The first three rules in the catalogue work against you. The bell stone is on your side: it is the first tool that lets you change the board.
Behaviour
You throw a stone you found in the level at any node at most three edges away from your own. Throwing takes the place of a move.
Every sentry, patrol and chaser within at most two edges of the node where the stone lands enters a "distracted" state for three turns: it abandons its route or its post, walks the shortest path to the node the stone landed on, and when the time is up returns to its duty the same way.
A distracted entity's sight is only the node it stands on — its chain does not run, because it is looking at a sound.
The walking path decides where the sound reaches, not the distance as the crow flies:
- A closed door blocks both the throw and the sound. Range is measured in graph distance that takes doors into account.
- A one-way edge restricts only walking; the throw and the sound cross it in both directions.
- An enemy with no walking path to the node where the stone lands is not affected at all, even if it hears the sound: its state does not change, nothing happens. The preview shows it as "unaffected".
Two finer rules: distraction overrides a chaser's alarm; and a patrol returning from distraction does not make up the turns it missed — it rejoins its route at the nearest stop. A distracted enemy can also be taken down from any direction — it is already looking at the sound. The stone itself takes down no one; it only lifts the direction restriction.
How you read it
When you enter throwing mode the reachable nodes are highlighted, so you never have to count the three-step range yourself. When you pick a target, the result is shown in advance: which enemies disperse, which are unaffected. This preview is always on; the "Move preview" toggle in the settings does not turn it off. Where the stone lands, the area of effect is shown with a ripple, and the distraction timer counts down from three above each entity.
Taught in
Taught in2-5
The tutorial level cannot be passed without the rule: no solution that avoids the stone is found within three moves of the shortest solution. Here the stone is not an option but a key.