Field guide · Garden Run
Five things to know before you hop. Scroll, and the garden rolls past — exactly the way it will when the Last Carrot starts throwing things at you.
Step 1 · The runner
→ ← or A D to run · Space or ↑ to jump — hold it for a higher hop. Keep moving right, toward the patch.
R restarts · M mutes.
Step 2 · The schemer
From its root-cellar bunker it spends scheme power on obstacles. no damage They only slow you down — which is the whole evil plan.
Step 3 · The dirty tricks
Weapons cost the Carrot dearly, so they're rarer — but each one takes one heart. Lose all three and it's nap time in the daisies.
Step 4 · The wall
It chews up the garden behind you — fences, cabbages, everything. Every second an obstacle stalls you, it gets closer. If it catches you: mulched.
Watch the track at the top of the screen — rabbit ahead, mower behind.
Step 5 · The patch
Cross under the arch and the patch is yours — and somewhere far behind you, one very tired lawnmower finally gets to rest.