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Three stars on every Red Desert level
Levels 8 to 15 take place in the Red Desert. They're faster than the valley levels and introduce scorpions, boulders, volleys, hawks and crows. Here's what to watch for in each, and how to pick up all three stars.

How stars work, quickly
Every level has three stars: reach the flag, stay within the line limit (or beat the boss on boss levels), and collect every coin. The level card shows the line limit. Levels always play the same way, so each attempt teaches you the next.
Level 8: Sand and stings
A scorpion, a row of coins, a thorn bed, then another scorpion. For the lines star, a single rubber bounce clears a scorpion, and a bridge handles the thorns. The coins sit at running height, so you'll collect them just by staying on the ground. Don't bounce him over the coin row.
Level 9: Rolling stones
Boulders roll toward you twice, with an archer and a scorpion in between. A wall stops a boulder dead; a ramp jumps it. Walls are safer, but a ramp that also clears the scorpion saves a line. Send the archer's arrow back so he only takes one line.
Level 10: Two shots each
Two archers who each fire twice, a pit and a falling rock. The key to the lines star: return the first arrow of each archer. A returned arrow knocks him off his plank, so his second shot never comes. That turns four blocks into two.
Level 11: Rain of arrows
Two arrow volleys, thorns and an archer. For a volley, draw one long roof slightly ahead of him; every arrow in the rain hits the same line. The coin row sits between the first volley and the thorns, so keep him on the ground there rather than launching him early.
Level 12: Desert hawks
Two hawks, a scorpion and a two-shot archer. For each hawk, wait for the red ! and put a short line across the bottom of its dotted dive. The hawk falls; the line keeps protecting him. Don't draw hawk lines early: the dive path depends on where he is when it starts.
Level 13: Bombs away
Crows drop bombs, then a pit and a spear thrower. A roof above head height catches each bomb; it bursts on the line instead of on him. Against the spear thrower, draw an upright wall well out in front of him, about halfway to the thrower.
Level 14: Everything at once
A scorpion, a two-shot archer, a boulder, a volley and a pit, in quick succession. This is where the line limit bites. The plan: rubber bounce over the scorpion, return the archer's first arrow, ramp over the boulder so he lands past it, one roof for the volley, one bridge for the pit.
Level 15: The siege
Coins, a scorpion, a two-shot archer, then the Catapult. The second star here is beating the boss. Remember the golden rule: pen or rubber, never steel, against its boulders. A slanted line under each falling boulder, leaning back toward the catapult, sends it home. Three hits and the star is yours.
General tips for these levels
- Draw a beat early. Desert levels run faster than the valley ones.
- One line, two jobs. Returning an arrow and bridging two hazards at once are the main ways to stay inside the limit.
- Replay freely. Stars carry over, so you can go for the lines star and the coins star on separate attempts.