LanterneWiki

Lanterne is played on a computer

Level 2 · 15 December 1800

The Infernal Machine

Turns
10 turns, a day each
Map
12 districts
Chapter 3: The Eagle's ShadowSealed so it does not spoil the story for you.Break the seal

The Revolution

The First Consul goes to the Opera on Christmas Eve, and every night before that he crosses the city by one of three streets. A barrel of powder on a cart could end it. So could proof of the secret treaty he is negotiating. One is louder than the other.

Objective

Have the Consul arrive where your machine waits, or gather 3 pieces of the secret treaty

Stars

  1. Win the level
  2. Win within 7 turns
  3. The treaty path: never set off the machine

The game's hint The Consul goes to one of the Louvre, the Palais-Royal or Les Halles each turn, at random. Bring the cell to one of them, plant the machine, and wait. The salon in Chaillot and your agents can gather the treaty instead.

Won
The Consul is shaken
Lost
The cell is taken

The Law

Your informants say a machine is being built: a cart, a barrel, a fuse. The Consul will not change his habits. Guess which of his three routes they will choose, sweep it, and catch the cell before it strikes.

Objective

Arrest the machine's cell

Stars

  1. Win the level
  2. Win within 7 turns
  3. No innocent arrests (at most one arrest)

The game's hint You cannot see the machine. Sweep the routes with gendarmes, commissioners or informants: a sweep reveals everyone in the district and finds any machine there.

Won
The cell is taken
Lost
The machine goes off

Events

News that reaches both sides during the level. Each side answers for itself.

The Courier of LondonTurn 1Inspired by real events

Rumours of a machine

An informant speaks of a cart, a barrel and a fuse. The minister doubles the watch on the Consul's routes.

The Revolution

What happensVaucorbeil's Cabinet loyalty +4

The Law

What happensVaucorbeil's Cabinet loyalty +4

After the level

After level 2 · 26 December 1800

The Wrong Suspects

The Revolution

The police blame the old Jacobins for a royalist bomb. A hundred and thirty of them are on a list for the colonies.

  • Defend the deportedOld Jacobins loyalty +10
  • Say nothing and shield the real cellRoyalists loyalty +10

The Law

The minister knows the machine was royalist. The Consul wants the Jacobins gone anyway.

  • Deport the radicals anywayOld Jacobins power −20Legitimacy −5
  • Hunt the real cellVaucorbeil's Cabinet loyalty +10

This level's booklet page

II. The Machine

On Christmas Eve a cart stood in a narrow street near the Tuileries with a barrel on it, and a girl was paid a few coins to hold the horse.

If the Revolution used “Infernal Machine”

It went off a few seconds too late. The Consul's coachman was drunk and drove fast; the girl and a dozen passers-by died; the Consul went on to the Opera and heard the music.

If the Revolution won

The machine was never lit. Instead a copy of the secret treaty appeared in a London newspaper, and the Consul spent a cold winter explaining himself.

Otherwise

The police found the cart before the night came, and the men who had built it were taken in a lodging house south of the river.

If the Revolution chose “Defend the deported”

The old Jacobins stood by their deported friends, and the ships for the colonies sailed anyway.

If the Revolution chose “Say nothing and shield the real cell”

Nobody spoke for the deported. The real cell slipped away to the coast.

If the Law chose “Deport the radicals anyway”

A hundred and thirty Jacobins who had nothing to do with it were shipped to the colonies. Few came back.

Otherwise

The minister hunted the real royalist cell, and quietly let it be known that the Consul had wanted the wrong men.