β THE ORDER OF THE LANTERN β
ποΈ LANTERNWISE
π₯ THE ASHEN HAND
They hunt this key too. Every mistake is a footstep they hear.
β NAME THE PLACE, ANY TIME β
π€ YOUR HUNT
ποΈ HOW THE HUNT WORKS
One hidden place each day. Everyone hunts the same one.
1
Read the chapter, then break the seals.
Each seal is a small puzzle β a cipher, an anagram, a riddle. Breaking one tears open the next fragment of the trail: a further clue to where the key lies.
2
Or skip a seal and follow the trail instead.
You never get stuck. Skipping costs points but hands you the clue anyway, so you can play the whole hunt on the clues alone if the puzzles aren't your thing.
3
Name the place, any time.
Guess whenever you like β you don't have to open every clue first. Each guess comes back BURNING, HOT, WARM, COLD or FREEZING by how close you are, with an arrow showing whether you're warmer than your last guess.
4
The Ashen Hand is hunting it too.
They move on your noise, never on the clock β every wrong answer, every skip, even every seal you break. Take your time; just don't be careless.
Fewer clues and fewer wrong guesses mean a higher score. Let the Hand reach the
vault first and you can still finish, but the fragment burns β and a clean
run another day restores it.
πΊοΈ THE FORGOTTEN MAP
Thirty fragments. One message. Charred pieces are lost to the Hand.