Leshy's Cabin, also known as the Temple of Beasts, is the area in which the Scrybe Leshy can be found. Two versions of the Cabin exist, one in Act I, the other in Act II.
Act I[]
In Act I, Leshy's Cabin contains escape-room style puzzles that the player can solve while the map is unrolled. Solving the puzzles earns the player cards or items, some of which are required in order to progress in the game.
Note: Most of the content below is not accessible on the first run, requiring either multiple runs or a specific action by the player to become available.
Layout[]
The Cabin is four-sided, but the middle and right side are inaccessible as they are occupied by Leshy and the game board. In practice, the player can move in an L shaped space, with three spaces at the rear of the cabin, near the door, and two spaces up the left hand side.
The rear side contains the door, which is locked. On the right of the door are the statuettes, and the safe. Beneath these are several wooden crates, and in some circumstances a Tarot Card will appear there. To the left of the door is the barrel, and a wooden statue of a squirrel clutching a knife. Later on, a goat skull, Goobert (added by attempting to use the Failure item) and a wolf statue will be present.
On the right side is the sliding puzzle cabinet, the candles, and a side table with a skull and a globe.
On the left side is the painting and the cuckoo clock. Beyond them, against the rear wall, is a table containing a lantern, the Rule Book, some mushrooms, and, nailed on the wall, a hammer and a magic brush. The hammer is possibly the same one used in Act 2 and 3 to destroy cards, while the brush is most likely the one belonging to Magnificus.
Puzzle Interactions[]
Safe[]
The combination to the safe is written in the rule book, it can be found at the top of the Mighty Leap Sigil page in the rule book. (Note: You will not have access to the rule book until you have died once.) The safe combination is 2-7-3.
Inside you will find a new card, the Stinkbug, and a key (which opens the puzzle cabinet).
Note that if you input the code before the rule book is available, a pile of meat will be found instead.
Also note that on your first run, when you get up to find the candles, there is a hand hanging on to the safe. As soon as you approach the safe, the hand hides away, never to be seen again.
The Puzzle Cabinet[]
After obtaining the key from the safe, it can be used to open the cabinet.
It will be at first half-opened, displaying two puzzles to complete.
Top-left cabinet puzzle
Solving this puzzle will give you the Skink card, and the possibility to drop it in future runs.
Top-right cabinet puzzle
Solving this puzzle will give you the Worker Ant and Ant Queen cards, and the possibility to drop them in future runs.
After solving both of the top puzzles, 2 more puzzles beneath them will open up.
Bottom-left cabinet puzzle
Solving this puzzle will give you the Caged Wolf, which will replace the Wolf in your starter deck in future runs.
Bottom-right cabinet puzzle
Solving this puzzle will give you access to the totem head for the Squirrel tribe, and in all consecutive runs, you will have it at the Woodcarver. If you turn your squirrels into bees using the The Painting, then you will have an Insect head as well.
Statue Puzzle[]
The Caged Wolf Statue
To free the Wolf Statue, you must first solve the third Cabinet puzzle to obtain the Caged Wolf card. Once the Caged Wolf card has been destroyed by any means, it will become a Wolf card and the Caged Wolf Statue will be liberated from its cage. It is not possible to obtain the Caged Wolf card again after it has been freed.
The Squirrel Statue
Once the Caged Wolf Statue has been freed, take it and put it into the empty slot facing the Squirrel Statue. The Squirrel Statue will then release the Special Dagger in its hands, allowing the player to obtain it, unlocking it for the current run and all runs thereafter.
The Cuckoo Clock[]
Opening the bottom clock door
Opening the bottom clock drawer requires the Special Dagger to be unlocked. If you use it during a fight you will remove one of your eyes. At the end of the fight, you will be offered a replacement eye. Among the replacement eyes, two are different: the first unique eye is a goat eye with an oval eye pupil, selecting it will reveal an Easter egg that makes all goat cards blush; the second unique eye is the eye of Magnificus, clearly visible as it is brightly colored and has magic circles inscribed on it.
Choosing this eye allows the player to see hidden messages. When looking at the Cuckoo Clock, the player will see markings indicating how the clock's arms should be positioned. Positioning them correctly will open the bottom door of the Cuckoo Clock, revealing the Stunted Wolf and a roll of film.
