
The Wide-Crossing Way
Win a run.
A run is won the moment The Causeway's last work is done, and it ends there: the end screen's only button is Back to menu. So whatever else you want from the run has to be true on that tick.
What the Causeway needs
- To be placed: a Fen Mine, 1,200 stone and 60 tools harvested, and 25 villagers alive. Placing it earns The Long Road Begun.
- To be finished: 400 wood, 800 stone, 120 iron, 60 tools and 36,000 work. It can stand anywhere a building can; it does not have to go on the fen's marked crossing.
- Meanwhile: the waves keep coming every 640 ticks, and a lair wakes every 12 waves. A holding that stops building defence while the Causeway rises loses the Holdfast before it is done.
The run, in order
This is the order the recorded run raised things in; the clock is the in-game one.
The recorded run
One game on seed 7 from a fresh profile, played by the game's own autopilot (F1) at the game's ×8 speed, from the first frame of the fen to the achievements screen. Nothing is sped up afterwards; the badge on every frame says who played. The game's own music, no commentary. Its soldiers broke at least six lairs and it lost no building.


Earned by the same run
- Swift Passage: the win came before tick 16,800.
- Fen Made Quiet: six lairs broken by the winning tick.
- Unbroken: no building lost all run.
- Not One Soul (at 19:49) and Not a Hand Lost (at 32:40): no villager lost by then.
What goes wrong
- The Holdfast falls, or the last villager dies: the run is lost. An undefended holding falls to the first waves in about five minutes.
- The Causeway waits on 25 living villagers: homes and food, not more workshops, are what open it.
- Your run will not be frame-for-frame this one: pressing F1 a moment later, or building by hand, changes the details.