Match the Solution to Your Gauntlet

Loftia's Adventure gauntlets turn buttons, moving platforms, and collectible orbs into compact puzzles. Knowing what each switch controls helps you spend less time repeating a route. This Loftia Adventure gauntlets guide covers nine courses described in LEESHx's demo player walkthrough, including a solo route for Split Paths and a partner strategy for Fly High.

These are demo solutions, rather than a complete list of Early Access layouts. The official Loftia Early Access overview describes an expanded Adventure offering, so match the course and its mechanisms before applying a sequence.

The player experience below uses a hammer for several switches and a glider for Fly High. Keep those actions in mind when a course contains a switch you cannot activate by standing on it.

Button, Ball, and Cube Puzzles

Convey Your Way

First, use the three buttons to line up the three platforms. Take a ball, put it on the conveyor belt, and hold the relevant button until the ball reaches the conveyor's button.

After that activates the route, enter the next room, hit its button with your hammer, and collect the orb.

The player took both balls because movement on the belt could be unreliable in the demo. Treat the extra ball as a workaround reported for that session, rather than assuming every version requires two balls.

Drop It

This course transfers a ball between two seesaws before dropping it onto a switch:

  1. Stand on the third button to tilt the top seesaw.
  2. Keep it positioned so the ball drops onto the lower seesaw.
  3. Stand on the second button to tilt the lower seesaw and deliver the ball onto the switch.
  4. Advance through the opened section, strike the next switch with your hammer, and take the orb.

Work through the ball transfer in that order. Tilting the lower seesaw does not replace getting the ball down from the upper one.

On and On and On

Find and hit the room's three hammer buttons, then collect the reward in the center. The player reports that button positions can vary between appearances of this gauntlet, so search the room rather than expecting one fixed set of coordinates.

Split Paths

A partner can reduce the backtracking, but the demo walkthrough gives this solo solution:

  1. Follow the left branch and collect its three orbs.
  2. Return and collect the three orbs on the right branch. This opens the section previously blocked by the red laser.
  3. Enter that section, pick up the cube, and pass it through the red grate on the left.
  4. Loop back to the left branch, retrieve the cube, and place it on the button.
  5. Go through the arch and hit the switch with your hammer.
  6. Return around to the right branch to collect the prize.

The important handoff is the cube through the grate. Placing it there allows you to retrieve it from the other side after circling back.

Fly High: Coordinate the Two Sides

LEESHx had not found a solo strategy for Fly High and demonstrates a partner solution. That establishes a useful cooperative route without proving a solo completion is impossible.

Start by placing the cube on the first button. Use your glider in the resulting updraft to reach the next platform, where the course separates into left and right sides.

Then coordinate these roles:

StageLeft playerRight player
First liftWait on the flower, then use the updraft.Stand on the button that activates the left player's updraft.
Next liftStand on the next button.Glide upward using the activated lift.
Laser sectionWait for the blocked path to open.Hit the hammer button to stop the red laser.
Final ascentGlide up to the final platform.Stand on the button supplying the left player's updraft.
FinishStand on the final button.Collect the orb.

Say when you have reached your next position before your partner moves off a required button. The puzzle repeatedly swaps who provides the lift and who travels, so keeping those roles clear is more useful than both players rushing ahead.

Platforming and Orb Courses

The Grid

Ride and jump between the moving platforms to collect six orbs. Once those are collected, move on to the final piece to finish the gauntlet.

The walkthrough does not give a compulsory platform-by-platform order. Focus on collecting the six required orbs before heading for the final piece.

It's High Bloom

Stand on the button until the moving platform is approximately halfway between your starting point and the opposite section. Jump onto it, then across to that section.

Follow the course around the right side. At the end of the room, put the cube on the button, ride the moving platform upward, and collect the reward above.

The halfway positioning is the first useful timing cue. The cube at the far end then lets you operate the final platform without remaining on its button yourself.

Might As Well Jump

Collect four preliminary orbs to release the fifth piece in the red box at the center. The left, right, and middle branches can be tackled in any order.

  • Approach: Collect the orb on the way into the main course.
  • Right branch: Make the two platform jumps, then carefully cross the narrow walkway for its orb.
  • Middle branch: Cross the platforms and drop onto the two boats to reach the orb.
  • Left branch: Climb the steps and collect the orb at the top.

In the demo player experience, jumping into the water returns you to the center, providing a shortcut after the right and middle branches. Once you have all four preliminary orbs, collect the newly available center piece.

Twisted Metal

Cross the rotating metal crates, collect five orbs, and reach the end to unlock the sixth piece.

The player's timing advice is to jump before a crate lines up with the platform ahead. The crate continues rotating while you are airborne, so the aim is to land when the surfaces are aligned rather than wait for alignment before starting the jump.

Jumping too early or too late can send you back to the beginning in the demo. Watch a rotation before committing if you are struggling to judge the landing window.

FAQ

Can I complete Loftia gauntlets solo?

The demo guide includes solo methods for several courses, including Split Paths. Its Fly High solution uses a partner; the creator had not found a solo method for that course.

Why is an orb or final reward still locked?

Check the course's preliminary requirements. Might As Well Jump needs four initial orbs, The Grid needs six before its final piece, and Twisted Metal needs five before its sixth piece becomes available.

Are hammer switches always in the same place?

The player specifically reports changing button positions in On and On and On. Search for all three hammer buttons each time instead of relying on a fixed coordinate route.