Opening the top clock door
To open the top door, you have to set the clock's time to 11:00. This information is obtained when you face Leshy's trials (written on the table). You will be rewarded with the Ring, an item that doesn't have any use most of the run, but allows you to automatically win the Trial of Rings near the end of Act I. In Kaycee's Mod, entering this time gives the code 116.
The Painting[]
The Painting depicts the game grid, with two rows of four cards. On the bottom row you will see two cards in specific positions, always including one squirrel.
To solve the puzzle, the player must play the same cards in a battle. However, the cards shown on the painting change with each new run.
Note: you only need to match the placement of the specified cards. Other spaces can be filled with any card(s), or empty.
This puzzle can be solved three times in separated runs. It changes between each run. Every time it is solved, the screen will shake, blur for a second, and an object can be picked in the painting. In Kaycee's Mod, you can solve it three times to randomly get one of the three new items unique to Kaycee's Mod. Currently, these items can be accessed before unlocking them with the Trinket Bearer sigil, although this is most likely a bug, and will be patched.
If the player has the the eye of Magnificus equipped, they will see a paint splotch in the top left of the painting, as well as a vertical line on the right side. This has no relevance to the puzzle.
First Painting Puzzle
Solving it will unlock the Potted Plant. Bringing it to the game table will unlock a four-leaf clover, which allows the player to reroll cards drawn at events if they wish.
Second Painting Puzzle
The second version of the painting gives you an extra candlestick, which gives you a “third life” for your runs. Additionally, when you enter a boss fight, when those flames are extinguished to set the stage you'll gain an additional smoke card to use for resources and strategies.
Third Painting Puzzle
The third version of the painting allows you to change the Squirrel cards from your resource deck into Bee cards. On all subsequent runs, the squirrel totem head awarded by the bottom right cabinet puzzle will be an Insect head instead.
Non-puzzle interactions[]
Storage Room[]
After defeating or being defeated by Leshy, you will be taken into this room. It contains the new game card which is required to move on to Act II.
Rule Book[]
Clicking on it allows to check the details about sigils, consumable objects, etc. It can also be directly accessed at the relevant page by right-clicking on a card's sigil or a consumable object.
Skull[]
The skull holds 2-5 golden teeth that can be taken by clicking on them and used on the current run. Every time players either defeat a boss or respawn, the skull will get a refill of its teeth.
Candles[]
Putting out the three candles next to the Puzzle Cabinet (not the ones on the table which represents your lives), and then repeatedly snuffing out the remaining candle in subsequent runs, will transform your Smoke into its Greater Smoke form. This gives a slight benefit in boss fights, giving the smoke +1/+2.
Goat Skull (Bone Lord)[]
After using the Bone Altar event, a goat skull will appear in the cabin, next to the door. It is possible to click on it repeatedly until its eyes glow red. This provides no real effect, but is used in one puzzle in the Inscryption ARG.
Failure (Goobert)[]
Provides lore and hints on how to progress. Appears on the shelf next to the Goat Skull after being used in battle.
Globe[]
The player can make it spin to view different parts of the world. The globe depicts the same world seen in Act II.
Act II[]
In Act II, the Temple of Beasts is seen from the exterior and interior, and is one of the first two Temples the player can visit. Outside the Cabin is paths to the west and east, blocked by The Angler and The Prospector respectively. There is a pet food bowl to the left of the cabin with "273" written in blood in front of it. Talking to Leshy inside the cabin gives the player a Camera, which can be used to solve puzzles in the surrounding area.
Leshy's Cabin is a two-dimensional room, with Leshy on the left, the puzzle cabinet on the north side, drawers and the safe on the right side, and the path to a storage room between them. The storage room contains The Trader. If you obtain a photo of a pelt, the Trader will become The Trapper, and start a battle. When defeated, the Trader will sell items to the player in exchange for foils. The safe contains rotten meat, which can be placed in the dog food bowl to let the player photograph The Prospector's dog and allow them to battle The Prospector.
Past The Prospector is a lake, with bait and a fishing line. The player takes a photograph of the bait and puts it on the line, making a large fish try to eat it. Taking a photo of this fish allows the player to fight The Angler. Past the Angler is a puzzle where the player must trap an animal, giving them the pelt photo and the ability to fight the Trapper.
Act III[]
Leshy's Cabin does not directly appear in Act III, but an area based off of it is present in Botopia, located in the same northeastern location. The Uberbot of the area, The Photographer, is based off of Leshy as well.
Finale[]
Leshy's Cabin is briefly visited again during the game against Leshy in the Finale.