PUZZLE BIBLE — 20 main types + 13 signature
STATUS: filled 20/20 main + 13/13 signature — DONE v1. Feasible, FUN, HARD-but-fair top-down puzzles.
Canon: counting/tally, nails, light, the Veil (BOOK-CANON.md). Fields: name — mechanic · verbs · why fun.
A. 20 MAIN TYPES (reusable)
- Boulder Push (Sokoban) — push (never pull) tally-stones onto sigils/gaps · walk-into; Gideon shoves 2-stack, Lyra 1 · spatial "aha", scales hard.
- Light/Torch Routing — carry/route warm light to burn back Shade & reveal floor (dark = soft timer) · light, carry (drop on dodge), rotate mirror · weaponizes the core light mechanic.
- Counting/Tally Lock — open a door to the exact count (bell/nails/runes) · increment, reset, read clue · pure canon deduction, no twitch.
- Pressure-Plate Weight — hold plates with boulders, the dog, or a hero while you act · stand/place/swap · forces planning + companion use.
- Mirror/Beam Redirect — rotate mirrors to chain a light beam into a sun-lock · rotate, place mirror · satisfying line-of-sight logic.
- Sequence Memory — repeat a flashed order on runes/bells before it resets · watch, input · tension + recall.
- Timed Gate Run — hit a lever, sprint through closing gates (dodge-roll extends reach) · lever, dash · skill-gated, replayable.
- Water Flow / Drain — open/close valves to raise/lower water for paths or to float a boulder · turn valve, Tide Whistle · multi-step state logic.
- Ice-Slide — step onto ice and slide until you hit a wall; route to the exit/switch · move, place blockers · classic, brain-burning at scale.
- Sound/Echo Locate — ring a bell, follow the echo to the hidden seam (audio + True-Sight Lens) · ring, listen, dig · uses the audio layer as a clue.
- Day↔Night State-Flip — a rune flips the room day/night; paths exist only in one state (night = beasts) · flip, time it · risk/reward stateful puzzle.
- Nail-Placement (canon) — drive black-iron nails into the marked points in the counted order to seal a Veil-seam · place nail, read clue · most on-theme ritual puzzle.
- Key-Ledger Hunt — find ledger pages that name where the key is "counted"; cross-reference to the vault · read, fetch · light exploration + deduction.
- Companion-Swap Gate — a gate needs Gideon's strength on one side AND Lyra's arcana on the other; swap mid-puzzle · swap, position · showcases the dual-hero core.
- Rotating Room — a lever spins the whole room 90°; align corridors/boulders to the exit · rotate, adjust · spatial reorientation challenge.
- Shadow-Bridge — light cast across a gap hardens into a walkable bridge; keep the source lit & aimed · aim light, cross before it fades · tense traversal.
- Lever Logic / Parity — toggling one lever flips its neighbours; reach the all-on state · toggle, deduce · pure logic, fully colourblind-safe.
- Pushable-Mirror Combo — fuse Boulder Push + Beam Redirect: shove mirrors into beam nodes · push, rotate · layered set-piece.
- Bell-Order / Music — strike bells in the pitch order a fresco/echo dictates · listen, strike · audio-led, elegant.
- Salt-Line / Decay Barrier — lay salt to block summons / burn back rot to open a path (salt & oil are resources) · lay salt, ignite · resource-management gate.
B. 13 SIGNATURE SET-PIECES (1 per dungeon R1–R12 + Observatory)
Fields: region/dungeon — the trick · fuses · the "aha" · reward gate.
- R1 Rooted Cellar — drain a flooded room by toppling 2 tally-stones onto sigils · Boulder Push + Counting · "stones ARE the count" · opens the Lantern Medal.
- R2 Emberfall Foundry — route furnace-light through 3 mirrors to re-light dead forges · Light Routing + Mirror · "the foundry only works lit" · Mirror Shard Medal.
- R3 Cinderhollow Deeps — beam-redirect to melt ore-ice while pushing mirrors onto plates · Pushable-Mirror + Pressure-Plate · "light is the pick here" · Steel pick gate.
- R4 Frostmere Vault — ice-slide across a frozen ledger; stop on the counted tiles only · Ice-Slide + Counting · "slide the count, not the path" · Frostbrand Nail Medal.
- R5 Drowned Tithe — light-route over rising water, then a vault counting-lock before it floods · Water + Light + Counting · "drain by answering the ledger" · Tide Whistle Medal.
- R6 Thorngate Briar — cut thorn-walls (Sickle) in a sequence the fresco flashes · Sequence + Salt-Line · "the briar remembers an order" · Reaping Sickle Medal.
- R7 Duskreach Clock — day↔night flip to cross a bridge that only exists at dusk, timed · Day-Night + Timed Gate · "live in the in-between" · Stormnail Spike Medal.
- R8 Ravensford Echoes — echo-locate hidden seams, ring bells in pitch order to still the ravens · Sound/Echo + Bell-Order · "the room sings the door open" · True-Sight Lens Medal.
- R9 Ashbourne Caldera — shadow-bridge over lava while a Drake snuffs your light (relight under pressure) · Shadow-Bridge + Light · "keep the bridge lit or fall" · Heartwood Maul gate.
- R10 Stormhall Engine — rotating-room + lever-parity to align a great counting-engine to twelve · Rotating Room + Lever Logic · "set the machine to the count" · Veil Compass Medal.
- R11 Gloamspire Hours — the Owl steals hours; flip day/night + nail-seal before the clock hits twelve · Nail-Placement + Day-Night · "out-count the stolen time" · Hush Censer Medal.
- R12 Sablecross Ledger — a master key-ledger hunt feeding a parity-locked vault of the taken names · Key-Ledger + Lever Logic · "read who they took to free them" · Counting Bell Medal.
- Black Glass Observatory (FINALE) — the master Tally Ledger-Gate fuses every type (boulder/light/mirror/nail/counting) to reach Alex beneath the Tear · ALL · "everything you learned, counted at once" · Concord Key + the seal/claim finale.
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