DESKATUR / ORIGINALS
The Greyhaven Chronicles · VI of VI · The finale

ASH AND
LANTERN 6

The Last Light

Five roads brought you here.
Now an army marches to erase them.
Carry the light. Bring your people home.

SOLO CAMPAIGN · NO ACCOUNT REQUIRED · SAVE ANYTIME
A THOUSAND LIGHTS. ONE LAST STAND.
FOUR ACTS · 40 LOCATIONSSIX MAJOR BOSSESFIVE ROADS ANSWER YOUR CALL
The largest battlefield of the series

A war for the right
to have a tomorrow.

First Light promised to restore a world lost to disaster. When the living refused its plan, it sent an army. From a burning fort to the heart of the First Kiln, lead the coalition that stands between five communities and a perfect past that leaves no room for them.

01 · The roads answer

Hold the breach, evacuate the families, and secure an independent signal. Your campaign begins with a defense worth surviving.

02 · Across the broken world

Fight on chained bridges, silence the aerial command, and recruit the crews who will answer your field orders.

03 · The furnaces of a perfect past

Stop the next mechanical army, free the workers’ families, and discover who knowingly ordered the harvest.

04 · The last light

Face the Ash Regent. Confront the intelligence inside the Kiln. Choose a complete ending—and take the road home.

The coalition crosses the shattered causeway toward a mountain fortress
Medics and travelers shelter in a lanternlit relief camp
There is more to win than a battle

The people behind
your banners.

Protect supply lines and field hospitals. Accept a surrender. Preserve the memories taken from their owners. Side missions improve allied support and change the account of the war you leave behind.

Seven enemies have ready, wounded, and defeated portraits. Six major encounters test your preparation; four demand battle, while two offer difficult alternatives. Recruit five regional support units and coordinate them with your own powers.

Three character paths, advancement from level 11 to 15, chapter maps, automatic saves, and a downloadable final Chronicle keep the campaign yours.

Start here, or bring five adventures with you

You do not need to know
every road to defend one.

The opening introduces your allies, enemy, and mission. Begin with a new hero, choose earlier histories if you wish, or import your completed Chapter 5 save. Returning outcomes change allied bonuses and appear separately in the final Chronicle. The finale preserves the futures you already chose.

Chapters 1 & 2

The beacon.
The stolen dawn.

At Greyhaven, a flame carries a promise. At Meridian, the missing morning has a cause. Meet the people who first taught your traveler what light can cost.

Chapters 3 & 4

The bells.
The waiting city.

Follow the coast’s ancient warning into a city beneath the sea. Discover why some doors should open in both directions.

Chapter 5

The borrowed stars.

Every glass star belongs to someone. Follow their missing stories to the command that sets the final campaign in motion.

Find the earlier adventures at Deskatur. Each chapter has its own conclusion. This sixth adventure ends the series.

The final chapter · three complete endings

Let the last order
be the one that ends the war.

Your save slot is separate from Chapters 1–5. Export backups whenever you wish, and keep the complete Chronicle after the ending.

Begin The Last Light →