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Wick the Tinker and trial vaults

Wick, Hild's apprentice, keeps a workshop on Aldhearth's crafters' lane, west of the Grand Plaza: the house marked Wick's workshop, with Wick at the foot of its path. He is young, quick, and a little too fond of anything that goes clank. He sells ember dust and parts, teaches emberwork in three short lessons and a fourth on logic, and makes trial chests: the prize at the end of a puzzle you build on your own Home's land, for anyone to try.

Click him (or walk up and press F) for his menu: Talk, Wick's lessons, Ember dust and parts and Trial vaults (how they work). A ! over his head means he has a lesson for you; a ? means he is waiting to hear how it went.

Wick's wares

His window is Ember dust and parts. He sells a few things a day (a day starts at midnight, Aldhearth time: the clock of every event), always for more than the Trade Post pays, so the seams of the Ember Sea stay the real source of dust: an iron pickaxe gets 2 to 4 dust from every seam.

Wick's lessons

From level 5. Choose Wick's lessons in his menu to start. The Journal (J) has the lessons as a card of their own, with what to do now; Track puts them on the tracker under the map. Each lesson can be done anywhere: on your Home's land, in a cave, out on open ground.

  1. A lamp and a lever. Light an ember lamp with a lever you put down yourself: lay ember dust from the lever to the lamp (touching both) and pull. Someone else's lever lighting your lamp does not count, and neither does a plate.
  2. A door and a plate. Open a door or an iron gate with a pressure plate's warmth: wire the plate to it (at either half of a door) and stand on the plate (a Home plate counts too). Both the one who put the plate down and the one standing on it have done it. A door or gate opened by a lever is not the lesson, and nor is a lamp lit by a plate. (A door at the rim of a Home's land, its upper half outside it, obeys only wire on its base's ground: see Emberwork.)
  3. Three notes. Play three different notes on chimes within 10 seconds: chimes you put down yourself, each set to a note of its own (a right click on a chime gives its next note), played by warmth: a lever, a plate, a heartbeat stone, or relays for a tune instead of a chord. Setting a chime by hand plays its new note, but that is tuning it, not playing it: it does not count.
  4. Back to Wick. He pays 200 gold and 10 more for every level you have, a heartbeat stone, and the title the Tinker. Once.

The fourth lesson is for those who have the title the Tinker (everyone who finished the three, before this lesson was taught too): talk to Wick again. It has two halves, both with logic parts:

  1. A watcher and a door. Open a door or an iron gate with a watcher of yours: point it at a tile, put its back to the door (or wire it to the door), and make the tile change: put a block there, dig one out, open a door there. Its pulse opens the door. A door opened by a lever is not the lesson.
  2. A tally and three plates. Set a tally stone of yours to 3 (a right click), wire a pressure plate (or a Home plate) to its back, and step on the plate three times: the tally counts three and pulses. Three pulls of a lever counted by a tally are not the lesson. (Warmth at a tally's side resets it: keep its sides clear.)
  3. Back to Wick. He pays 150 gold and 10 more for every level you have, an hourglass, an ember dial, and the title the Clockwright. Once.

A lesson done while you are away counts too. If someone pulls your lever and your lamp lights, stands on your plate, or your heartbeat stone plays your chimes while you are out of the game, you hear about it when you come back, and you are on the next lesson.

Trial vaults

A trial vault is a puzzle of emberwork with a prize at the end: plates, gates, levers that do the wrong thing, a door that wants a tune. The prize sits in a trial chest.

Visitors lose nothing

So be cruel: drop them into spikes, close the gate behind them, make them play the tune backwards. It costs them nothing but the walk back.

A few trials to start with

(Gates and doors that open with warmth, and floors that drop, are the movers' parts: see Emberwork.)