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.
Carry a coloured flame down into the barrows, and lay the restless spirits to rest.
A turn-based puzzle for iOSDescend
Floor I · The lamp niche
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
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
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
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
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
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.
Floor IV · Beyond the stair
Rooms cut fresh for every descent. Wick you save carries down; your deepest runs are carved on the Depth Stone.
Three rooms that stay the same for a whole week. Seal them in order whenever you like; there's no streak to keep.
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.
Twenty-four iron keys to forge, from your first rested floor to the last socket of the Gemheart.