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Who is playing?

Records you set are kept under this name. It is not an account: no password, no email, nothing else about you — just the label on a record. Leave it empty to play as Anonymous.

2–20 characters: letters, numbers, spaces and . _ - '

Names of Power

Learn the words that wake the world.

Names of PowerWord, Puzzle, Adventure

Hall of records

Names of Power

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How to play

Goal
Decipher the old language and restore the six sanctuaries.
How it ends
Restore every location to complete the journey; mistaken names can always be revised.
Record
Your first unaided time and fewest first-attempt invocations are kept for each location.
Worked visual example for Names of Power
Worked example. See the rule happen, then follow the numbered rules below.
  1. Read the goal at the top of the scene. It tells you which change the sanctuary needs.
  2. Inspect the carvings and compare their signs with the scenes they describe. Words read from left to right.
  3. Tap runes into the empty slots and Speak the name. Tap a filled slot or Erase to revise it. Wrong names lose no progress.
  4. Use your Fieldbook for tentative translations and to revisit inscriptions you have inspected. Successful names confirm their words.
  5. Restore a location to continue. A hint explains the current change but makes its first discovery unranked; completed revisits preserve the original result.

Controls

Click / tapInspect carvings, compose names, and use the Fieldbook
Tab + Enter / SpaceMove between and activate controls
BackspaceErase the last rune
EscapeClose a panel
Shift+R · Restart (press twice)Start the location over; Clear empties the slots

No time limit. First-discovery time continues through reloads. Revisits are untimed, and hints do not replace an existing first result. No ads inside the game.

Watch how to play

The rules, then The Listening Door played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions.

About Names of Power

Decipher a forgotten language through carved clues, then speak names that transform a fantasy sanctuary. A door opens, a tree flowers, a stone keeper wakes, and water returns to a silent fountain.

Explore six sanctuaries and learn 32 words through actions, light sources, prohibitions and gifts. Later puzzles ask you to infer a safe change or deduce which vessel holds what you need. Learned words, working translations and unfinished discoveries persist in this browser.

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