Gaming Guide

SCROOMS Progression Guide: Ocarina, Songtreads, and the Route to Bluestone Caverns

The full early-to-midgame order in SCROOMS, from the Wooden Lute to speed boots and the path into Bluestone Caverns.

The full early-to-midgame order in SCROOMS, from the Wooden Lute to speed boots and the path into Bluestone Caverns.

Image: DoniDevs

SCROOMS turns creature-catching into a rhythm game. You tune a magical instrument to a mushroom creature’s frequency, hold a moving target inside a capture zone, and sell your catches for Chimes. Everything after that first catch follows a fixed dependency chain: better instruments, then the Ocarina, then speed boots, then a second region. Knowing that order saves hours of aimless running around Songkeeper’s Grove.

Quick answer: Talk to Leo for the Wooden Lute, sell catches to Julian, buy the Tamer’s Guitar for 100 Chimes, finish Halden’s Grove Statue quest for the Ocarina, reach level 25 for Shax’s Songtreads, then cross into Bluestone Caverns.


Starting route in Songkeeper’s Grove

Everyone spawns in Songkeeper’s Grove with nothing. The first four actions set up your whole economy, so do them in order before you wander off to explore.

Find Leo near the inn and talk to him. He teaches you how to catch scrooms and hands over the Wooden Lute, your starter instrument. It is perfectly in tune but carries almost no stats.
Equip the lute and catch your first scroom. Tune into the creature’s frequency waveform, then keep the moving marker inside the capture zone when the prompt reads “Hold to find the correct frequency!” Aim for a “Perfect Catch!” each time, since perfect catches give more experience.
Catching Gameplay Demonstration & Route Review08:43Catching Gameplay Demonstration & Route Review
The catching minigame in progress against a Redcap, with the frequency slider you hold inside the capture zone. Shown at 08:43 in SpaceQT’s video. Image: DoniDevs
Take your full pack to Julian in the Grove and sell. He pays Chimes based on each scroom’s value, and Chimes are the only currency that matters for upgrades. Come back whenever your backpack fills up.
Save 100 Chimes and buy the Tamer’s Guitar from Jane. It is light, rings softly, and raises your catch stats noticeably over the lute, which makes every later grind faster.

Accept every NPC quest you can reach before you start grinding. Many ask for specific scrooms or index entries, and stacking them means a single catching session ticks several objectives at once.


The Next Step: all five Grove Statues and the Ocarina

Once you can catch and sell, Leo points you to his uncle Halden. Halden is a long-haired man sitting by a campfire with two tents, next to the biggest tree in the Grove. Talk to him to start “The Next Step.” He will not give up his gift until you have paid respects at five Grove Statues scattered nearby.

Each statue sits on a round stone pedestal, holds a different instrument, and is close to Halden’s camp. Walk up to each one and hold E to pay respects. Here is where all five stand:

  • Next to Cal’s house.
  • Between Luca and Bennie’s houses.
  • You’ll find it close to Halden, in the stretch separating the waterfall from Beekeeper Jones.
  • Behind the Seller’s Shop near spawn.
  • Near Shax by the Grove Lift.

Once you’ve collected all five, return to Halden; he gives you the Ocarina. Its arrival in your pack, along with the quest clearing, confirms completion. Use the Ocarina to channel the song for world interactions and play Songsheets; one sends you to your chosen home point. Set that point with the NPC near spawn, so you can warp there rather than walk back.


Reaching level 25 and unlocking the Songtreads

Shax’s Songtreads, the game’s movement boots, are gated behind level 25 and a short quest chain. You cannot buy them. The grind to 25 is the main wall here, so keep catching while your stacked quests tick over in the background.

Grind to level 25. Keep multiple NPC quests active and catch scrooms as you go, favoring perfect catches for the extra experience.
Return to Halden to finish “Tamer in Training.” Completing it opens up Shax’s follow-up quest.
Follow “A Leg Up” to Shax, the Songwalker who races in his boots. He challenges you to a race inside a pocket of the song. Beat him and the Songtreads are yours.
Leveling to 25 & Speed Boots (Songtreads)03:44Leveling to 25 & Speed Boots (Songtreads)
A game avatar stands near a question-mark NPC beside a red building. Shown at 03:44 in SpaceQT’s video. Image: DoniDevs

Equip the Songtreads from your inventory once you have them. Simply holding the item gives you nothing, the speed only applies while equipped. Shax later turns up near the Sanctum and hints the boots hold more than you have found, so they stay useful past the Grove.

Shax may be tough to pick out as the weather worsens. If he isn’t by the Grove Lift, search the nearby paths for the running figure in his distinctive boots.


What the instrument stats actually do

Price alone is a poor way to pick an instrument. Compare the five stats against how you catch. Each one changes the minigame in a specific way:

  • Precision widens the catch zone.
  • Harmony steadies the catch zone so it moves less erratically.
  • Tension draws the scroom you target into following your marker more closely.
  • Luck raises the chance of rarer scroom variants.
  • Resonance improves the overall quality and tier of what you catch.

Grove instrument and scroom reference

Here are the exact figures for the two instruments you handle in the Grove, pulled from the shipped game build. Both share Resonance tier I.

InstrumentPrecisionHarmonyTensionLuck
Wooden Lute2%000%
Tamer’s Guitar6%5205%

The Tamer’s Guitar costs 100 Chimes from Jane, while the Wooden Lute is free from Leo. The jump in Tension and Precision is why the guitar is the first purchase worth making.

Two of the first scrooms you meet in Songkeeper’s Grove are Redcap and Gloombell, both Common. Tune to the listed frequency range for each.

ScroomAreaRarityFrequency range
RedcapSongkeeper’s GroveCommon18.7–31.2 Hz
GloombellSongkeeper’s GroveCommon30–50 Hz

Songkeeper’s Grove holds 15 index cards in total: 4 Common, 4 Uncommon, 3 Rare, 3 Wondrous, and 1 Fabled. The area’s completion goals ask you to catch every scroom, then catch Harmonic and Resonant versions of each, including one that is both, so plan on returning long after your first pass.


Crossing into Bluestone Caverns

The path out of the Grove winds past the Bluestone Approach, where the trees thin toward colder stone. Ledges at the cavern entrance block you until you have the momentum the Songtreads provide, which is why the boots sit directly before this region in the progression.

With the boots equipped, travel to the passage and clear the platforming jumps to drop into Bluestone Caverns. Expect to miss a gap or two on the first attempt. Inside, you will find stronger scrooms, new NPCs, and higher-tier instruments, including the Black Fiddle listed at 9,500 Chimes. Arabella also reappears here, asking for five Wondrous scrooms in exchange for a reward.

There is a wall-stone puzzle in the caverns that has no confirmed solution yet. Do not waste time brute-forcing it. Beyond Bluestone, deeper mine and cavern zones push level requirements into the 50–63 range and open equipment enchanting, so bank Chimes for meaningful upgrades rather than spending on everything you can afford.


SCROOMS codes

SCROOMS has no code redemption system at the moment, and no active promo codes exist. Any video or post promising free codes is not reflecting the game. Ignore them and put your time into catching and questing instead, which is the only reliable source of Chimes and levels right now.