Level 6 is the second level of the rain, and it comes right after the first big boss. Its five rooms are pictures: the Jellyfish, the Seashell, the Anchor, the Paper boat and the Turtle. The rain song plays in A minor, a piano tune over broken chords with drops of glockenspiel, and the second time through, a flute takes the tune. It’s Tuesday, so here are the secrets of level 6.
Fireflies in a bubble
Every room in the level sends up golden bubbles from the gap in the floor, each with a sleepy firefly inside, its tail glowing. A new one comes every five seconds in the first three rooms and every six in the last two, never more than three at a time, and only while there are critters left. Left alone, a firefly bubble floats for about fifteen seconds and then pops by itself.
Pop one, and two fireflies wake up with a soft, glassy trill and fly off in opposite directions. Each goes for the nearest critter within six tiles, and the two never chase the same one. A firefly can lift the spell from up to three critters in a row. The first lands as a rice ball, the next as a cake and the third as a pie, and each rescue rings a bell a little higher than the last. A single popped bubble gets you a berry, so a firefly’s first catch is already as good as the third bubble in a chain.
With nobody close, a firefly circles the fledgling who woke it. Seven seconds after waking, it’s gone.

Three things a bubble can’t do
Fireflies fly straight through walls. Bubbles bounce off solid blocks, but fireflies don’t notice them.
Shells don’t stop them, either. Shellie, the snail with a chimney on her shell, tucks herself in when a bubble flies at her face, and the bubble glances off. A firefly frees her anyway.
And a firefly will take a critter already sitting in your bubble, as its own treat.
Keep one for dusk
Every room has a clock: 40 seconds in the Jellyfish, 45 in the Seashell and the Anchor, 49 in the Paper boat and the Turtle. When it runs out, dusk falls, and ten seconds later the Duskmoth drifts in.
Here’s the secret: a firefly bubble popped at dusk lights the room again. The Duskmoth flies off, and the clock steps back to twelve seconds before dusk. Popped before dusk, it does nothing for the clock. So in a slow room, let one firefly bubble float and pop it at dusk. The Duskmoth leaves it alone: of all the bubbles, it only goes after the empty ones you blow.

Lighting the room won’t save the “Never hurried” star, though: that one needs every room cleared before dusk.
The Jellyfish
The first room is a jellyfish: a bell of ledges up top and long tentacles of short ledges hanging down to the floor. Two Stomplings, little roots with sprouts, sit up by the bell, another Stompling and a Burrnut keep to the sides, and a Spotkin flies among the tentacles.
The Seashell
The Seashell has a scalloped edge of ledges across the top and a solid hinge at the bottom, right above the gap in the floor. All six critters, four Stomplings and two Burrnuts, start out on the two top rows, far above the fledglings. Fireflies woken down low often find nobody near and circle you, so take them up. You have seven seconds.
The Anchor
The Anchor has a ring at the top, a solid shank down the middle, a stock across it and two curved arms at the bottom. The shank splits the room in two, with three critters on each side: a Burrnut on the stock, a Stompling on a ledge and a Stompling standing in the arm. Your bubbles can’t cross the shank. The fireflies fly right through it. Two fireflies, three rescues each, six critters: on paper, one bubble could clear the whole Anchor.
The Paper boat
A sail of ledges, a solid deck and hull, short ledges for waves and seven critters: three Stomplings, two Burrnuts on the deck and the only two Shellies in the level, one on each side, down on the waves. This is where the shell trick pays off.

The Turtle
The last room is a turtle seen from above: head at the top, a shell of ledges in the middle, tail at the bottom. Seven critters live here: five Stomplings, one of them on the turtle’s head, and two Burrnuts on the sides. Inside the walls, it’s all ledges, so firefly bubbles rise right up to the head.
After the Turtle, the storybook turns a page: a lake in a fork of the Tree at dusk, a little paper boat on the water and fireflies over it. “The fireflies want us to follow!” says Tirra.
Climb the Tree
The first two levels, the whole meadow, are free to play in your browser at tirralee.com. Level 6 is part of the full game, $4.99, paid once. More about the game is on the Tirralee page.



