Each chapter is one link of the road. At a glance says what you earn and whom you fight. The route is numbered; follow it in order on a first play. Secrets are sealed. Every SHOT and CLIP box is a screen still to be captured for the finished guide; until then, the box says exactly what it will show. The six candles under each title are the houses still standing when the chapter begins.
At a glance
- Where
- the haven, the churchyard, the graveyard court
- Earns
- the bat (from Andrevel); the bought signet
- Boss
- the Marquis Andrevel, the Belfry Lord
- Checkpoints
- the haven’s throne; the churchyard’s crypt; the court’s crypt
- Length
- about 15 minutes on a first play
- Status
- built
The intro
Choose AWAKEN on the title. The opening is a scroll of red and black ink, read to Wick by the voice below over his body, then the dark grave, the temptation, “Enough. Open it.”, a tunnel of fire and an empty throne. It is skippable with a held button. If you skip it, three sentences on black give you the premise; let them stay up.
The scroll’s figure panels and the game’s painted stills are not used anywhere in this book. The intro is shown here in words only.
The route
- The haven. Wick wakes seated on the throne in the drowned nave. Walk the nave: the seven niches, the rivers of blood, the visitors’ stair, the forge and the stash. Rest on the throne whenever you pass it.
- Up the shaft. The god’s nudge points the way: up through the rubble to the grave above.
- The burst grave. He climbs out of his own grave in the churchyard. Six candles burn at its head. The first mark plays his first words risen.
- First blood. Frail bones rise; grave robbers are opening a rich man’s grave; a lookout flees south. Feed at the churchyard font.
- The lychgate. Pass the family gate and the paupers’ plot. Go through the churchyard’s crypt door: it is your first checkpoint.
- The graveyard court. South into the city of the dead. The terrace mark, the avenue, the vaults, the ossuary and a drained husk. Pass through the court’s crypt door.
- The belfry. The cracked bell, the lamps guttering, bats pouring out. Andrevel drops on the lookout and drinks. The fight begins.
- The drink. When he is down, stand over him and hold Interact: Wick drinks him to ash and takes the wings. Take the signet from the ash.
- The barred gate. Walk at the city gate south of the court. It is chained from the inside; the bat goes through its bars, low, into the King’s garden.

The boss: the Marquis Andrevel
The full panel is in The Bosses. In short:
- Phase 1, the air. When he shrieks, a shadow grows under someone. Red ring on you: step out of it and he crashes into the ground: hit him. Cold blue ring on a robber: get behind him and cut while he drinks.
- Phase 2, the ground. Raised wings and a red line to you: sidestep. The hunched skid after a miss is your opening.
- Phase 3, the swarm. Run, then strike the moment he re-forms beside you.
- Robbers keep coming. He drinks them and heals. Kill them first if you can; each one he latches on to is also your opening.


Your blood is mine now, and all it carries.
Secrets
Sealed · After the first houseIn the prologueBreak the seal to read
- The rich grave. The robbers’ grave belongs to someone who paid for its stone; an aside says whose kind.
- The family gate and the paupers’ plot. He calls the paupers no kin of his. Remember where the tithe’s dead go.
- The haven’s channels. Stand by each river: an aside names the house it comes from.
- The visitors’ stair. “A stair for guests, and no guest on the stair. Not yet.” After the first house it will have a guest.
- The court’s vaults. Their iron gates lead nowhere yet. One becomes a way down after the Tower.
Sealed · The endingWhat the prologue already told youBreak the seal to read
The god’s first line about Andrevel is the whole game in miniature: “They made him a lord and killed him, before you. I kept him.” The signet in the ash was bought by the same purse that bought Wick his name. The belfry aside says he went to the salt church to confess, came out laughing, and would not go down.
Stream notes
- Let the intro play once. It is the premise, said plainly.
- Andrevel is the first real lesson and the first spike in deaths. Narrate the rings: red for you, blue for a robber.
- The bat’s first flight is a good clip: the change is the best animation in the prologue.
