Base speed
220
World length
5600
Echoes
8
Enemies
Moths and wisps
01

First half: calibrate with coin trails

The first coins form a shallow arc and need only a short soft sound. Do not sustain volume just to make the jump look higher. Going quiet early creates an earlier landing and more room for the next stone.

The first short gap needs a longer sound than a stone, but not maximum volume. Watch the runner's rise and release as soon as the far edge is clear; timing is more reliable than volume alone.

02

Stumps and roaming enemies

The front face of a stump causes damage, but its top is a safe platform. An undersized jump can land there and continue with a second takeoff. Once passed, the back of the stump does not remain dangerous.

Early enemies patrol over short distances. The safest timing is when they move away from you. For a stomp, make sure the runner is descending and center the landing above the enemy.

03

Before the finish

Act One contains several long safe surfaces where you can watch the volume meter. If every jump reaches maximum height, shorten each sound instead of trying to whisper below the trigger level.

Completing the act unlocks Act Two in this browser. Missing echoes never blocks completion, so a first run should prioritize a stable landing rhythm.

Turn your voice into wind beneath your feet

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