Card Kingdom Puzzles
Puzzles are a prominent component of the Dark Worlds. Many puzzles are scattered throughout Card Kingdom's three main areas.
Two clock puzzles are present in Field. They consist of an arrangement of pressure plates on the ground and a clock switch on the northern wall. Interacting with the clock switch activates the puzzle, which must be solved within a certain time it resets. The puzzle must be solved by guiding the current party members to the highlighted pressure plates so that they can be pressed simultaneously.

The first of the clock puzzles in Field is located past Top Chef's room and consists of three pressure plates arranged in a triangular formation on the ground. When the puzzle activates, the pressure plates are highlighted in a specific order. The order is as follows:
- One pressure plate, at the bottom right.
- Two pressure plates, at the top and bottom left.
- Two pressure plates, at the bottom left and bottom right.
It is advised to solve this puzzle by running.

The second clock puzzle is located past the Maze of Death and consists of six pressure plates arranged in a hexagonal formation. The puzzle requires three pressure plates to be pressed simultaneously, meaning Kris and Ralsei alone cannot solve the puzzle. The puzzle can only be solved after gaining Susie's assistance in the next room.
The order of the highlighted pressure plates is as follows:
- One pressure plate, at the middle right.
- Two pressure plates, at the top left and top right.
- Three pressure plates, at the top right, middle right, and bottom right.
Contrary to the first clock puzzle, it is advised to walk to solve this puzzle.
Many card suit puzzles are present throughout Card Kingdom. Each consists of a certain number of empty slots with buttons to add a Diamond, add a Spade, or swap the symbols. If an incorrect combination is entered, the puzzle resets upon entering another symbol.

The puzzle in Field is located in the northern offshoot from the entrance to the Great Board. It consists of four slots. It requires knowing the order of the card suit rooms in Card Castle, indicated by the sign. Completing this puzzle unlocks a treasure chest containing Broken Key C, which is used to unlock Jevil's door.
The order is Diamond, Heart, Club, and Spade. To solve the puzzle, Kris must do the following:
- Add a Diamond.
- Swap the puzzle.
- Add a Diamond.
- Add a Spade.
- Swap the puzzle.
- Add a Spade.

The first card suit puzzle in Forest is located past the Dark Ponmen room and consists of three slots. The symbols that must be entered are shown at the top of the puzzle: Club, Heart, Club. To solve the puzzle, Kris must perform the following steps:
- Add a Spade.
- Add a Diamond.
- Add a Spade.
- Swap the symbols.
Performing these steps causes the spikes blocking the way forward to retract.

This puzzle occurs immediately after the previous. The symbols that must be entered are spread throughout the room, requiring Kris to walk down the two split paths to reveal what they are. The symbols that must be entered are Spade, Diamond, Club. To solve the puzzle, Kris must perform the following steps:
- Add a Spade.
- Add a Diamond.
- Swap the symbols.
- Add a Spade.
- Swap the symbols.
Performing these steps causes the spikes blocking the northern path to retract, allowing the party to enter the northern room.

The last of the card suit puzzles in Forest occurs immediately after the previous. It requires three symbols to be entered, but the solution had been vandalized prior to the party's arrival. Clover's heads provide hints on how to solve the puzzle:
- The head to the southeast hints that each symbol is different. Additionally, she hints that the colors can still be seen. The colors are red, black, red.
- The head to the northeast hints that none of the symbols are Clubs.
- The head to the southwest hints that the first symbol is a Heart.
Using these hints, it is revealed that the order is Heart, Spade, Diamond. To solve the puzzle, Kris must perform the following steps:
- Add a Diamond.
- Swap the symbols.
- Add a Spade.
- Add a Diamond.
Performing these steps causes the spikes blocking the northern path to retract.

This puzzle is present in Card Castle's prison, in Susie's cell. Susie solves this puzzle with Kris's help.
The symbols that must be entered are shown at the top of the puzzle: Club, Heart, Spade. To solve the puzzle, Kris must tell Susie to perform the following steps:
- Add a Spade.
- Add a Diamond.
- Swap the symbols.
- Add a Spade.
Performing these steps causes Susie's cell door to unlock.

The box puzzle in Field is located past the shortcut door and consists of an open area with two pressure plates at the top corners and two boxes at the bottom. Ralsei and Susie step aside, leaving Kris to solve the puzzle alone. To solve the puzzle, Kris must push the boxes to the pressure plates.
The light puzzles in the Great Board consist of long hallways with light tiles shining in a particular pattern and interval. Stepping on any of the light tiles warps the party back to the beginning of the room.

The first light puzzle is located at the start of the Great Board and consists of three rows of tiles. White light flashes onto each individual row at a certain interval. The light cycles from top, to middle, then to bottom.

The second light puzzle is located past the first Ponman hallway. It consists of two rows of tiles. Again, white light flashes onto each row at a certain interval. The light cycles from top to bottom.

The third light puzzle is located past the halfway point and consists of three rows of tiles. This time, white light flashes diagonally downward in sets of three, cycling from right, to middle, then to left.
The first and last two diagonal columns have tiles missing. The first column has its top tile missing, the second-to-last column has its bottom tile missing, and the last column has its bottom two tiles missing.

The Dark Ponman rotation puzzle in Forest is located past the Starwalker walkway and consists of a central walkway and an outer walkway. A Dark Ponman is present at the center of the room, and its diamond chain rotates around the central walkway. The eastern exit is blocked by a tree, which disappears after pressing an invisible switch. The room progressively gets darker as the party repeatedly walks along the central walkway, revealing a Block Tree. Interacting with the Block Tree reveals that it has a switch, which is then pressed.

This maze is located at the end of Forest and occurs immediately after the Dark Ponman rotation puzzle. It consists of many rooms with branching paths, of which only one leads forward. Going down the wrong path leads back to the beginning. The goal of this puzzle is to find the correct path in each room while avoiding obstacles intended to distract the player.
For the first half of the maze, there are two pathways. Lancer goes up one of the paths, which marks it as incorrect. The rooms are arranged in the following order:
- An empty room. Lancer goes up the path to the right, leaving the path to the left as the correct path.
- A room with a row of Shearies. Lancer goes up the path to the left, leaving the path to the right as the correct path.
- A room with a Rabbick encounter. Lancer goes up the path to the right, leaving the path to the left as the correct path.
- A room with a Dark Ponman. Lancer goes up the path to the left, leaving the path to the right as the correct path.
The second half of the maze introduces a third path. Lancer and Susie travel up two of the paths, marking them as incorrect. The rooms are arranged in the following order:
- A room with two rows of Shearies. Lancer and Susie go up the left and right paths, respectively, leaving the middle path as the correct path.
- A room with a Bloxer encounter. Lancer and Susie go up the middle and left paths, respectively, leaving the right path as the correct path.
- A room with two Starwalker Birds. Lancer and Susie go up the middle and right paths, respectively, leaving the left path as the correct path.
- A room with two Dark Ponmen. Lancer and Susie go up the left and right paths, respectively, leaving the middle path as the correct path.
Once completed, the maze cannot be revisited. Going back from the beginning sends the party to the very end, and vice versa.

Rouxls Kaard's puzzles in Card Castle consist of a straight area with a button to the left and a block to the right. The goal of these puzzles is to push the block to the other side.
The first puzzle is situated on Floor 2F. The block must be pushed once to the left to unlock the way to Floor 3F.
The second puzzle is situated on Floor 4F. The area has been extended by one tile, meaning the block must now be pushed twice to the left. Doing so unlocks the way to Floor 5F.