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Bloomkeeper Swift

How to play · Swift

Bloomkeeper

You are the island's little guardian. Choose a place or object (click it, press its number, or Tab to it and press Enter) and the guardian walks there.

Then type the word shown to cast the spell. The label says which ability it uses — Bloom, Flow or Glow. You learn each one at a shrine.

Wrong keys don't advance the word; just type the right letter. Esc backs out of a challenge. Exploring is never timed.

Creature skirmishes: type a creature's word before it reaches you. You have 3 petals; losing them only sends you back to try again.

Or press Enter. Pasting is disabled and held keys don't repeat.

Esc pauses (or cancels a locked target first). The game pauses when you switch tabs. Sound is off — change these in the header.

Island journal

Restored objects, areas, seeds and companions are saved on this device only. Difficulty only affects creature skirmishes.

1. Mossy Glade
Where the guardian wakes. Teaches Bloom.
0/6 restored
2. Willow Brook
A stream gone still. Teaches Flow.
0/6 restored
3. Lantern Ruins
Old stones, dark lamps. Teaches Glow.
0/6 restored
4. Gearwork Terraces
Garden machines that need two spells.
0/5 restored
5. Heartwood Grove
The Thorn Warden waits.
0/4 restored

Companions

Still asleep
Mossy Glade
Still asleep
Willow Brook
Still asleep
Lantern Ruins
Still asleep
Gearwork Terraces
Still asleep
Heartwood Grove

Guardian cloaks

Cosmetic only. 0 of 9 seeds collected.

Replay challenges

Once an area's creatures are calmed you can face them again for practice (start the game, travel to the area, then pick one here).