Whiskerfall Play free

Zones and regions

The Dreaming runs from a sunbeam on the windowsill to Morrow's Keep, and past it down the Red Dot's Reach. Each region has a town, its zones and a boss holding a Life Lantern.

The Windowsill Lv 1–5

A sunbeam, a nap, and the threshold of the Dreaming.

Hearthmeadow Lv 1–15

Rolling dream-meadows around the cat village of Whiskerholm. Town: Whiskerholm.

Mousewood Lv 10–25

A tangled forest ruled by mouse bandits. Something glows deep inside.

Rattlecourt Undersewers Lv 26–40

Beneath the Dreaming runs a kingdom of rats, floor upon floor of pipes and plunder. Town: Drainmouth Camp.

Tidewhisker Coast Lv 40–50

Salt wind, otter traders and the best fishing in the Dreaming. Gull pirates rule the waves. Town: Otterhaven.

Houndfang Moors Lv 50–60

Fog, heather and standing stones. The Dog Empire has closed the moors to cats. Town: Whiskerwatch.

Owlspire Peaks Lv 60–70

Snowy peaks around the great Spire, where the owl sages kept the lore of the Dreaming. Ravens nest there now. Town: The Hermitage.

The Giant's Kitchen Lv 70–80

Ruins of the Tall Ones, at their scale. Table-top plateaus, a lake in the sink and a glacier in the fridge. Town: Crumbtown.

Sunspot Sands Lv 80–90

Through the Kitchen window: dunes of warm sunbeam, as far as a cat can see. The temples of Bast lie half-buried in them. Town: Pawmyra.

Frostwhisker Tundra Lv 90–100

North of the Sands, where the sand turns to snow. The lynx clans live here, and lately they have stopped answering anyone. Town: Tufthollow.

The Greying Lv 100–120

The edge of the Hush itself. Past the aurora, the places you already saved come round again, grey and silent, as if somebody painted over them. Town: Lastlight.

Morrow's Keep Lv 120–140

A tower of black glass at the place where the Hush began. Every clock in it has stopped, and every life Morrow ever stole is kept inside. Town: The Lantern Ring.

The Hallway of Doors Lv 141–150

The Red Dot's Reach begins on the windowsill and goes down: into a hallway of doors that open onto other doors. The Dot zips under every one of them. Town: Dotwatch.

The Laundry Labyrinth Lv 151–160

Down the laundry chute: mountains of warm washing, rivers of suds, and every odd sock that ever went missing.

The Attic of Lost Toys Lv 161–170

Up a ladder that somehow goes down: the attic, where toys go when they are outgrown. They have not forgotten.

The Bookshelf Canyons Lv 171–180

Shelves taller than mountains, books like cliffs, and dust like snow. The Dot skips along the spines.

The Piano Hall Lv 181–190

Inside a grand piano the size of a cathedral. Every step plays a note. Mostly the wrong one.

The Dot's Domain Lv 191–200

The bottom of the Reach. Red light on every wall, and in the middle of it all, very small and very fast, the Dot.

The Nightmares Lv 205

Under the last sunbeam, where cats go when they dream badly. One old foe waits each week, worse than you remember.