Studies and Levels
Every concept holds six studies. Each one changes a single thing, so you can feel what made it harder. The levers are: field size (7, 19, or 37 lenses), how far a touch reaches (Orbit only: one ring or two), how varied the goal is, and scramble depth (how far from solved it starts). When the field widens, the other levers pull back deliberately, so a bigger board is never also a harder move on the same day.
The ladders below trace Orbit, where every concept is introduced. Pressure and Tide follow the same field and goal progression at their own depths: Pressure’s moves are potent, so its scramble numbers are much lower, and Tide’s single move touches every lens on the board.
Single Influence
The field widens at studies 3 and 5. Within each size you gather the light into the core, then into the rim. A touch reaches one ring throughout.
| Study | Field | Goal |
|---|---|---|
| 1 | 7 | Gather into the core |
| 2 | 7 | Gather into the rim |
| 3 | 19 | Core |
| 4 | 19 | Rim |
| 5 | 37 | Core |
| 6 | 37 | Rim |
Multiple Influence
Two rings turn for the whole concept, so each touch reaches further. The field is 19 lenses through study 2 and 37 from study 3 on, with the goal alternating between the core and the rim.
Gradients
| Study | Field | Rings per touch | Ramp directions |
|---|---|---|---|
| 1 | 19 | 1 | Radial only |
| 2 | 19 | 2 | Radial, rows |
| 3 | 19 | 2 | Rows, both diagonals |
| 4 | 37 | 1 | Fine linear, both diagonals |
| 5 | 37 | 2 | Fine linear, both diagonals |
| 6 | 37 | 2 | All five |
Study 4 is the turn to watch: the field doubles, but a touch pulls back to one ring so the larger board stays fair.
Reflection
| Study | Field | Rings per touch | Mirror axis |
|---|---|---|---|
| 1 | 19 | 1 | Vertical |
| 2 | 19 | 2 | Vertical or horizontal |
| 3 | 19 | 2 | Diagonal |
| 4 | 37 | 1 | Vertical or horizontal |
| 5 | 37 | 2 | Diagonal |
| 6 | 37 | 2 | Any of the three |
The diagonal is the hardest axis to read, so it is introduced deliberately.
Regions
| Study | Field | Rings per touch | Layout and rule |
|---|---|---|---|
| 1 | 19 | 1 | Core and shell, values named for you |
| 2 | 19 | 2 | Core and shell, uniform |
| 3 | 19 | 2 | Bands or wedges, uniform |
| 4 | 19 | 2 | Bands or wedges, stepping by a fixed interval |
| 5 | 37 | 1 | Bands or wedges, uniform |
| 6 | 37 | 2 | Ring agreement (second and third, or second and fourth) |
How to Solve Each Kind
- Gather. Only the named zone is judged, so the rest of the board is workspace. Copies of the target elsewhere are what you are ferrying in.
- Ramp. Every lens is constrained at once. Work the extremes first (the lowest and highest bands accept only one value each) and let the middle settle last.
- Mirror. Think in pairs, never single lenses. Close is not equal: a 5 facing a 6 is a mismatch, so read values rather than colours. Any symmetric arrangement wins, so you can meet in the middle instead of restoring one exact picture.
- Regions. Where you touch matters as much as what moves. A move near a boundary carries value across it; one wholly inside a region only rearranges that region. Settle the region with the fewest strays first.
The same ladders live inside the app under Settings > Guide > Studies, where they are generated from the game’s own data, so they always match the version you are playing.
Need Help?
- User Guide for the full walkthrough
- Troubleshooting for common fixes
- Email nospam@edcaspersen.com for anything else
Still stuck? Email nospam@edcaspersen.com.