The Life of the Blessed Hand

Book Two · The Manual · 2

The Forms

Bats ignore gates, crows hedges, mist doors.

Ecce sedes quam ei paraverunt.

NewcomerStreamerLore chaserSpoiler-light; deeper secrets sealednumbers as of 2026-10-04; the mist is designed, not built
The crow run
The crow runIn-game, clean pixels, under the book's CRT

Wick can come apart. He is not given these shapes by the houses he hunts: each is taken from a fellow victim, and the game’s whole road is built on what each one can pass. The rule fits in one line, and it is the most useful line in the Manual.

THE RULEThe rule

Bats ignore gates. Crows ignore hedges. Mist ignores doors. The bat goes through barred gates, low and heavy. The crows fly over hedges and garden walls, fast, and cannot fight. The mist goes under doors and through cracks, slow, along the floor. Nothing of his crosses running water, in any form.

The table

ObstacleOn footThe batThe crowsThe mist
floor, roadyesyesyesyes
a gate: bars, a grille, a portcullisnoyesnoyes, slowly
a solid door, not sealednononoyes, under it
a vent, a crack, a floor grating, a fluenononoyes
a hedge, a fence, a low wall, graves, cartsnonoyesno
a high garden wall or palisade (marked as such)nonoyesno
a building’s wall, rocknononono
a pit or a dropnonoyesdown only
running waternononono
salt, or a door sealed by the priestrefusedrefusedrefusedrefused
under a roofyesyesrefusedyes
wind, open fireblown apart
TIPReading a place
  • What you can see through, the bat can go through. Iron bars with the floor showing between them are the bat’s. Every gate the bat may pass carries a small red bat sign on its post.
  • What you can see over, the crows can fly over. A hedge or a fence with sky above it is theirs.
  • What you can see light under, the mist can pour under. But only later, and never on the story’s road.
  • A story lock is a person, a seal or a solid door. No form opens one. When a guard or a sign says a way is shut, believe it.

The bat

Through the bars
SCREEN 2-1Through the barsThe bat folds himself between the bars of the King’s mountain gate. He goes through gates; he never goes over them.In-engine cinematic, the low road (v73)

Taken from the Marquis Andrevel, drunk in the graveyard court at the end of the prologue, on every path. A gaunt thing with long ears, a fox-bat’s snout, trailing hind legs and wings made of his own red cape. It is a land bat: it can barely lift its own weight, so it flies low, and it flies to feed.

Change
B on keys, LT on an Xbox pad, L2 on PlayStation, BAT on touch. Press again to land.
Cruise
about 90 px a second, just under his run.
Dash
168 px a second after 0.45 s held straight. Costs about 0.008 of the orb a second.
The turn
more than 45 degrees drops him to cruise, with a flare of the wings.
The bite
A near a foe. The latch-and-drain. See Blood.
What it passes
gates, bars, grilles. Nothing standing that is not a gate.

Fast on a straight, slow in a turn. The bat is built for long lanes: hold a direction and feel it open up, then pay for the corner. The King’s Labyrinth is laid out as five long straights and hard turns for exactly this reason.

It eats on the move. A bite on a lone body is the quick drain, under a second, and after it he keeps most of his speed in the way he was going.

It cannot fight anything big. Lieutenants and heads throw it off; the dead shake it off.

The bat run
SCREEN 2-2The bat runThe first pass of the gardens: gardeners alone at the ends of the lanes, and four iron gates in the hedge lines that only the bat can take.In-game, the King's Labyrinth, clean pixels (art-maps pass)

The crows

The high road
SCREEN 2-3The high roadFreed from the Penitent’s cage, the flock rises past the moon. The only line Wick says there is about the cold.In-engine cinematic, the high road (v73)

Freed from the Singing Saint’s cage on the Height, at the end of the gardens, on every path. Wick bursts into a flock of black birds, each with one red eye, his, and the flock is his horse for the rest of the game.

Change
V on keys, LB on an Xbox pad, L1 on PlayStation, CROW on touch. In flight, press again to land.
Speed
240 px a second, two and a half times his run. Full speed in about a fifth of a second.
Take-off
0.06 of the orb each time. Nothing while flying.
What it passes
hedges, fences, graves, carts, low walls, high garden walls, pits.
Fighting
none. A, B and C do nothing in the flock.
Phase
most blows pass through the flock.

