Thank you! :)
Yes, there is a great degree of GM's fiat to consider when the players have discovered a cult's name. This is by design, so you can tailor it to your table's inclination toward mystery adventures. What happened during the playtest, if players are taking notes (see the last line of the first page), is that they will eventually get close enough, although maybe too late (failing is a possibility in this adventure!). It's fun to hear their theories during the session!