Mirror Isles: teleport checks and two starter solutions

Count the reflection distance and identify your board. The worked routes keep Activate separate from movement.

Last content check · Older source snapshots are dated below · Unofficial guide · Not hands-on tested by this site (see how we source)

Walkthrough and world order

Teleport first, then move the mirror

For a magic mirror, compare your distance along one arm with the reflected destination along the other. Check every reflected object before Activate. Below are complete community routes for a 13 × 15 single-mirror board and a 13 × 15 two-mirror board, with the activation steps written out.[1][2]

Mirror Isles: three checks before Activate

WikiTactics describes a magic mirror as two perpendicular arms: a reflected destination preserves distance. Activate moves all eligible reflections together; a blocked transfer can prevent the move. Plain mirrors redirect reflections but do not perform a teleport themselves. This is a single community rules source, checked October 16.[1]

  1. Count from the mirror. Count the tiles between the object and the mirror along one arm, then inspect the same distance along the other.
  2. Inspect the destination. Do this for the hero and other reflected objects, not just the piece you want to move.
  3. Keep access to both sides. Before pushing a mirror to an edge, decide how you will reach its next pushing square. If that route disappears, undo the push and try a different position.

Single-mirror board: 15 inputs

This example has one hero and one mirror on a 13 × 15 board. It is entry 9 in WikiTactics, mapped to mirror_1 in Joric's reference. “Activate” is the game action; use your configured input rather than treating it as a universal keyboard key.[2][3]

Show the complete single-mirror route
  1. Right ×2 → Down ×2 → Activate.
  2. Left ×2 → Activate.
  3. Left ×3 → Up → Left ×3.

Two-mirror board: 27 inputs

The second example has one hero and two mirrors on another 13 × 15 board: WikiTactics entry 10, mapped to mirror_2. It is not the clone puzzle called “10” in every video. Compare the linked starting layout before using these moves.[2][3]

Show the complete two-mirror route
  1. Right → Up → Right → Down → Right → Down.
  2. Left ×2 → Right ×3 → Activate.
  3. Left → Down ×3 → Activate.
  4. Up ×3 → Down ×5 → Activate → Right.

Continue through the line breaks; they are reading groups, not independent attempts.[2]

If the guide's “puzzle 1” looks different

Use the board rather than the number as your identifier. The examples above deliberately give the internal name, reference entry and dimensions together. A demo chapter number, a video chapter and a map entry can identify different rooms.

If the first few actions diverge, stop. Check the original positions, mirror type and whether you opened the standalone Mirror Isles rather than this game's East world. An unmatched sequence is not proof of a bug.

A character beside a mirror on grassy islands with a pale reflection path over water
Official screenshot © Thekla, Inc. / Arc Games. Illustration of the East world, not a site playtest or either worked board.

Sources & verification

Checked October 16, 2026. The rules and routes are community material, not developer documentation. We have not replayed them in the retail game. The route source labels entries 9/10 build 25882299, October 13.

  1. WikiTactics — Mirror Isles rules (external site, opens in a new tab): reflection distance, activation and plain mirrors; SINGLE_SOURCE.
  2. WikiTactics — Mirror Isles entries 9 and 10 (external site, opens in a new tab): starting-layout identification and full routes; SINGLE_SOURCE.
  3. Joric/ootss — name mapping (external site, opens in a new tab): fixed snapshot used to distinguish map entry numbers from internal names.

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