They phase. While the flock is up, most blows, bolts and grabs pass through it, and no fixed guard wakes for it. The burst and the landing are not phased: that half-second is the window.

What still catches them. Five things can hurt the flock:

  1. Hounds, and anything bred to hunt birds. They snap crows out of the air, even over a hedge. Three bites in one flight tear the flock apart and force him down.
  2. A bell’s stroke tears the flock apart within its ring.
  3. Salt, thrown or lying, refuses them.
  4. Heads, lieutenants and bosses: their blows land on the flock, and a boss’s ring keeps the flock on the field.
  5. Fire that fills an area: the flock is paper to it.
WICK
Dogs. The one thing in this garden that eats birds.
gd_hound_bite

Never under a roof. The flock will not rise indoors. The panel dims the crows there, and the saint’s warning plays the first time.

They take no exits. The flock never fires a trigger, a mark, a door or a scene change. Land to use anything. That is why no form can skip the story: every lock on the road is a door, a trigger or a person.

The crow run
SCREEN 2-4The crow runThe same maze, now crossed in a straight line over the hedges. The watch has found the drained gardeners and walks hounds.In-game, the King's Labyrinth, clean pixels (art-maps pass)
Sealed · Mid-gameThe long roadsBreak the seal to read

At the opening of the world, Mother Carrion’s rooks come for Wick and teach the flock the long roads. On the Gallows Downs and across the Wastes, holding the crow key through the burst rises to a view of the whole region, drawn from above, and he flies between roosts he has already walked to on foot. The rooks will not land where he has not been. The same burst, darkening and re-forming is the game’s fast travel between crypts and roosts.

MOTHER CARRION
Not there. They won’t land where you’ve not walked. They’re rooks, not angels.
carrion_not_there
MOTHER CARRION
Not over running water. Not you, not them. They’ll take a bridge like anyone.
carrion_river

The mist

UNDECIDEDDesigned, not built

The mist was chosen for the game on 4 October 2026 and its rules are designed. None of it is built yet, and every number here may change TBD.

Sealed · The endingWhere the mist comes fromBreak the seal to read

The mist is the optional third form, taken late, in the open world, from Ambry, the Man of Secrets, when Wick challenges and drinks him. Ambry’s fight has a move called the Mist (“he is not there, and then he is on you”), and drinking him teaches Wick how. A short cinematic, the lantern goes out, shows it: Ambry falls, his lantern rolls and goes out, and Wick comes apart into a low white mist that pours under the grotto’s door, along the allée, under the Pleasance’s oak door and out across the gutter’s cobbles, under every shut door in the street.

What it does. The mist goes under and through what is shut but not sealed: the gap under a door, a keyhole, a vent, an air shaft, a crack in a wall, a floor grating, a chimney flue. Solid doors were a wall to the bat and to the crows. They are the mist’s way.

What it cannot do. It is slow and low, about 40 px a second along the floor. It cannot climb or clear anything: hedges and fences stop it, and so do gaps and pits, except that it can spill over an edge and re-form below. It cannot fight or feed. Blows pass through it.

What breaks it. Wind (an open height, a bellows, a mill’s draught) blows it apart and forces him back into shape. Fire burns it off. Running water is still a wall. Salt on a sill refuses it. Every story door has salt on its sill or the priest’s seal on its lock.

What it costs. Blood while it holds, about as much as the bat’s dash, and 0.6 s to change each way, with no protection while he changes.

What it is for. Reward only: relics, lore rooms, shortcuts, fragments of the god’s origin. Nothing on the road to any ending needs it. The mist’s rooms are listed, sealed, in Walkthrough 13.

Running water

THE RULEThe wall that is everywhere

Nothing of Wick’s crosses running water: not his feet, not his beam, not his thread, not the bat, not the crows, not the mist. Still water he can wade, slowly. The ways across are: a bridge someone built, the slack or flood of a tide, a boat poled by a living hand, and, once he has it, the tide, a gift that carries him over a short run of water for blood.

WICK
The King’s own garden. Even the water here is too proud to let me cross.
pl_mark_1

Forms in a fight