At a glance
- When
- the moment the King’s fate is set, killed or spared
- Earns
- the long roads: the flight above the land, the roosts, fast travel
- Opens
- the Wastes; the city both ways; the marsh (the High Priestess); the quarry (the Magician); the ferry’s marsh reach; the circus’s travels
- Cinematic
- the long roads (19 s) TBD: new
- Next
- the two houses left, in any order; then the finale
The long roads
As Wick walks out of the hall, rooks, not crows, line the high windows, dozens of them, silent. The flock lifts with the rooks around it and the whole land comes into view: the Gallows Downs and the chalk giant, the Spoil, the Tithe Fields, the Salt, the Wash, the marsh to the south, the circus’s wagons already on a far road. Control returns at the foot of the Hundred Steps, the objective line on her knoll.
Rook Knoll
- The call. West past the court’s postern to the Gallows Downs. The rooks stop mobbing the stile; the corpse road’s hedge drops.
- Rook Knoll. Up the knoll to the gibbet. Mother Carrion speaks through her rooks.
- Her asks. Three things, said once. Remember them.
- The hounds. The Downs’ pack comes. Her lesson: the flock is not for fighting.
- The first long flight, round the chalk giant cut into the hill, whole only from the air.
- The roosts. From now on, hold the crow key through the burst to rise to the region’s view, and fly between roosts you have walked to.
Those are a saint’s birds, dead boy. They know a cage and a garden. Mine know the roads.
They’re hungry. Let them eat from you, a little, every time, and they’ll carry you anywhere you’ve been.
They’re not for killing. They’re for leaving.

What opens
| Opens | What you see | Who says so |
|---|---|---|
| Rook Knoll and the long roads | the Downs’ rooks stop mobbing the stile | Mother Carrion |
| The Wastes: five regions, their gateways, the Anchorites, the Ring’s ground | the Quarry Road and the towpath unbarred; the Levy Road out of the Tower’s village | TBD |
| The city on the hill, both ways | the North Gate stays open; the watch stands aside | the watch |
| The South Bridge, to the High Priestess’s marsh | the drawspan comes down; the Hush is over for the year | the bridge-keeper, by signs only |
| The north-west road, to the Magician’s quarry | the guild’s cordon is lifted | a guild warden |
| The ferry’s marsh reach | Mardle will pole you into the marsh | Mardle |
| The circus travels | the playbills now name a pitch where the last house fell | the bill-stickers |
| The church | the great canonisation, on your next entry to the square | the bells |
There are no invisible walls. Each shut way is something you can see, with a voice that says what will open it, and Ambry’s paid hint always names the open link. No form breaks a story lock.
What is required now
- The High Priestess and the Magician, in either order: Walkthrough 9 and Walkthrough 10.
- Then the finale: the Canonisation and the Bishop, then the descent.
What is optional
The Wastes and their five Anchorites; the circus at each new pitch; Ambry’s three hunts; Ambry himself, late; the mist and its rooms; the Ring before the end. See the open world and the optional content.
A save that is already off the guided road (the Priestess or the Magician ended, the Empress before the Wheel, the pact made, or three or more houses ended) is treated as past the opening: Mother Carrion says one line in the haven, there is no cinematic, and nothing is taken away. A road Wick has already used is never locked again.
Secrets
Sealed · Mid-gameHer boyBreak the seal to read
Her second ask is about a boy the coach took in the frost year. Keep it in mind when you next see the hunter, if he lives.
The coach took my boy in the frost year. If you ever hear where, you tell the rooks.
Stream notes
- The opening cinematic is the game’s “the world is yours” moment, after hours of a guided road. Make an occasion of it.
- Tell your chat the order is yours from here. Poll the next house.
