Chapter 5 of 7

Snow Globe Walkthrough

A winter wonderland built on the literal physics of a relationship: like poles repel, opposite poles attract. Each player gets half a magnet — May the Red (North), Cody the Blue (South) — and you pull each other across gaps or shove objects away. It is also the chapter where the game's central metaphor — two people who push and pull on each other — turns literal, which is why newer pairs often call it a favorite.

ThemeAttraction and Distance
Playtime1.5–2 hours
Minigames4 (3 in Winter Village, 1 under ice)
Core mechanicMagnetism
May's toolHalf-magnet (Red North)
Cody's toolHalf-magnet (Blue South)

Co-op roles: read this first

Magnetism is the cleanest expression of the game's push-pull theme. Agree who is attracting and who is repelling before each gap — flipping the polarity mid-arc is how pairs wipe out.

May — Red (North)

  • Attracts Cody's Blue half to pull him across gaps.
  • Repels same-pole objects to shove them away.
  • Anchor yourself before yanking Cody — momentum carries both.

Cody — Blue (South)

  • Attracts May's Red half; repels to create space.
  • Latch onto magnetic pipes underwater to traverse currents.
  • Call your polarity so May matches it for the pull you need.

Co-op playbook for Snow Globe

Snow Globe is a relaxed, puzzle-driven interlude — it has no traditional boss, which makes it a good place to breathe between the Garden's fight and the Attic's finale. The whole chapter is built on one clean physical idea: like poles repel, opposite poles attract. Master the polarity and the rest is flow.

Communication cadence

Before each gap, agree who is attracting and who is repelling. Flipping the polarity mid-arc is how pairs wipe out, so call it: "I'm pulling you across" or "I'm pushing this block." Anchor yourself before yanking your partner, because the magnet's momentum carries both of you. Underwater, Cody should call which pipe he is latching to so May times her follow.

Pacing & difficulty at a glance

The chapter runs about 1.5 to 2 hours. Difficulty stays gentle throughout — it is the calm before the Attic — but the Beneath the Ice swim and the Slippery Slopes ski exit add light timing pressure. Treat it as a palette cleanser.

SectionRough timeDifficulty
Warming Up~10 min1 of 3
Winter Village~35 min2 of 3
Beneath the Ice~25 min2 of 3
Slippery Slopes~15 min2 of 3

Times are editorial estimates for a first clear and exclude replays and the four minigame detours.

Camera & movement

The magnet pulls can fling you off-screen if you are not anchored, so the lifter should plant before the pull and the pulled player should aim for a clear landing. On Slippery Slopes, the skiing is momentum-based: use repulsion to steer away from edges rather than braking hard, which can spin you out. Underwater, keep close so the shared camera captures both swimmers through the current corridors. If a pull sends you both sliding, the player who started it should ease off rather than hold; a gentler magnet keeps the landing controlled.

If you get stuck

Most Snow Globe stalls come from one of these — check in order:

  1. Wrong polarity: if a pull fails, you likely matched like poles; switch so the poles are opposite.
  2. Unanchored yank: the pulling player got dragged too — plant on a solid surface first.
  3. Missed minigame: three of the four minigames hide in Winter Village tower caves; the fourth, Ice Race, is at the ice surface.
  4. Current stall: underwater, re-latch Cody's pipe and let May follow the opposite pull rather than fighting the flow.

Track the four Snow Globe minigames in the Completion Tracker, and see the minigame index for every location.

Once the polarity clicks, Snow Globe reads as a relaxed break rather than a puzzle wall, and that calm is exactly what the pair needs before the Attic demands precise, beat-perfect coordination from both players.

1. Warming Up (tutorial)

A gentle introduction to attraction and repulsion through simple puzzles before the open hub.

Steps

  1. Practice pulling each other across a small gap (opposite poles).
  2. Use same-pole repulsion to push a blocking object aside.
  3. Enter Winter Village.

2. Winter Village (open hub)

An open hub with three towers. Most of the chapter's minigames live in the tower caves here.

Steps

  1. Reach each tower using magnet pulls across icy chasms.
  2. Play Snow Warfare, Shuffle Board, and Icicle Throwing in the tower caves.
  3. Drop below the ice.

3. Beneath the Ice

An underwater swimming section. Use magnets to latch onto pipes and navigate currents — and grab the chapter's last minigame at the surface.

Steps

  1. Cody latches to pipes; May follows on the opposite pull.
  2. Swim the current corridors together, timing the magnet holds.
  3. Play Ice Race at the surface.

4. Slippery Slopes

A high-speed skiing exit sequence down icy tracks. Momentum-based — avoid the chasms by magnet-braking each other at the right moments.

Steps

  1. Ski in tandem; use repulsion to steer away from edges.
  2. Chain pulls to clear the final gap and end the chapter.

Minigames in Snow Globe

Four minigames — three clustered in Winter Village's tower caves, one at the ice surface.

Snow Warfare Winter Village

In a Winter Village tower cave.

Shuffle Board Winter Village

In a Winter Village tower cave.

Icicle Throwing Winter Village

In a Winter Village tower cave.

Ice Race Beneath the Ice

At the surface during the underwater section.

Source cross-check

  • Chapter order & theme: hone.gg (Chapter 5, Attraction and Distance, 4 sections, 4 minigames). Matches the hub table.
  • Tools: hone.gg — each player gets half a magnet (Red North / Blue South); like poles repel, opposite attract.
  • Minigames: Snow Warfare, Shuffle Board, Icicle Throwing (Winter Village) + Ice Race (Beneath the Ice) per minigames.json (powerpyx + playhints cross-verified).
  • Boss — confirmed none: Snow Globe has no traditional boss fight. hone.gg's chapter breakdown lists no "Boss:" entry for it, and the IGN Snow Globe wiki section list (Warming Up / Winter Village / Snow Warfare / Beneath the Ice / Ice Race / Slippery Slopes) contains no boss segment. Independent re-search agrees; the lone "snowman boss" claim comes from an unreliable auto-industry AI-filler article and is rejected (Appendix E Rule 3). The chapter is a relaxed, puzzle-driven interlude — it is excluded from hone.gg's "11+ boss battles" total (which is made up only by Ch1/2/3/4/6).

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