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Player's Field Manual & World Codex

Lanternfall

Echoes of Lumara

A thousand years of night. One small flame left to carry. The whole world is waiting for dawn โ€” and only you remember how to light it.

Top-Down Pixel Adventure 7 Temples 30 Side Quests One Lantern
The Story So Far

The Beacon Broke, and the Dark Came In

Long ago the whole realm of Lumara was warmed by the Great Beacon, an everburning fire on the peak of Mount Aurora. Its light fed the rivers, ripened the orchards, and kept the cold things asleep at the edges of the world. People called those edges "the Hollow," and never thought of them at all, because the Beacon's glow reached everywhere.

Then, a thousand years ago, the Beacon shattered. The light did not vanish all at once โ€” it split into five Emberhearts and scattered to the corners of Lumara, and where the light thinned, a slow grey tide began to roll in from the Hollow. They call it the Greydusk. It does not burn or freeze. It simply unlights โ€” eats color, sound, and memory, and leaves grey husks of whatever it touches.

For ten centuries the Greydusk has crept inward, hamlet by hamlet, and the Lamplighters โ€” the old order sworn to tend the Beacon โ€” were swallowed one by one until none remained. The world shrank to a handful of stubborn villages huddled around their own small fires. People stopped believing dawn was a real thing and started treating it like a children's story.

You are Wick, a young lamplighter's apprentice in the last bright village in the heart of the realm. The Greydusk has just reached your front gate. And in the rafters of your master's old workshop, wrapped in oilcloth, there is a lantern that will not go out โ€” and a tiny ember-spirit inside it who has been waiting a very long time for someone to pick it up.

Genre & Feel

How Lanternfall Plays

Lanternfall is a top-down pixel adventure in the spirit of the classic Legend of Zelda games. One big open overworld โ€” eight regions, seven villages, a castle and a dozen landmarks โ€” that you can roam in any order once the prologue ends. Room-by-room temples full of keys, locked doors and lantern puzzles. Hearts, Pieces of Heart, secret places behind bushes, and a sword, a shield and a lantern. The glue holding it all together is the lantern: your light, your weapon, your key, and your clock.

๐Ÿฎ

The Light Is Everything

Hold F to raise your lantern: it pushes back the dark, makes gloomlings cower, lights temple sconces and roadside lanterns, and kindles Lumen shrines. Raising it burns fuel fast โ€” run dry and your light shrinks to almost nothing.

๐Ÿ—บ๏ธ

Go Anywhere

After the prologue the roads from Cinderhold reach every region. Take the four temples in any order. Light the five Beacon Spires to chart the map; follow the roadside lanterns home.

๐ŸŒซ๏ธ

The Greydusk

The far edges of the world are washed in grey. Every Spire you light and every Emberheart you carry pushes it back a little further. The Hollow Moor, where it is thickest, drinks your fuel the fastest.

๐Ÿฒ

Cook & Survive

Forage glowing plants, hunt the Hollowed, grow your own garden, and cook eleven different meals at any campfire โ€” food that heals, wards off the cold or the heat, sharpens your sword, or grants golden bonus hearts.

๐Ÿ—๏ธ

Seven Temples

Four Beacon Temples, the Obsidian Throne, and two optional dungeons. Small keys, a Lantern Key for the boss seal, sconces to light, pots to smash โ€” and a guardian with a weakness to find.

โœง

Secrets Everywhere

Bushes that twinkle hide secret glades. Chests hide in every village. Thirty side quests, fifty-odd wisplings, thirty-five roadside lanterns, and 22 Pieces of Heart for the completionist.

The Realm of Lumara

The World Map

Glimmerwood Frostpeak Reaches Mt. Aurora Hearthvale CINDERHOLD Hollow Moor Emberwaste Greymarsh Tidewreck Coast ROOT CATHEDRALHALLS OF RIME MAGMA FORGEDROWNEDSPIRE OBSIDIAN THRONECASTLE CATACOMBSSUNKEN VAULT N
Hearthvale Glimmerwood Frostpeak Emberwaste Tidewreck Hollow Moor Greymarsh Mt. Aurora Temple
Eight Lands, One Realm

The Regions of Lumara

Hearthvale

Starting Region ยท Hub: Cinderhold

The bright green heart of Lumara, and the last region the Greydusk hasn't fully reached. Rolling meadows, apple orchards, stone bridges, and your home village of Cinderhold โ€” a ring of houses built around a communal bonfire that has never once been allowed to die.

