THE UNDERGROUND FRONTIERHollowtown
Local adventure
THE FIRST LIGHT

Lantern Camp

Every kingdom begins with a small fire.

01 / 09
You are safe here. Your adventure begins beyond the arches.
The WayfarerLevel 1
100 / 100
0 / 100 XP
MOVE

WASD / arrows to move · Walk through lit doorways · Click or tap to walkYour adventure saves on this browser.

THE WAYFARER'S FIELD GUIDE

A little light goes a long way.

Optional challenges: Expedition gate has a separate challenges section. Reach level 30 and finish ordinary tier V on a route, then earn Dauntless, Mythic and Sovereign in order. Fixed stronger enemies reward extra materials and legendary guardian gear. Bring the displayed food and prepared meals. Your normal routes and earned hero power remain available.

Look inside: select a reclaimed room or neighborhood building and use Look inside. Regional Settlement inspector lists its workplace interiors. This larger view shows actual operators, specialists, supplies and production connections; Escape returns to the building controls. Inspection pauses the kingdom.

Continuing families: unrelated working adults and business owners can form a household while keeping their jobs and property. Children need real beds, meals, supplied schooling and paid employment. Business heirs need four succession lessons and an owner aged forty before handover; real workplace capacity and hiring funds still matter.

Walk through a lit doorway to enter its neighboring chamber. The room map also works. Guardians seal the doors during combat; Return to camp remains available. Move close to creatures to attack automatically, and move out of the marked attack zones. Click the playfield before using movement shortcuts.

WASD or arrowsMove through rooms and doorsClick / tap the chamberWalk, enter a door, or pursue an enemySpaceCleave nearby enemiesQDrink a healing potionEOpen a cleared room's chestRRest in a safe roomShift / C / XDodge / hold a charged strike / use your path techniqueF / VSpeak or inspect nearby / use a supplied inventionP / EscPause

The People Carry the Crown: Town → Kingdom → Regional economies → The People Carry the Crown opens changing town priorities, resident-owned merchant houses, supplied apprenticeships and master cooperatives, local school branches and succession, household assemblies, paid growing neighborhoods and expedition companies. The chapter moves no supplies or people and its eight powers start off. Companies use actual experienced local residents, paid provisions and active travel time; keep replacement food, watch and construction operators working at home. Daughter towns can scout, survey and found further generations. Inspect each town’s priorities and authorize the powers you want it to exercise.

A Kingdom of Its Own: Town → Kingdom → Regional economies → A Kingdom of Its Own opens regional dependency plans, seasonal forecasts and food caches, actual regional household homes, timed porter deliveries, gatherings, visiting traders and cooperative masterworks. Opening the chapter activates seasonal regional yields and upkeep; all new spending permissions start off. Prosperous original towns propose daughter settlements themselves. Approve their survey, complete a new matching tier-two expedition with its second chest and guardian, then fund the kit, prepare it with local builders and launch actual settlers. New towns use the same local food, jobs, building and trade rules. Click homes/workplaces in the new neighborhood view to inspect deliveries. Whole households can move into another town’s available home.

The Lantern Commonwealth: Town → Kingdom → Regional economies → Stories, governors & shared ways opens six regional adventure chapters, a jointly funded railway, canal and road, experienced local governors and three paid festivals. Accept a town request before starting a new matching expedition; recover the third-chamber component, finish the guardian and extract. Restore it with local supplies and builders for permanent production benefits. Each shared connection needs supplies and labor from both towns. Governor permissions begin off, retain local reserves and have a per-minute supply budget. Festivals consume local surplus and boost local work while the town stays fed.

Independent regional economies: Town → Kingdom → Regional economies opens the trade atlas. Charter a founded holding after recalling its old freight. Each town keeps its own residents, pantry, food demand, workshops and builders. Assign local food workers and use a founding caravan to deliver real capital supplies. Production targets, saved development goals, protected reserves and optional local authority let settlements support themselves. Trade routes use actual carriers, reserved goods and timed outward/return journeys; Demand balancing sends only needed quantities. Click an atlas settlement to inspect its population, stores, operators, last deliveries, condition and useful projects.

Living Streets: Town → Living Streets opens production wings, households, apprenticeships, freight links, seasons, neighbors and warned threats. Every building has an inspection panel showing its purpose, staff, inputs, outputs, suppliers, beneficiaries and settlement priorities. Existing buildings can add a production wing. Builders complete it, then a compatible worker operates it instead of their normal job. Choose Walk streets to visit buildings on foot; tap a building or walk near its door and press F. Town-made goods support households, worker kits, defenses and hero provisions.

