Turbo Pudding

Dilly DeliversLevel secrets

One trick for every chapter

· The Turbo Pudding team · 5 min read

In a sunny pink-and-sand canyon, Dilly, a round yellow duckling in a teal cap with an envelope badge and a pink scarf, a brown parcel on her back, stands on a small square stone ledge in the middle of a deep purple gap, a crack running down the stone and a puff of dust at her feet; wooden fences, crates of pink and purple crystals and pickaxes line the far bank, and a prickly pear cactus and an old cart wheel sit on the near edges

Dilly Delivers takes Dilly, a duck courier in a teal cap, through six places, four days in each, five parcels a day. Every parcel has two ways to its door: a long, easy one and a short, tricky one. Each place adds its own kind of trouble, and every kind of trouble has a rhythm you can learn. It’s Tuesday, so here is one trick for every chapter.

The picture at the top is from Echo Gorge, the third chapter. Dilly is standing on a crumbling ledge between two drops, and the ledge has already cracked.

Pudding Town: get up high

The yard dogs of Pudding Town chase only along their own stretch of pavement, and none of them can climb. Hop onto a bench or a rock, and a dog that was right behind you stops underneath, barks and trots home. That goes for Biscuit too, the mayor’s dog. Granny Plume calls him “a sweetie, really,” who “just LOVES parcels.”

A sleeping dog wakes up to noise: running, landing a jump or splashing in a puddle near its gate. Walk past, and it keeps snoozing. The big dogs chase in bursts. Biscuit runs for three seconds, then sits for a second and a half to pant, and that’s your moment. Hop right over a chasing dog on the town way, and you get a “Hop!” and 10 bonus points. And Biscuit never turns up on the park way.

Dilly, a round yellow duckling in a teal cap with an envelope badge and a pink scarf, a brown parcel on her back, stands on a wooden park bench on a rainy town sidewalk, while Biscuit, a big fluffy white dog with pointed ears, a pink polka-dot bandana and his tongue out, runs toward the bench from the left with a cross little mark over his head; a white picket fence and pastel shop fronts run behind them, and thin streaks of rain fall over the grass and daisies in front
Searched “duck game dog chase.” The bench won.

Drizzle Dale: wait out the cloudburst

In Drizzle Dale it rains “mooostly always,” says Mrs. Moo, the cow who keeps the post office there. Mud slows Dilly to about half speed, and a jump from mud is lower.

On days 7 and 8, a cloudburst comes every nine seconds. First the sky goes dark for a second and a half, with a roll of thunder. Then every puddle spreads out for over two seconds. Mrs. Moo’s advice: “Wait for the shower to pass, then hop. Patience is a courier’s umbrella.”

Echo Gorge: land, hop, don’t stop

Old Horn, the ram who keeps the post office in Echo Gorge, shouts everything, and the gorge shouts it back. Fall into a gap, and his hawk carries Dilly back up, but the parcel gets a bump. Some ledges crumble. A crumbling ledge holds for just over half a second after Dilly lands on it, then drops, and comes back three and a half seconds later. So land and hop on at once.

The goats give you a warning, too. A goat steps out onto the path and paws the ground for about two-thirds of a second, then charges. Hop over it, and it skids past and stands there dizzy for over a second. Old Horn’s version: “When one paws the ground — HOP!” And when the wind whistles on day 11, keep your feet on the ground. A gust slows Dilly’s walk to under half speed, but a duck in the air gets blown right back.

Snowpeak: learn the marmots’ rhythm

Captain Frost, the St. Bernard who runs the post on Snowpeak, has three warnings: “Ice is slippery — start stopping early. Deep snow is slow. And the marmots pop up to say hello.” The marmots say hello by grabbing your parcel. But a marmot keeps its own rhythm, whatever you do: hidden for 1.6 seconds, a peek for a third of a second, then up on its hind legs for 1.2 seconds. It can grab only while it’s standing. So pass while it hides, or hop right over it.

On a snowy path, Dilly the yellow duckling in her teal cap flies over a small brown marmot that stands on its hind legs in a round burrow hole, both paws raised, with a speech bubble that says fweet; Dilly squeezes her eyes shut as she flaps, her parcel on her back, while snowy fir trees with sleepy smiling faces, a wooden fence and a snow-roofed chalet with flower boxes fill the background, and a pale blue patch of ice glints on the path to the right
Typed “snow level marmot game.” It said “fweet!” and we hopped.

From day 14 on, icicles drop from the cliffs. Each one is aimed at where Dilly will be when it lands, and its shadow grows for almost a second first. Stop or speed up, and it misses.

Mirror Lake: hop while they rise

At Mirror Lake many paths are water, and Aunt Reed, the heron who keeps the post office, puts it politely: “The lily pads float up and sink again, one after another. Hop while they rise.” Each pad floats for 2.8 seconds, wobbles for half a second, then goes under for a moment. The wobble is your warning, and every pad keeps its own time, so check the next one before you jump.

The beach crabs keep their own time too, sidestepping by their burrows whatever Dilly does. They’re slow, and one hop clears them.

Dilly the yellow duckling in her teal cap stands on a round green lily pad in a bright turquoise lake, ripples circling the pad, and looks ahead at the next lily pad, which is pale and half under the water, sinking with rings spreading around it; on the left a promenade of pink and cream tiles with a white picket fence, a little chalkboard sign and a flower stand ends at a row of lilac stones, and cattails and a green sand bucket sit at the bottom of the frame
People also ask: can a duck stand on a lily pad? For 2.8 seconds.

Whisper Fog: stop, or dash

In Whisper Fog you can see only what’s close, and the fog gets thicker every day. The bats hang over the path, and when Dilly walks near, a bat’s eyes glow for 0.7 seconds before it dives at the spot where she’s going to be. Old Oak, the little owl who keeps the last post office, sums it up: “Stop, or dash.” Change your speed after the glow, and the bat misses, flies back up and rests for two and a half seconds.

In a misty lilac forest, a round purple bat with big pink-lined ears and wide wings swoops down toward the path, its eyes squeezed shut and its little mouth open, while Dilly the yellow duckling in her teal cap walks along a pale stone path below it; glowing lanterns sit on short posts behind her, a tall gray tree trunk and a lamppost rise on the left, cattails stand on the right, and soft fog hangs over everything
Search history: “cute bat game,” then “why is the bat diving.”

Chapter 1, Pudding Town, is free to play in your browser at dillydelivers.com. The full game, all six chapters, is $4.99, paid once. More about the game is on its Dilly Delivers page.

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