Highlights: your own house and garden, Old Bellows' forge, Lamplighter Hob and his roadside lanterns, Castle Lumara to the north, the Night Market, the rice-farming village of Ricefall, the Cinder Dojo โ€” and, south-east of town, the optional Lantern Catacombs.

The Glimmerwood

Verdance Emberheart ยท NW

An ancient forest where the trees themselves glow faint blue-green, lit from within by trapped slivers of old Beacon light. Bioluminescent mushrooms, floating spores, and the shy, lantern-eyed Lumefolk who tend it. Beautiful โ€” but the deeper groves have gone grey and silent.

Village: Mosshollow. Temple: The Root Cathedral. Gift: the Verdance Emberheart (hearts slowly regrow). Also here: the Ember Monastery in the northern hills. Beware: mawmoths that drink your lantern fuel.

The Frostpeak Reaches

Frost Emberheart ยท N / NE

A roof of jagged white mountains crowned by the aurora โ€” ribbons of leftover Beacon-light frozen into the sky. Brutal cold, howling wind, and the proud, fur-clad Rimeborn clans who carve their halls into the glaciers and sing to keep the dark out.

Village: Rimeholt. Temple: The Halls of Rime. Gift: the Frost Emberheart. Hazard: the cold bites your hearts until you own the Frost Emberheart โ€” eat Rimeward Stew or Tidewater Chowder on the way in.

The Emberwaste

Flame Emberheart ยท SE

A scorched desert of black glass dunes and slow rivers of magma, where the largest shard of the Beacon fell and burned for a thousand years. Home to the Cindari, nomad smiths who can forge anything if you bring them the heat. Heat-shimmer hides ruins; sandstorms hide everything else.

Village: Ashfen. Temple: The Magma Forge. Gift: the Flame Emberheart. Hazard: the heat sears your hearts until you own the Flame Emberheart โ€” eat Cindari Skewers or Tidewater Chowder. Also here: the Embermine.

The Tidewreck Coast

Tide Emberheart ยท W

A drowned shore of half-sunken towers and tide-pools, where the western edge of the world simply slid into the sea when the Beacon broke. The amphibious Wavekin live in the ruins, riding currents and singing the tides. A line of old stepping stones leads out across the shallows to the spire.

Village: Saltmere. Temple: The Drowned Spire. Gift: the Tide Emberheart. Also here: the Old Lighthouse. Note: the dark-blue deep sea is the edge of the world โ€” no flame lets you cross it.

The Hollow Moor

Heart of the Greydusk ยท E

Not a kingdom โ€” a wound. The first land the Greydusk ever touched, now a grey expanse of petrified forests, colorless rivers, and the husks of villages frozen mid-step. The Obsidian Throne of the Dusk King sits at its dead center. Everything here is harder, hungrier, and quiet in a way that feels like being watched.

Village: Greywatch Camp. No Emberheart โ€” only the road to the end. The Greydusk is thickest here and drinks lantern fuel fast; Hollow Knights patrol the moor.

The Greymarsh

Contested Lowlands ยท S

A waterlogged borderland where Hearthvale's green fades into Hollow grey. Sunken roads, will-o'-wisp lures, and abandoned Lamplighter watch-posts make this the best place to find lore โ€” and the easiest place to lose your way. The Greydusk advances and retreats here depending on how many Spires you've lit.

Village: Bogmire. Highlights: the Sunken Ruins and, beneath them, the optional Sunken Vault; harmless grey wisps that drop cinders; rice paddies and fish in the marsh pools.

Mount Aurora

The Great Beacon ยท Center-North

The tallest peak in Lumara and the broken cradle of the world's light. The Great Beacon's empty brazier still stands at the summit, cold for a thousand years. You cannot climb to it until the Dusk King has been driven from his throne โ€” but the long road up, past the Wayside Shrine and the Stargazer's Camp, is its own slow reveal of how much world there is to save.

