Lanternfall¶
Calm
Small floating islands over a sea of golden cloud, where every dusk the lanterns rise.
| Kind of world | Calm |
|---|---|
| Serum in the arrival Box | 2 ampoules |
| Native Serum stand-in | |
| Quests | Yes: see your Traveler's Guide |
lanternfall-arrivalWhat happens when you arrive¶
You step out onto a small floating island in a sea of golden cloud, and it is nearly evening. Before you have taken a dozen steps, a paper lantern bumps against your shoulder on its way up. Written on it, in an old man's hand: "Tell Marta I wasn't angry." Then the sky fills. Every dusk thousands of lanterns rise out of the clouds, and a few of them carry the unfinished wishes of islanders who have died. Wren, the keeper of the lighthouse, catches them and answers them. She has been waiting eleven years for her mother's.
This is a gentle story world. Nothing here can hurt you.
The rule: nothing here can be hurt¶
| What changes | What it means for you |
|---|---|
| No damage, ever | Nobody takes damage and no monster spawns. Fall off an edge, walk into anything: you're fine. |
| The cloud sea | It is soft and has no floor. Step off any island and you sink slowly through golden mist, and you are set down on the shore of the Low Islands below. |
| A short, evening-heavy day | One full day here lasts 10 minutes: a short golden afternoon, a long sunset when the lanterns rise (about 3 minutes, starting 2 minutes into the day), a night, and a quick dawn. |
| Story places can't be broken | The spots you use for wishes (the fern, the swing, the bell) stay put. |
Getting around¶
- Bridges link the eight high islands: the Landing, the Lighthouse, the Orchard, the Fishing island, the Bell Tower, the Windmill, the Schoolhouse and the Remembering Green.
- Cloud-whales swim slow loops past the docks and round the Low Islands. From dusk to dawn they swim with their backs just above the clouds: right-click one to climb on and ride. By day they dive and set you down in the clouds.
- The
Sky Lantern (Wren's reward for the first chapter) lets you glide. Hold it in either hand and step off a real
drop: you float down slowly. It holds about two minutes of flight and fills again at night. It works in every world.
lanternfall-whaleCatching lanterns¶
Wren gives you her spare
Lantern Net Launcher. Use it to fire a net on a tether; it wraps the first lantern,
dropped item or creature it meets and reels it home. Use it again to reel in early.
When a lantern comes in, a little catch game opens: hold Space or the left mouse button to raise the light and keep the glow inside the rising bar until the meter fills. Let it slip and the lantern floats away.
- An ordinary lantern is nobody's wish, only light. You keep it as a blank
Wish Lantern. - Twice each dusk a lantern with writing on it rises near you, just for you. It is slower and warmer than the rest.
Catching it gives you a
Caught Lantern holding that wish. - A caught wish dims each dusk it goes unanswered. After about five dusks it goes dark and sinks to the Low Islands as a Hollow. Go down and take it back.
- The net catches creatures too: they come back in a
Creature Cage. Right-click to let them out, shift-right-click
on a block to set the cage down. The net works in any world.
lanternfall-catchYour quest: Lanternfall¶
The quest tracker follows Wren's story through four chapters.
| Chapter | What to do |
|---|---|
| First Lanternfall | Find Wren at the foot of the lighthouse. When the lanterns rise, catch one with writing on it. Answer the first three wishes to rise and let each lantern go. Wren gives you a |
| The Orchard | Wren hands you the lantern that bumped into you: Aldous's, for his widow Marta. |
| The Low Islands | Step off any island's edge, let the mist set you down on the Low Islands, and read a Hollow. Answer its wish. From now on, four more wishes rise at dusk. |
| Wren's Mother | Read the oldest Hollow, in the Deep, past the last of the Low Islands. Then choose. |
How a wish works¶
Each wish is a few words on paper. You find out who wrote it (their house, their letters, the people who knew them),
then do what they asked. Every step is shown in the tracker. When the last step is done, the lantern says it is
answered: use it under the open sky to let it go. It climbs, its owner appears for a moment as a pale figure of
light to say goodbye, and you keep 2
Dusklight Wax.
