the goal. On level 17, two hits float the log out of the spout first, and then the boulders can roll up and out.

Tumbleweeds come on level 18. After every turn each one rolls a cell with the wind, down and to the right, trading places with the piece there. One hit breaks one. Leave them a few turns and they wait along the downwind edge.

Snow Pass: chimneys and icicles

On level 22 snow falls down three chimney pots. In those columns, every fourth new piece is a snowball. Snowballs fall like pieces, and three touching each other huddle into a Snow Turtle that takes two hits. The goal is twelve hits on snow, on snowballs and turtles alike.

The top of a board shaped like a roof with three chimney stacks, set against a pale blue winter sky with snowy mountains and little fir trees; a golden reed bundle drops in through the gap between two chimneys toward an empty plate, and two round white snowballs sit on either side of that plate, surrounded by orange, pink, teal and pale blue pieces
Typed “puzzle game snow level.” Got chimneys that drop snowballs.

Level 25 is Nils’s map room, with icicles over three columns. Clear a piece in one of those columns and its icicle drops: two hits at once on the first obstacle below, or, in a clear column, the bottom piece goes. The secret: the room’s frozen floor has three two-hit stones, right under the icicles. Here they grow back after five turns.

Glass Desert: a hot kitchen floor

Level 32 is the kitchen, and Saffi has a warning: “Mind the hot stones by my hearth.” A plain piece that ends three turns in a row on a hot stone cracks into a pebble, and a pebble breaks with one hit. If a different piece moves onto the stone, the count starts over.

The secret: here you want the stones to work. The goal is four pebbles, and only three are on the board at the start, so leave a piece on a hot stone for three turns.

The bottom of a U-shaped board in front of golden sand dunes under a warm yellow sky; in the floor of the U, four plates glow reddish brown with fine cracks, the hot stones, with a golden reed bundle, a pink wool skein and two teal cogs resting on them, and gray clusters of pebbles sit between them and a little higher up, among pale blue glass panes and orange clay tiles
People also ask: can a puzzle board be too hot? On level 32, yes.

Aurora Plain: the geyser that never breaks

On level 43 the board is a mill house with a gable roof, standing over two hot springs. Baron Bulwark points them out: “On the third turn one flips the pieces above it.”

A geyser bubbles once a turn and erupts on the third. Every plain piece above it, up to the first obstacle, flips upside down, while specials stay put. A geyser can’t be broken, so don’t spend moves on it. Count the turns, look at the column before it erupts, and if the flip lines up a match, it clears like any other.

A tall board shaped like a house under a night sky with green northern lights and tiny stars, dark purple hills and small glowing mushrooms on the ground; in the bottom row two round brown vents with swirling teal water sit with a pale blue glass pane between them, and above them the walls of the house are packed with golden reeds, pink wool, orange clay, teal cogs and pale blue glass
Search history: “hex puzzle geyser,” then “column upside down why.”

Sunrise Shore: oysters keep their own hours

Level 52 is the cradle weave, a basket wide at the rim and narrow at the foot, with three oysters in it. Saffi explains: “Oysters open and shut with the tide.” Each stays open two turns and shut two. A hit on a shut oyster glances off. Clear next to an open one twice, and out rolls a pearl.

The last secret: the two hits don’t have to come in the same tide. An oyster keeps the first hit while it’s shut.

A board shaped like a basket that narrows to a single plate at the bottom, set against a peach sunrise sky, a calm blue sea with a little rock in it and a sandy beach with shells and a starfish; in the middle of the board an open oyster shows a white pearl, and two plates lower two shut oysters with wavy seams sit on either side of a pink wool skein
“Cozy match 3 beach level.” Three oysters, one already open.

Mist Valley, the first chapter, 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.

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