Endgame: the relighting of the Beacon โ€” and what the Dusk King will do to stop it.

Who You'll Meet

The Cast of Lumara

๐Ÿง’

Wick

The Player ยท Last Apprentice

A wiry teenage lamplighter's apprentice from Cinderhold โ€” clever, restless, and the only person left who never stopped believing dawn was real. Defined by a frayed cloak, a perpetual smudge of soot, a hand-me-down sword, and the lantern that chose them.

โœจ

Lumi

Companion ยท Ember-Spirit

A thumb-sized spark of living Beacon-light who lives inside the lantern. Sarcastic, ancient, and convinced you're doing everything slightly wrong. Lumi reads inscriptions, hints at puzzle solutions, names the things trying to kill you, and remembers the world as it was before the dark.

๐Ÿง“

Elder Faelan

Mentor ยท Cinderhold's Keeper

The old keeper of the village fire and your late master's friend. He hands you the lantern, teaches you to read the Greydusk, and โ€” it turns out โ€” knows far more about the night the Beacon broke than he first lets on.

โš’๏ธ

Old Bellows

Hearthvale ยท Blacksmith

A gruff, one-eyed smith who grumbles that "they don't make apprentices like they used to." Spend your cinders at his forge on a buckler, bigger fuel flasks, a sharper blade, Phoenix Feathers and โ€” if you can afford them โ€” two Pieces of Heart.

๐Ÿฎ

Lamplighter Hob

Cinderhold ยท The Last of the Guild

The old order's last road-lamplighter, whose knees gave out twenty years ago. Every great road in Lumara has dark lantern posts along it; Hob will count every one you relight โ€” and the Guild still keeps a few treasures for whoever finishes the job.

๐Ÿ‘‘

King Aldric & Princess Liora

Castle Lumara ยท North of Cinderhold

The King holds his valley like a siege and wants the Beacon Spires lit. His daughter wants something rarer: the truth about what lies beyond the walls. Visit every village in Lumara and tell her about it.

๐Ÿƒ

Sage Sylva

Glimmerwood ยท Sage of Verdance

A deer-antlered Lumefolk druid, half-grey from the Greydusk's slow climb up her roots. Free her temple and she gifts the Verdance Emberheart and teaches you to coax life back into withered land.

โ„๏ธ

Sage Borin Frostbeard

Frostpeak ยท Sage of Rime

Chieftain-singer of the Rimeborn, a mountain of a man whose voice literally holds back avalanches. The cold has begun to silence his song; restore his warmth and he yields the Frost Emberheart.

๐Ÿ”ฅ

Sage Kindle

Emberwaste ยท Sage of Flame

A young, fearless Cindari forge-master who has been guarding the largest Emberheart shard alone since her elders went grey. Prove yourself in the Magma Forge and she'll forge the shard into your lantern herself.

๐ŸŒŠ

Sage Nerida

Tidewreck ยท Sage of Tide

A Wavekin tide-singer and former sea-captain who guards the Drowned Spire from the leviathan stirring beneath it. She speaks in tide-charts and riddles and gives the Tide Emberheart to those who learn to listen to water.

๐ŸŒ‘

The Dusk King

Antagonist ยท Once Lord Caelan Mourne

A thousand years ago, the greatest Lamplighter who ever lived. He looked at the encroaching dark and decided the only way to save the light forever was to bind it to himself โ€” and in trying, he shattered the Beacon and became the very thing he feared. He is not a beast. He is grief that learned to wear a crown, and he is patient.