A kingdom beyond the gates: Board → Frontier opens the Mosswild, Forgotten Ironrail and City Beneath the Sea. Recover signature relics, establish supplied outposts with workers and guards, and uncover the Sleeping Engine. Carry relics for abilities or dedicate them as monuments. Town → Districts gives neighborhoods distinct jobs and upkeep. People → Guild lets you recruit, equip and dispatch adventurers on cleared routes. Board → Events offers supply, worker and hero responses. Skills now includes three combat paths. Shift dodges; hold and release C for a charged strike; X uses a learned technique. The Charge button releases automatically for touch play.

Town Heart: Everyone eats. Farmers grow ingredients; cooks turn them into meals. Homes create beds, and healthy, well-fed newcomers arrive gradually. Hire builders to finish queued projects, healers to make medicine, and guards to protect frontier workers. Town Heart explains shortages, visitors, requests and hero support. Automatic construction uses surplus common supplies and preserves rare materials. Everything advances during active play only.

Grow your town: clear a room → open its chest → equip your loot → restore the room in Town. Improve facilities to level 3. Sell spare equipment for gold or dismantle it for materials in a safe hall. Equipped and starter gear stay protected.

Hire your people: a Smithy unlocks miners, a Garden unlocks farmers, and a Watchpost unlocks hunters. Workers gain experience and bring supplies every 20 seconds of active play. An empty Garden produces no food: hire a farmer for 18 gold. Farmers gather before everyone shares the communal table; the town needs one basket per eight residents, rounded up. Cooks and healers also use ingredients. You can reassign workers as your town needs change.

Beyond the Crown: defeat the Hollow King, open his chest, and build the Town Hall. Its staircase leads to the Emberdeep mines. Defeat the Iron Regent and loot its chest to reach the Sunken Reach. Keep your character, equipment, workers, and town across all three depths.

Repeatable expeditions: after restoring Town Hall, open Expedition gate or Board → Expeditions. Prepare food, choose a route and tier, then clear four chambers. Open chests to fill your unbanked satchel. Extract from safe ground to keep it; defeat the guardian and loot its chest to unlock the next tier. Falling or retreating forfeits the satchel. The town keeps working during active expeditions. Town → Stewardship offers food protection, surplus trade, recruitment targets and improvements bought with rare materials.

Bring people home: Branna, Mira, Orin, and Selene wait in lantern-lit refuges across the dungeon. Clear their chamber, walk close and press F or choose Rescue. Find them again in previously cleared rooms, too. Click a restored building in Town view or the Town building list. Its This room screen shows compatible specialists: choose Assign here or Move here, then Open their shop. People → Specialists also remains available. Facility levels unlock better recipes. Crafted gear goes into Pack; tools improve every worker of that profession. Mira’s stew lasts five active minutes.

A living city: Town view shows the settlement across all depths. Complete Board contracts for rewards, recruit a companion in People, and build six major civic projects in Town. Match workplaces to room traits for 25% more supplies. A Tavern or Town Hall unlocks companions; a Smithy improves their kit. Rest revives fallen companions. The caravan offers repeatable deliveries after you establish the Town Hall.

Falling in battle costs a little gold and returns you home with your progress intact. Production pauses when the game pauses or is closed. The Living Commonwealth optionally allows up to five minutes of supplied settlement catch-up on Continue from safe ground; this begins off and never completes a hero expedition.

THE WAYFARER’S ARCHIVE

Your saved kingdoms

One current adventure, with recovery copies for the roads you might return to. Saves stay in this browser. Download a copy to keep it elsewhere.

BEHIND THE LANTERN LIGHT

Inside your settlement

Inspection pauses the kingdom. Close this view to return to its building controls.

YOUR ADVENTURE · YOUR CHOICE

A FRESH ADVENTURE

Begin a new town?

Your current adventure will be kept as a recovery copy before a new town begins.

CHAPTER ONE · COMPLETE

The darkness has an address now.

Your Town Hall stands where the Hollow King once ruled. A staircase beneath it opens the Emberdeep mines.

Walk onto the glowing staircase in the Crown Chamber to continue below.

A NEW NEIGHBOR

A way home.

Click a suitable restored building in Town view and assign your new neighbor from its This room screen. People → Specialists also offers workplace choices. Their shop unlocks better recipes as you improve its building.

THE TOWN EXCHANGE

Sell this equipment?