Restwyn

Carry a coloured flame down into the barrows, and lay the restless spirits to rest.

A turn-based puzzle for iOS

Descend

Floor I · The lamp niche

A wickling named Pell

When the old keepers left the Restwyn Barrows, a little clay creature kindled itself in an empty lamp niche. Pell is no bigger than a teacup, wears a burlap hood, and carries a living flame in a cup on its head.

Below, the spirits of the barrow have gone restless and put out every other light. Pell is going down to quiet them, one flagstone at a time.

Every step Pell takes, the spirits take one too.

Floor II · The braziers

One flame, three colours

Step on a brazier and Pell's flame takes its colour. Each colour soothes one family of spirits, and each family has its own way of getting in your way. Bridges of spirit-glass only hold a flame of their own colour, so the order you visit the braziers is the puzzle.

Ruby soothes

Cinderwraiths

Ash-grey shades that stare at one flagstone and lunge at whatever stops on it. Come at them from the side, or entrance them with ruby light.

Emerald soothes

Fenlights

Green wisps that drift back and forth along an old path. In emerald light they hang still, and you can slip past or lay them to rest.

Amethyst soothes

Echoshades

Echoes of the old keepers, dozing until you come within two steps. Then they follow. Amethyst light sends them back to sleep.

Floor III · The layers

Forty-two floors, all the way down

Every floor has a stair, a wick that burns one step at a time, and three gem sockets in its door: one for reaching the stair, one for lighting every keeper's candle, one for walking within par. The deeper you go, the more the stones themselves join in.

1Ash Crypt. Cinderwraiths keep watch in the soot.
2Mire Vault. Fenlights drift over the green glass.
3Echo Nave. Old keepers doze in the aisles.
4Ember Forge. Floors crack behind you; urns fill the chasms.
5Drowned Ossuary. Plates lift the portcullis.
6Gemheart. Every spirit, every flame.

Floor IV · Beyond the stair

When the campaign is done

Bottomless Stair

Rooms cut fresh for every descent. Wick you save carries down; your deepest runs are carved on the Depth Stone.

Sealed Crypt

Three rooms that stay the same for a whole week. Seal them in order whenever you like; there's no streak to keep.

Gemcutter's Bench

The gems you set pay rough shards. Cut charms that rewind a step or show where spirits will move, and cups and hoods for Pell.

Keyring

Twenty-four iron keys to forge, from your first rested floor to the last socket of the Gemheart.