Codex

The Peoples of Lumara

  • The Hearthkin โ€” ordinary folk of the central villages, defined by stubbornness and a refusal to let their fires go out. Wick is one of them.
  • The Lumefolk โ€” gentle forest spirits of the Glimmerwood with glowing, lantern-like eyes and antlers of living wood. They photosynthesize light and dim when the Greydusk nears.
  • The Rimeborn โ€” towering, fur-cloaked mountain clans of the Frostpeak who carve glacier-halls and use song as both art and avalanche-control.
  • The Cindari โ€” desert nomad smiths of the Emberwaste, heat-hardened and proud, the only people who can safely work raw Emberheart fire into tools.
  • The Wavekin โ€” amphibious, current-riding sea-people of the Tidewreck, with bioluminescent fins and an oral history of every tide for a thousand years.
  • The Hollowed โ€” not a people but a fate: anything the Greydusk fully claims becomes a grey, hungry husk that remembers only the shape of what it used to be.
The Quest

The Story, Act by Act

Prologue ยท The Night the Gate Went Grey

Cinderhold

The Greydusk reaches Cinderhold's outer fence and snuffs a watch-fire for the first time in living memory. In the panic, Elder Faelan pulls Wick into the old workshop, unwraps the Everflame Lantern, and Lumi sputters awake inside it โ€” confused, then furious to learn how much time has passed. Faelan teaches you the basics: raise the light, push back the dark, and drive the Gloomlings from the south gate. Your first fight doubles as the tutorial for movement, your sword, and the lantern.

Act I ยท A Light to See By

Hearthvale Opens Up

You reach the relative safety of greater Hearthvale. Lumi explains the truth: the Beacon broke, the light scattered into five Emberhearts, and the only way to stop the Greydusk for good is to gather them and relight the Great Beacon on Mount Aurora. The roads out of Cinderhold now reach every kingdom, in any order. Climb a Beacon Spire to burn the fog off that region's map and make it your waking-point. Old Bellows opens his forge, Guard Captain Bran hands you his old buckler, and every village has someone with a golden ! over their head.

Act II ยท The Five Emberhearts

The Four Kingdoms (in any order you like)

The core of the game. You travel to the Glimmerwood, the Frostpeak Reaches, the Emberwaste, and the Tidewreck Coast โ€” each with its own crisis caused by its dimming Emberheart, its own Sage trapped or failing, and its own great Beacon Temple to conquer. Each Temple is a maze of locked doors, sconces and keys that ends with a guardian-boss, and each freed Sage sets their Emberheart in your lantern, granting a new power. Between kingdoms you cook, garden, kindle Lumens, relight the roadside lanterns, hunt Wisplings and secret glades, and watch the Greydusk recede from the lands you've relit.

Act III ยท Into the Hollow

The Hollow Moor & Mount Aurora

With all five Emberhearts gathered, the petrified expanse of the Hollow Moor finally yields a path to the Obsidian Throne. You confront the Dusk King โ€” and learn who he really was.

The Twist The Dusk King is Lord Caelan Mourne, the last and greatest Lamplighter, and the master of your master. He didn't break the Beacon out of malice. Watching the Greydusk creep in century after century, he became convinced light was too precious to leave burning in the open where the dark could reach it โ€” so he tried to pull all of it inside himself, to become a vessel that could never be put out. The Beacon couldn't survive being hoarded. It shattered in his hands. The Greydusk is, in a sense, the shadow he cast doing it. He has spent a thousand years certain he was right, and certain that anyone who tries to relight the Beacon will only doom the world a second time. He isn't lying. He's just wrong โ€” and unbearably tired.
Finale ยท Lanternfall

Relighting the Beacon

You climb Mount Aurora to the cold brazier. The Dusk King makes his last stand on the summit โ€” enraged by the end, as the Greydusk floods up the mountainside. The Emberhearts in your lantern resonate; you don't defeat him by destroying him, but by doing the one thing he could never do โ€” letting the light go instead of holding it. You feed all five Emberhearts back into the Beacon at once, freely, and reignite it.

Ending Dawn breaks over Lumara for the first time in a thousand years. The Greydusk rolls back to the true edges of the world. Caelan, freed of the light he'd carried so long, finally rests. Lumi's spark goes with the light โ€” out of the lantern, up, and everywhere, which is all she ever wanted. The villages relight one by one across the map, and the title fades back in: not the fall of the lantern, but the lantern, falling like sunlight, over everything.
Core Mechanic

The Everflame Lantern

Your lantern is the most important thing you carry. Its fuel bar burns down slowly as you travel, faster inside temples and fastest in the Hollow Moor. Hold F to raise it: the light swells, gloomlings cower and Hollowed creatures stagger โ€” but raised light drinks fuel quickly. Refill at any campfire or village hearth, by sleeping in a bed, from ember drops, or by smashing pots in the temples. Run dry and your light shrinks to a small circle at your feet.

