THE ROOST / FIELD SCHOOL
Know your dinosaurs.
Look closely. Learn a name. Find your next friend.
SIX CREW SEALS / ONE EXPEDITION
A place on
the crew.
Meet your partners. Learn their clues. Build a rig, take the trails and bring the post home.
Finish all six activities to ring the home bell. Play in any order and take as many visits as you need.
Next task: Meet the animalsALL SIX SEALS EARNED
Welcome home,
Roostkeeper.
You have met every animal, solved their clues and finished every trail, rig, flight and parcel puzzle.
Your crew is waiting at the Long Table.
Adventure stars are optional extra challenges.

NAME THE ANIMAL
Who is this?
Choose a name. You can ask for a clue.
A WHOLE CREW OF NEW FRIENDS
Twelve field cards.
All yours.
You’ve matched names, spotted features and separated story inventions from fossil evidence.

DEINONYCHUS
Bramble
In the Roost
What did we imagine?
A fossil may show a bone, feather or skin impression. An illustration fills some gaps. A character adds a name, habits and a story.
More in the book’s Field Notes ↗NINE CHAPTERS · THREE GOOD PARTNERS
Beyond the Gate.
Explore the trails. Bring back keepsakes. Earn your place on the crew.
Three stars: finish the chapter, collect all six keepsakes, and choose thoughtfully on the first try. Each completed chapter opens the next. Tap Space or your ability just before landing to queue the next jump.
Field cards +40 · Cleared obstacles +75 · Well-timed launches earn ribbon bonuses.
Choose a pair and start your outing.
Hold ← → or A / D to move · Shift: run · Space: clear a nearby obstacle · E: explore · Esc: pause. On a phone, tap Run, hold an arrow, then tap your ability with a second finger. Near an obstacle, the ability also works from a standstill.
A GOOD DAY TOGETHER
Your discoveries
New playable moments inspired by the books, with story-based game abilities rather than scientific speed measurements. Kit rides Nine. Mars rides Kettle. Lars walks beside Bramble—nobody rides Bramble.
A SCOUT’S DAYDREAM · FIVE COURSES
Sky Post.
A little lift. A clear way through. Bring the message home.
Three stars: deliver the message, centre at least half your passes, and chain five centred clearings. Finish a course to unlock the next. Both breezes earn progress.
First flight? Here’s how Sky Post works
- Wingbeat, then glide. Tap Space or Wingbeat to rise. Leave a little pause between taps and aim for the clear opening.
- Pick up an envelope. Fly through it to carry a letter. Letters are optional bonus deliveries.
- Watch for the post. Fly inside its gold dashed zone. When Drop letter lights up, tap it or press D for +300 points.
Start with Easy breeze. The Sound button adds music, effects and spoken guidance.
Tap to climb. Let go to glide. Collect letters, then press D near a marked post to deliver. Centred passes build your chain.
Choose your breeze, then take off.
In Mars’s daydream, Sunday grows big enough for a rider. In the books she is a small pterosaur who carries messages home—never people. This flight is make-believe.
THE PRACTICE YARD · SIX CHALLENGES
Parcel Toss.
A little aim. A satisfying tumble. Ring every delivery bell.
One star for ringing every bell. Two for using no more parcels than bells. Three for using half as many, rounded up. Crates can start a chain reaction.
Ring every bell to finish. The dotted arc helps you aim; a faint trail shows your last shot.
Soft practice parcels, empty breakaway crates and bell targets. Nobody is a target in the Roost yard.
Fit the rig.
Keep the choice.
The Roost’s equipment is invented for the stories. No fossil dinosaur wore a saddle, a hipseat or a Cast-Off.
NELL’S APPRENTICE · FOUR JOBS
Make it work.
Let it go.
Build the rig, find its balance, then test the animal’s escape.
- 1 · Assemble
- 2 · Tune
- 3 · Test
- 4 · Cast off
SELECT A PART
Soft things first.
0 / 3 steady beats
Approved by Nell.
Tools down.
Choose a part, then place it on the matching outline. You can also drag parts to their labelled positions.
A fictional rig on a wooden stand. The animal always has its own release. Untimed testing earns the same rewards.
Explore the parts and the Cast-Off story

FROM NELL’S WORKBENCH
The hipseat

TRY THE CAST-OFF
The animal gets
the last word.
Pull the Tug. Watch the pin move and the frame come free.
The pin holds the frame to the pad.
NELL’S QUESTION
Who can release
the Cast-Off?
Your crew journal24 adventures · 72 stars · 28 achievements
0 best-score points
Completed game chapters and courses save in this browser.
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