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Scrying Orb

Read the rays and find the moonstones in a sealed chamber.

Scrying OrbPuzzle, Logic, Casual

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Scrying Orb

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How to play

Goal
Locate every hidden moonstone by probing the chamber's edge and marking its cells.
How it ends
The chamber lights when exactly the shown number of stones is marked in the unique layout that fits every possible ray; there is no loss.
Record
Your first solve time is kept for each chamber, and the fastest verified first solve appears with its holder.
Worked visual example for Scrying Orb
Worked example. See the rule happen, then follow the numbered rules below.
  1. Tap an edge star to send a ray into the chamber. H means the ray struck a moonstone directly. ↶ means it returned to the same port. Matching numbers mark the two ends of a ray that entered one port and left another. A stone diagonally ahead bends the ray 90° away before the next cell; two such stones turn it around.
  2. The worked training cutaway has one visible stone. Fire from the top middle and the ray hits it: H. Fire from the top left and the same stone sits diagonally ahead, so the ray returns: ↶. The stone is shown only for explanation; real chambers keep theirs hidden.
  3. Tap a cell to cycle unmarked, stone, empty and back, or choose Stone, Empty or Erase for direct marks. You can fire more rays whenever your deductions need evidence. Mark exactly the displayed number of stones in the layout that fits every ray to seal the chamber. Undo and Redo restore marks or observations; Restart clears both while the first clock keeps running. There is no loss, and replays are untimed practice.

Controls

Tap / click a rim starFire a ray, or highlight its known result
Tap / click a cellCycle unmarked → stone → empty → unmarked
Cycle / Stone / Empty / EraseChoose how a cell tap marks
Arrow keysMove focus through the chamber
Enter / SpaceCycle the focused cell or fire the focused port
S / E / BackspaceMark stone, mark empty, or erase the focused cell
Undo / ZRestore the previous mark or ray observation
Redo / YRestore an undone action
Restart / RClear marks and rays without restarting the first clock
EscapeClose a panel or return to the chamber atlas

Each of the 160 charts has one independently verified answer under the complete published ray rules, and 160 different symmetry classes. A player can always fire more rays; the complete ring uniquely determines the stones. Private witness layouts and verifier do not ship. Saves use morass.scrying-orb.v1; only the site-wide sound preference is shared. No ads or analytics run inside the game.

Watch how to play

The rules, then Chart 001 played start to finish. Played by an automated player at a person's pace; the narration is a synthetic voice. English captions.

About Scrying Orb

In a moonlit observatory, light enters a sealed sapphire chamber through brass ports. Hidden moonstones absorb rays or bend them toward another edge. Read the rim to discover where they lie.

There are 160 original chambers. Apprentice lenses begin with two stones in a 5×5 field; later wards hold three or four in 6×6. Fire as many rays as you need. An independent exhaustive check proves every complete ring of observations identifies exactly one layout.

Your first solve time stays in this browser. An uninterrupted first finish can claim the named public best shown beside the clock and on every chamber card.

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