The raised lantern also lights things: the cold sconces in temples, the dark roadside lanterns along every road, and the three braziers of each Lumen shrine.

Every Emberheart you win is set into the lantern. Swap flames with 1โ€“5 โ€” each burns a different colour and grants its own power. Protection from the cold and the heat comes from owning those flames, whichever one is lit.

EmberheartFromPower
HearthflameStarting lightThe faithful first light.
VerdanceThe Root CathedralWhile lit, your hearts slowly regrow.
FrostThe Halls of RimeFoes in your light are slowed; while lit, the shallows freeze under your feet. Once owned, the cold never bites you again.
FlameThe Magma ForgeA wider light that sears the Hollowed when raised. Once owned, the heat never touches you again.
TideThe Drowned SpireWhile lit, swim lakes and coastal water (never the open deep), and the dark drinks less of your fuel.
Tools & Treasures

Your Pack

โš”๏ธ

Sword

Your master's old blade. Old Bellows can sharpen it twice; the Dawnsteel Blade from the Sunken Vault cuts deeper still. It also cuts tall grass and bushes โ€” which hide seeds, cinders, and sometimes a secret path.

๐Ÿ›ก๏ธ

Buckler

Guard Captain Bran gives you one at the castle gate. Face the danger and hold K: blows and bolts glance off โ€” at the cost of vigor, and you move slowly behind it. The Dojo Bracer halves the strain.

๐Ÿซ™

Fuel Flasks

Bellows forges bigger flasks (+25 fuel each); Hob's Guild Flask is the largest of all. Tessa's Lantern-Silk Cloak makes every flask last a fifth longer.

๐Ÿ”

Lantern Lens

Ground from Beacon-glass and hidden in the Lantern Catacombs. Set in your lantern, it throws your light a fifth further.

๐Ÿชถ

Phoenix Feather

If you would fall, it blazes and lifts you back up with full hearts. Abbot Ko gives you one; Bellows sells more (carry up to two).

๐ŸŒŸ

Astra's Star Chart

Help the stargazer clear her sky and she gives you her chart โ€” every uncollected wispling shows on your map.

โ™ฅ

Pieces of Heart

Twenty-two are hidden in Lumara โ€” in temple chests, secret glades, village chests, quest rewards and Bellows' shop. Every four kindle a new heart.

โœฆ

Lumen Shards

Kindle a Lumen shrine โ€” raise the lantern beside all three of its braziers before they gutter โ€” to earn a shard. Offer four at a campfire for a new heart.

โšœ

Cinders

The realm's currency โ€” flecks of cooled Beacon-light. Dropped by the Hollowed, found in chests and pots, and paid by grateful villagers. You lose a tenth of them when you fall.

Staying Alive

Hearts, Vigor & the Cold Dark

Hearts are your health. Lose them all and you wake at the last fire you rested at โ€” or, inside a temple, at its door or its boss seal, with your keys and progress kept. Vigor is the green bar under your fuel: it powers sprinting (Shift) and blocking (K), and refills when you stop.

The cold of the Frostpeak and the heat of the Emberwaste chip away at your hearts until you own the Frost or Flame Emberheart โ€” or eat the right meal. The deep dark of the Hollow Moor drains your fuel fast.

Rest at campfires and village hearths to heal, refuel and save. Sleep in your own bed in Cinderhold (the blue roof) to save and grow your garden overnight. The Ember Cross at the monastery heals and blesses you โ€” and your first prayer there grows your heart.

The Cooking Pot

Eleven Meals

Forage glowing plants, hunt the Hollowed for meat, grow crops in your garden, or buy from Nim at the Night Market. Cook at any campfire; meals keep in your pack until you eat them.