The people¶
| Person | Where | Who they are |
|---|---|---|
| Wren | Foot of the lighthouse | The lantern-keeper. Soft-spoken and dry. |
| Marta | The Orchard | A sharp old woman who does not believe in the lanterns. |
| Ferrin | The Fishing island | A cloud-fisher and amateur philosopher who builds ladders to follow the lanterns up. |
| Pim | The Bell Tower | The bellringer, a boy who does not speak and talks in bell patterns. |
| Hal | The Fishing island | A fisherman who has not forgiven his father. |
| Nell | The Windmill | The miller, bright and wry. |
The twelve wishes¶
| Wish | From | Comes | What you'll do |
|---|---|---|---|
| "Ring it once more." | Corwin | Dusk, chapter 1 | Pim, Nell, the windmill loft for the |
| "Water the fern." | Odile | Dusk, chapter 1 | The schoolhouse fern, |
| "Sail my boat." | Jory | Dusk, chapter 1 | The schoolhouse cubbies, Hal gives the |
| "Tell Marta I wasn't angry." | Aldous | From Wren | Marta, Aldous's shed, Pim's |
| "Finish the last row." | Tobias | Dusk, later | Tobias's notebook, Hal, Pim, Hal again, and plant the |
| "Mend the swing." | Bram | Dusk, later | The fallen |
| "Tell Pim I was proud of him." | Rowan | Dusk, later | Wren, the |
| "Let my bees out." | Agnes | Dusk, later | The hive, Marta, |
| "Give him back the ring." | Lisbet | A Hollow | The ruined cottage on the Low Islands, Lisbet's Ring to Ferrin. |
| "Light the window lamp." | Ezra | A Hollow | Ezra's hut on Lamplight, a |
| "Find out where they go." | Amos | A Hollow | Ferrin, then climb his ladder to Amos's chart. |
| "Wren. Stop waiting. Go." | Mara | The Deep | The end of the story. |
The Low Islands and the Hollows¶
Below the clouds, half sunk and foggy, lie the Low Islands: the Shallows, the Reeds, Lamplight, the Cottage and, furthest out, the Deep. Unanswered lanterns end up here as Hollows: dark lanterns that drift after you a few blocks off. They are harmless. Near one the light dims around you (a little Darkness, and Night Vision goes out), and that is all. Use one to read the wish still faint inside it.
lanternfall-hollowsWren's Mother: the choice (spoilers)
The oldest Hollow, in the Deep, is Wren's mother Mara's. It says: "Wren. Stop waiting. Go."
Tell Wren, and she leaves the lighthouse under a lantern of her own to see past the clouds. Her logbook in the
cottage by the lighthouse holds her last entry: the lamp is yours now. You receive the
Lighthouse Lamp and
4 Wish Lanterns, and from then on a
Letter from Wren waits in the mailbox by your Box, one each visit,
from the places she goes (five in all).
Keep it from her, and let Mara's lantern go quietly from the lighthouse gallery, where Wren won't see. Wren stays and keeps the light.
The choice is the world's: whoever makes it first makes it for everyone on the server.
What to bring home¶
| Find | Where | Why it's worth it |
|---|---|---|
| From Wren. | Catches lanterns, dropped items and creatures, in any world. | |
| Wren, after the first three wishes. | A glider for every world. | |
| The ending where you tell Wren. | Set down, it lights a wide circle 18 blocks around it. | |
| Use a glass bottle on the cloud sea. | Makes Cloud Glass. | |
| The islands. | Building stone; four make 4 |
A
Wish Lantern can be let go in any world: it floats up out of your hands. Hold a dye in your other hand to colour
the paper.
Serum and getting home¶
- The arrival Box's cache holds 2 Serum Ampoules.
- Native stand-in:
Dusklight Wax, scraped from an answered lantern. It replaces Somnium Powder in the
Synthesizer. You get 2 for every wish you answer and let go.
Tips¶
- By day gulls carry off anything left lying on the ground and drop it on another island. Swat one and it lets go.
- At dusk Moth Kites sometimes snatch a caught lantern out of your hand. Swat the moth, or net the lantern when it falls. Left alone, it drifts back to you after about two minutes.
- Answer your wishes promptly: each dusk they dim a little.
- Need the Low Islands? Just step off. You can't get hurt, and the mist puts you on the shore.
- Talk to someone again if you lose a keepsake: they will give it back.
Birds¶
Birds you can photograph for your bird log here. Open one to turn it round, watch it move and hear its call.
- Lantern Tern: common
- The Homing Crane: legendary
The traveler's tape¶
Every arrival Box has a chest by its door holding a cassette: the last traveler reading their journal of this world aloud. This is what they say. It gives a lot away.
Read the journal (spoilers)
The Box opened at sunset on a little island floating over a sea of cloud, gold as far as I could see, and the sun did not seem in any hurry to finish setting. Then the lanterns came up. Thousands of them, out of the clouds below, paper and candlelight, rising past me so close I could have touched them. One bumped my shoulder on its way and I read the writing on it before it got away: Tell Marta I wasn't angry. A woman named Wren keeps the lighthouse on the next island. She catches the lanterns that have wishes on them, the unfinished business of the islanders who died, and she answers them, one by one, and lets them go. She has been doing it for eleven years. She is waiting for one in particular. Nothing on these islands can hurt you: if you fall, the mist sets you down gently on the low islands below, where the lanterns nobody answered go dark and wait. The whales will carry you back up. When you have seen enough, step back into the Box with the Serum still in you and shut the door.