← Return to Mini Games
How to Play
- Move with WASD or the arrow keys — always relative to the camera. Q and E swing the camera, or drag anywhere on the view. A gamepad works too.
- Space jumps, and a second press in mid-air is a double jump. Hold it longer to jump higher; tap it to hop.
- Shift dashes in whichever direction you are holding. You get one dash in the air, refunded the moment you land or stomp something — and jumping out of a dash keeps its speed, which is how the long gaps are really crossed.
- Ctrl in mid-air is a ground pound: it shatters cracked slabs and flattens anything standing nearby.
- Land on a Gloam, Lanternjack or wisp to snuff it. Keep landing on them without touching the ground and the chain multiplies, up to eight times the score. Gloams lunge when you get close — they telegraph it first, and a lunging Gloam is easy to stomp.
- Collect wicks for score — every hundred earns a spare lantern. Three hidden cinder sigils are worth 750 each, thirty across the ten stages.
- Three wax hearts absorb hits; losing the last one costs a lantern and sends you back to the last lamp you lit. Run out of lanterns and the run ends.
- Reach the beacon at the end of each stage to relight it. Beating par time pays a bonus, and clearing a stage untouched pays another. P pauses, M mutes.
- ISundered Yard
- IILanternrow
- IIIDrowned Chapel
- IVOssuary Steps
- VThe Bellyard
- VIWickwood Hollow
- VIIChandler's Gantry
- VIIIWax Cathedral
- IXThe Long Wick
- XThe Hearthwick
ACT I
The Sundered Yard
THE FIRST BREAK
ACT I
The Sundered Yard
Keepers Who Carried Fire
| # | Keeper | Score | Stages | Sigils | Time |
|---|---|---|---|---|---|
| Reading the Keeper ledger… | |||||
