LanterneWiki

Lanterne is played on a computer

Chapter 1: The Gilded Cage

Interlude 1

After the finale of chapter 1: The Gilded CageSealed so it does not spoil the story for you.Break the seal

The King's Locksmith

Years
Summer 1789

You play Émile

Émile is fifteen and apprentice to the king's own locksmith; the king loves making locks. Émile hears palace gossip in the morning and street talk at night, and in his apron he carries copies of keys that matter.

Mission 1: 20 June 1789

Copies

Turns
8 turns, a day each

Carry the wax impressions of the armory keys out of the palace, past the Watch patrols. The masks are waiting in Les Halles. The Watch would pay well at its post on the Cité.

Objective

Take two wax impressions in the palace, then deliver them to the Brotherhood in Les Halles or to the Watch on the Cité, without being caught

How it can end

  • The impressions went to the masks.
  • The impressions went to the Watch.

Mission 2: 13 July 1789

The Arsenal Door

Turns
8 turns, a quarter of a day each

Tomorrow the crowd will march. Tonight, the door of the military hospital's armory stands between them and tens of thousands of muskets. Émile has the key.

Objective

Reach the Invalides armory in Saint-Germain, then open or lock it and hold it for 2 actions without being caught

How it can end

  • Émile opened the armory to the crowd.
  • Émile locked the armory and warned the Guards.

What it changes in the next chapter

  • Chapter 2: the Revolution starts the Bastille with 2 free Pike Companies, and the garrison is weaker.
  • Chapter 2: every Guard unit of the Law has +1 Strength at the Bastille.