Under the fifth pedestal, the garden asks for something back
Until now the garden only gave. Under the fifth pedestal someone carved an arrow pointing down and one word: GIVE.
Now you can. Hand your ready crops to the Root and you get 0 coins for them. A plain crop is worth 10 points, every 20 points is 1 favour, and favour tops out at 100.
What every Keeper gives grows a bridge of roots from the Old Pier towards the island on the horizon: 6 spans, 600 points each. The Root also grows it a little by itself, but the last span cannot come before 23 November.
At 40 favour the Root Queen changes. She stops at the edge of the field, your defenders hold fire for 12 seconds, and you can hand her a seed. She goes home, and the night pays the same 80 coins as beating her. Fight her or let her go home — which would you pick?
· Story
Chapter 2: 17 new secrets, and a sky that keeps the Riot's clock
The garden has nights now. Every Riot comes at midnight: the sun sets while you garden, and dawn only comes after you hold the night.
Look up. Twelve stars hang over the field in the shape of a tree growing upside down. One of them lights for every secret of the garden you find.
Chapter 2, Whispers from Below, adds 17 new secrets. Some wait on a new path around the island: the old pier that looks out at a little island on the horizon, a burrow on the south beach, the north cliff where roots break through the ground. Four of them are only in the night sky. Fennick's last pages are still out there.
· Story
The Keeper's Garden: the story begins
Far out in a warm sea grows a garden that grows too fast. Old Fennick kept it for years — until one autumn night he lit every lantern and was gone.
New in the game: a storybook intro (replay it any time: Menu → Story); every critter in the Almanac now has its own story; and Secrets of the Garden, 20 hidden fragments of the story. Every Keeper finds different ones.
Found a secret? Tell us which one — nobody holds them all.
· Update
3 weapons, 3 skills: Rake, Slingshot, Watering Can
You can fight with more than your fists now. Three of Fennick's tools, each with its own skill:
Rake (wave 5) sweeps up to 3 critters around you; its skill Whirl hits everything nearby. Slingshot (wave 12) hits from 30 studs away and its seeds pierce armour; its skill Volley fires 4 seeds at once. Watering Can (wave 20) splashes 3 critters and slows them by 30%; its skill Downpour slows everything nearby by 50%.
Each one unlocks when you win that wave, costs 200 / 600 / 1200 coins, and upgrades to Lv.5. Which one would you pick first?
· Keeper's notes
1 in 1000 crops turn Rainbow
Rainbow is the rarest mutation in the game: a 0.1% roll, worth 25× a normal harvest. For comparison, Blessed rolls 15% of the time for 2×, and Golden rolls 1% for 8×.
Nothing about the odds changes if you spend Robux. They're the same for everyone, every time.
· Keeper's notes
The Snatcher doesn't eat your crop
It runs off with it instead. 28 HP, speed 12 — faster than you — and if it reaches the arena edge, your crop is gone.
But catch it before that, and you lose nothing at all. Not partial credit — nothing. A loss you can still turn into zero cost.
· Keeper's notes
176 punches to kill the Giant
The Giant has 220 HP, so you would expect 55 punches. It takes 176.
Every 20% of health it loses, its armour steps up. Your punch does 2 damage for the first 40% of its health, then 1 for the remaining 60%. It gets harder as it dies, which is why you cannot burst it down — and why spending a launch charge on it is worth it. The Root Queen has double the health (440) and still dies faster.