  • Hearty Hash (meat + herb) โ€” +3 hearts and 2 bonus hearts.
  • Rimeward Stew (pepper + meat) โ€” cold-proof for 4 minutes.
  • Cindari Skewers (chillfruit + meat) โ€” heat-proof for 4 minutes.
  • Glowcap Tea (glowcap + herb) โ€” fuel drains half as fast.
  • Vigor Cakes (apple + herb) โ€” +2 hearts; vigor refills fast.
  • Rice Balls (rice + herb) โ€” +2 hearts; vigor refills fast.
  • Ember-Grilled Silverfin (fish + pepper) โ€” +3 hearts; +1 sword damage.
  • Honey-Apple Tart (honey + apple) โ€” every heart restored.
  • Lantern Dumplings (rice + meat + glowcap) โ€” refills the lantern.
  • Tidewater Chowder (fish + chillfruit) โ€” cold- AND heat-proof.
  • Golden Mochi (rice + honey) โ€” three golden bonus hearts.
Bestiary

Things in the Dark

COMMON ENEMIES

Gloomlings

Skittering blobs of half-formed dark. Weak and common, and they cower from a raised lantern. They hide in tall grass โ€” so does a surprise ambush now and then.

Husks

Grey, lurching remains of people the Greydusk claimed. Slow, tough, and relentless. They haunt the frost and marsh roads.

Hollow Knights

Armoured shadows of the Dusk King's patrols. They hit hard and hurl shadow-bolts from range โ€” face them and raise your shield.

Mawmoths

Grey moths that hover just out of reach and drink your lantern fuel from afar. Chase them down before your light runs dry.

Grey Wisps

Harmless false lights that drift away from you in the Greymarsh. Catch one and it bursts into cinders.

Wisplings

Not enemies at all โ€” tiny green sparks hidden all over Lumara. Walk through one to collect it. Diver Suki in Saltmere wants twenty.

TEMPLE GUARDIANS & THE END

Witherheart

Root Cathedral ยท Glimmerwood

A corrupted grove-heart guarded by three bramble-knots. Cut all three and its core opens for a few seconds โ€” strike it then, before the brambles regrow.

The Frozen Sentinel

Halls of Rime ยท Frostpeak

A guardian gone wrong inside living ice. Five hits crack its shell; then strike the warm heart beneath before it refreezes. Mind its ring of ice shards.

Cindermaw, the Forgewyrm

Magma Forge ยท Emberwaste

A serpent of molten glass that sheds lava as it slithers. It rears back after every bite โ€” that is your moment to chase down the head. Frost-light slows it.

The Tide Wraith

Drowned Spire ยท Tidewreck

Untouchable while it drifts and spits water. After it lunges it is spent and solid for a few seconds โ€” strike then, and keep clear of the next lunge.

The Gloom Matriarch

Lantern Catacombs ยท Optional

Mother of every gloomling, and immune to your sword. Hold her in your raised lantern-light until she reels, dazzled โ€” then strike. She calls her brood every few seconds.

The Drowned Warden

Sunken Vault ยท Optional

Armour too thick to cut. It aims, then charges blindly in a straight line. Sidestep and let it crash into the wall โ€” then hit it while it's stunned.

The Dusk King

Obsidian Throne & Mount Aurora ยท Finale

Two battles. At the Throne he fights until he must flee to the mountain; on the summit he fights to the end, and grows enraged when he weakens. Block his bolt-volleys with your shield. When he plants his feet, a red line shows where he'll dash โ€” step aside, and strike while he is winded. Have Bellows sharpen your sword and bring good food before you climb.

Seven Temples

How the Temples Work

Every temple is a grid of rooms in the old-Zelda tradition. Small keys (lying on the floor or locked in chests) open locked doors. The great seal before the guardian needs the Lantern Key, kept in a violet-locked chest. Cold iron sconces line the walls โ€” raise your lantern beside each one, and when every sconce in the temple burns, the iron shutters rise. Smash clay pots for hearts, fuel and cinders. Each temple hides a Piece of Heart. Fall inside and you wake at the door โ€” or at the boss seal โ€” with everything you'd done still done. Leave and come back, and it remembers.

