The Vale Arcade
Keeper's Climb
Climb the Great Tree, dodge the kegs, light the lantern. Free to play, no purchase necessary.
The Dusk Lantern waits at the top of the Great Tree, and the scaffolding is the only way up. One problem: a grumpy giant owl has claimed the top perch, and it tosses rolling acorn kegs down every girder in your way. Run, jump, and climb the ladders through five climbs, and mind the gaps.
The Dusk Lantern is lit!
You climbed past every keg the owl could toss, keeper. Thanks for playing. The real treasures of the Vale are on the shelves.
Final score: 0
The kegs win this round
The owl keeps the perch for now. Every keeper takes a few falls on the way to the lantern, and the ladders will still be there when you are ready.
Final score: 0
Best: 0
How to play
- Move: arrow keys or WASD (on phones, the on-screen pad). Run along the girders and climb the ladders to work your way up the tree.
- Jump: Space, Z, or K. A clean jump over a rolling keg earns bonus points.
- Pause: P or Esc, or the Pause button (on phones, the PAUSE button by the pad). Press it again to pick the climb back up.
- Begin: the story opens first. Begin now in the intro starts the climb in one tap, and the Intro button in the bar replays the story any time. On the title screen, Enter or a tap on the screen starts too.
- Restart: press R at any time, or use the Restart button. After a win or a fall, the Play again button does the same.
- The owl: watch the top perch. When the owl lifts a keg and leans back, a toss is coming. Kegs roll along a girder, drop at the end, and roll back the other way on the girder below.
- Each climb teaches something new: the first climb is plain kegs, honestly rolled. The second adds swift kegs, striped pale and rolled 55% faster. The third teaches the double toss, and wind gusts sweep the high girders and nudge you while you stand on them. The fourth, the Lantern Loft, pairs swift kegs with the double toss at a brisker pace. The fifth, the Owl's Eyrie, brings everything at once: swift kegs, double tosses, and the wind.
- Golden acorns: one hides on each climb, off the main line up. Worth the detour at 150 points apiece, with a little chime when you pocket one.
- Lives: you have three. A keg hit sends you back to the foot of the current climb, briefly faded and safe.
- Win: reach the Dusk Lantern at the top of all five climbs. Clearing a level pays a bonus, and faster climbs pay more.
- A hidden treat: a Vale coupon hides somewhere in the climb, off the safe path. Find it and the code is yours.
Your best score saves on this device. If you like, you can post a finished run to the Vale Arcade leaderboard under a name you choose. Posting is always optional, and nothing is sent unless you ask for it.