# Windpost guide: every rule and how to get three stars

> How wind flowers, linked colours, hollow logs, two letters and windmills work in Windpost, plus the wind meter, star rules and a backwards-solving method for three stars.

Published 2026-10-03 by Glowbox · https://glowbox.dev/guides/windpost-guide-rules-tips-three-stars

Windpost looks gentle, and it is, but some levels have only one clean solution hidden among dozens of flower positions. This guide explains every rule in the game, then gives a simple method that works on any level, plus tips for each new idea the chapters introduce.

[[game:windpost]]

## The basic rules

- The letter starts at the **mailbox** and leaves in the direction the mailbox faces.
- It travels in a straight line, one square at a time.
- When it lands on a **wind flower**, it turns to follow the flower's pointing petal.
- Tapping a flower turns it a **quarter turn clockwise**. Four taps bring it back to where it started, so turning a flower "left" takes three taps.
- Nothing moves until you press **Fly**. Set up the whole route first, then release the letter.

A flight fails if the letter hits a tree, leaves the village, loops back over its own path, or arrives at the wrong house. A failed flight costs nothing: your flowers stay exactly as they were, and a dashed trail shows where the letter went wrong, so you can fix that one turn.

## A method that works on every level

1. **Start from the house, not the mailbox.** Look at which side the letter can approach the house from. That usually leaves only one or two possible final turns.
2. **Trace backwards** to the mailbox, flower by flower. For each flower on your route, note the direction it must point.
3. **Count the taps** each flower needs to reach that direction (0 to 3, clockwise).
4. **Check what else moves.** In linked levels, tapping one flower turns every flower of the same colour. Make sure those other flowers don't send the letter somewhere new.
5. **Fly**, follow the trail if it fails, and adjust one flower at a time.

## Wind, stars and stamps

Every level gives you a little **wind**, shown as dots at the top of the screen next to "best", the fewest taps the level needs. You get the best number plus two. Each tap uses one dot; when they run out, the flowers stop turning. **Undo gives wind back**, and Reset returns all of it, so experimenting before you fly is free.

Stars depend only on the taps your final setup uses:

| Taps used | Stars |
|---|---|
| The minimum ("best") | ★★★ |
| Minimum + 1 | ★★ |
| Minimum + 2 | ★ |

Because taps go clockwise, the cheapest solution is not always the obvious one. If a flower needs to point left from up, that's three taps; a different route that only needs one tap on that flower may be shorter overall.

Deliver on your **first flight** with three stars and you also earn a **gold-edged stamp** for your album. Each level keeps your best score: 100 points for the delivery, 20 for each wind dot you didn't use, 50 for a first-flight delivery and 10 for every dandelion.

**Chapter gate:** you need 12 of a chapter's 18 stars to open the next chapter. If you reach the end of a chapter short of 12, replay a few levels with fewer taps.

## New ideas, chapter by chapter

Windpost has six chapters of six levels, and each introduces something new: linked colours in spring on Dandelion Hill, dandelions and stone arrows in summer on Wheat Wave Fields, hollow logs in autumn in Maple Town, two letters in winter in Snowy Cedar Woods, windmills at Lighthouse Harbor, and everything at once on the Hill Above the Clouds.

### Dandelions

A level isn't finished until the letter has passed over **every dandelion**. Build your route through them first, then connect the ends to the mailbox and the house. Arriving at the house with a dandelion left behind counts as a miss.

### Stone arrows

Grey stone arrows work like flowers but can never be turned. Treat them as fixed parts of the route and plan around them; they often tell you which way the solution must go.

### Linked flowers (same colour, same turn)

Flowers of the same colour turn together. This is where most players get stuck, because a flower that's perfect on your route can be spun out of place by a tap meant for its twin.

- Before tapping, find **every** flower in that colour, including ones far from the route.
- Look for a direction that works for all of them at once. Usually the flowers off the route don't matter, but one of them might sit where the letter passes.
- Solve the colour with the fewest flowers on the route last; it has the most freedom.

### Hollow logs

A letter that enters a hollow log pops out of the **matching log** (same coloured ring) somewhere else on the board, still travelling in the same direction. Think of each pair as a shortcut, and trace the route through it as if the two logs were next to each other.

### Two letters

Some levels have two mailboxes and two houses. Each letter must reach the house whose **roof matches its colour**. The red letter flies first, then the blue one, along the same flowers. Plan both routes before tapping anything: a flower turned for the red letter also changes the blue letter's path.

### Windmills

A windmill turns a quarter turn **each time a letter passes through it**. In two-letter levels this matters most: the second letter meets the windmill already turned by the first. Count how many times the first letter crosses it, then plan the second letter's route from the windmill's new direction. Windmills reset to their starting position every time you press Fly.

## Using hints wisely

You get **three hints per chapter**, not per level. A hint looks at your current flowers, finds the closest solution, and makes the next flower that needs turning glow, telling you how many more taps it needs. If you are nearly out of wind, the hint may simply tell you to Reset, and that still uses one, so press Reset yourself first. Save hints for the levels where a linked colour group has you going in circles.

## Quick tips

- Trees are walls. A route that brushes past a tree on the wrong side is the most common failure.
- If several flowers form a straight line in the right direction, you may not need to touch them at all.
- When stuck, press Reset and solve the level again from the house backwards. A fresh start often reveals the shorter route.
- Read the letters. Each level delivers a short note between villagers, and the stories connect across chapters.

## Play it now

Windpost is free and runs in your browser on a phone, tablet or computer, with no download or sign-up. It plays in English or Chinese and follows your browser's language; switch any time on the title screen or in Settings.

## FAQ

**How many taps can I use?**

Each level gives you the minimum taps plus two, shown as wind dots. Undo gives a dot back.

**How are stars counted?**

Three stars for the minimum number of taps, two for one extra tap, one for two extra taps.

**Why is the next chapter locked?**

You need 12 of the previous chapter's 18 stars. Replay a few levels with fewer taps.

**Do I have to collect every dandelion?**

Yes. A letter that reaches the house with a dandelion left behind does not count as delivered.

**What does a windmill do?**

It turns a quarter turn each time a letter passes through it, so in two-letter levels the second letter meets a windmill that has already turned.

## Games in this article

- [Windpost](https://glowbox.dev/game/windpost): Turn the wind flowers, set the letter free, and watch it drift to the right front door.