  • The Root Cathedral (Glimmerwood) โ€” thorn-choked halls, two sconce wings and three keys. Guardian: Witherheart.
  • The Halls of Rime (Frostpeak) โ€” ice spikes and a four-sconce gallery. Guardian: the Frozen Sentinel.
  • The Magma Forge (Emberwaste) โ€” lava channels and a long loop back round. Guardian: Cindermaw.
  • The Drowned Spire (Tidewreck) โ€” two locked wings, two keys, and lantern-thirsty mawmoths. Guardian: the Tide Wraith.
  • The Obsidian Throne (Hollow Moor) โ€” the largest temple, full of Hollow Knights. Opens only when all five flames burn. Guardian: the Dusk King.
  • The Lantern Catacombs (Hearthvale, optional) โ€” under the old lamplighters' graves. Reward: the Lantern Lens and a Heart Container.
  • The Sunken Vault (Greymarsh, optional) โ€” the drowned treasury below the Sunken Ruins. Reward: the Dawnsteel Blade and a Heart Container.
Off the Road

Places to Visit

๐Ÿ 

Your House & Garden

The blue-roofed house in Cinderhold. Sleep to heal, refuel and save; plant seeds in the eight plots outside and harvest them for the pot.

๐Ÿฐ

Castle Lumara

North of Cinderhold. King Aldric, Princess Liora and Steward Orin hold court in the great hall; Captain Bran keeps the gate.

โ›ฉ๏ธ

The Ember Monastery

A three-tiered pagoda in the northern hills. Pray at the Ember Cross; meet Abbot Ko, who sends pilgrims on a quiet round.

๐Ÿต

Teahouse, Inn & Dojo

The Lantern Teahouse and the Wayfarer's Rest offer a free bed on the north road. Sensei Goro at the Cinder Dojo teaches the guard.

๐Ÿฎ

The Night Market

Just west of Cinderhold. Merchant Dax wants game for his stalls; Spice-seller Nim sells fish, rice, honey, peppers and more.

๐Ÿ—ผ

Coast & Mountain

The Old Lighthouse, the Embermine, the Sunken Ruins, the Wayside Shrine and the Stargazer's Camp โ€” each with someone to meet or a chest to open.

The 100% Run

Off the Beaten Path

๐Ÿ”ญ

Beacon Spires (5)

Climb and light each to chart its region on your map and set your waking-point.

๐Ÿ•ฏ๏ธ

Lumen Shrines (12)

Raise your lantern beside all three braziers before they gutter. Each one gives a Lumen Shard.

๐Ÿฎ

Roadside Lanterns (35)

Dark lantern posts line every great road. Press E beside one to relight it for good โ€” Lamplighter Hob is counting.

โœง

Secret Places (6)

A bush that twinkles hides a path. Cut through to find hidden glades โ€” one holds the Lantern Spring, a fountain that heals and blesses you.

๐ŸŒฑ

Wisplings (50+)

Little green sparks scattered all over Lumara. Each is worth cinders.

๐Ÿ“œ

Side Quests (30)

Look for a golden ! over someone's head. The map (M) shows who has a task, who's ready, and where deliveries go; L opens your quest log.

Light the Roads

Cinderhold ยท Lamplighter Hob

Relight ten roadside lanterns for a Piece of Heart โ€” then thirty for the Guild's own fuel flask.

The Long Climb

Ember Monastery ยท Abbot Ko

Walk the pilgrim's round: pray at the Ember Cross, leave an offering at the Wayside Shrine, and sleep a night at the Lantern Teahouse.

Two Lights Make a Line

Saltmere ยท Captain Maren

Fill the empty nets with silverfin you catch yourself โ€” then carry a cask of fish-oil up the coast to the lighthouse keeper.

A Princess's Map

Castle Lumara ยท Princess Liora

Visit all seven villages of Lumara and bring her the stories. Her mother left her something for someone brave.

Quick Reference

Controls

Lanternfall is played with a keyboard.

MoveWASD / Arrows
Attack (and cut grass)Space / J
Raise the lantern (hold)F
Raise the shield (hold)K
Sprint (hold)Shift
Talk / interact / next lineE / Enter
Swap Emberheart1 โ€“ 5
MapM
Quest logL
Profile, meals & inventoryP
Ask Lumi for a hintQ
Help / PauseH / Esc