The Life of the Blessed Hand

Book Three · The Walkthrough · 13

Everything Optional

The Man of Secrets’ prices and hunts, his late challenge, the mist and its seven rooms

Hic qui infra est ei loquitur.

Lore chaserStreamerNewcomerSpoiler-light; deeper secrets sealedskeleton · Ambry’s hints are built; the hunts, the full late fight and the mist are designed, not built
The grotto
The grottoIn-game, clean pixels, under the book's CRT

At a glance

Hints
Ambry in the Pleasance’s grotto, any time after the gardens
Hunts
three, from the third act on, as his price
The late fight
Ambry himself, once five houses have fallen
The third form
the mist, from drinking him
The mist’s rooms
seven, in places already walked
Required for any ending
none of it

The Man of Secrets’ prices

WhenHis price for a new hint
The first talkfree: he shows you the water-gate
The first act (no house ended)blood: 0.10 of the orb, “for the roses”
The second act (one or two ended)blood 0.20, or the whole mana orb
The third act (three or four ended)the whole mana orb and 0.10 blood, or a task
The end of the game (five or more)a task; until it is done, 0.35 blood

Asking again about the same place is free. He never takes Wick below a quarter of his blood, and the god’s own nudge always works for nothing: Ambry is quicker, never the only way.

AMBRY
Not your blood tonight, my lord. The other thing. The dark you carry. It feeds me as well as any cup.
secrets_price_mana
AMBRY
I told you that one already. I do not sell a thing twice.
secrets_again

The hunts

When the price becomes a task, Ambry has heard of a thing that has started walking where it should not. Each one, done, pays for three hints. All three are designed, not yet built TBD.

  1. The Hedge-King, in the maze’s fountain court: a man-shaped mass of clipped yew and the drained gardeners’ bones. He lashes down the maze’s lanes and walks the hedges as if they were floor. The maze’s straights become his lanes. The fountain island’s root (Link 5, with the tide) makes him easier. Andrevel’s crypt (Link 2) holds his lead.
  2. The Rat King, in the gutter’s sewer lane: a knot of rats bound at the tails, the size of a cart. He summons lone rats: feed on them mid-fight.
  3. The Barghest, on the Downs’ corpse road: a black dog the size of a horse. He is a hound, so the crows cannot phase him; his howl grounds the flock.
AMBRY
I hear there is a thing that has started walking where it should not. Bring me word it has stopped, and I will owe you.
secrets_price_task
SHOT W13-01phase B: to capture
The Hedge-King rooted in the maze’s fountain court. Designed: capture once built.
SHOT W13-02phase B: to capture
The Rat King in the sewer lane. Designed: capture once built.
SHOT W13-03phase B: to capture
The Barghest on the corpse road among the barrows. Designed: capture once built.

Ambry, late

Sealed · The endingThe challenge at the rosesBreak the seal to read

Once five houses have fallen, the roses on the grotto door offer a choice: CHALLENGE HIM. Before that he declines: “Not tonight, my lord. You are not old enough yet to ask me that.” He is a vampire older than the founders, and the grotto is roofed, so the crows will not rise, and he throws off the bat. He throws the light where you are going to be: never stand where you were walking. At half his wounds, the Mist: he is not there, and then he is on you. Panel.

What drinking him gives: a full orb and full mana; the mist (the third form); and, in the design, his night-sight and one secret kept on your objective line for the rest of the game TBD.

What is lost: he is dead, and the grotto sells nothing any more. His unfinished hunts are void.

AMBRY
The grotto is quiet. Nobody here sells anything now.
secrets_dead
THE ONE BELOW
He sold the last one. There is no one left to ask but me.
god_secrets_dead
CLIP W13-04phase B: to capture
The optional cinematic, the lantern goes out (designed): Ambry falling in the grotto, his lantern rolling and going out, the mist pouring under the grotto door, along the allée and out under every shut door in the gutter. About 16 s.

The mist’s seven rooms

Sealed · The endingWhere the mist goesBreak the seal to read

The mist goes under doors and through vents, cracks, gratings and flues. Each of these is a new small room, or a door made passable, in a place you have already walked. Every one is a reward: lore, a relic, a fragment, never a key. All are designed, not built TBD.

Place (walked when)ThroughWhat is there
The Tower’s keep (Link 2)the old garderobe shaftthe Earl’s sealed muniment room: the muster rolls of the seven turns
The exchange (Link 3)the strongroom’s air ventthe Prince’s private book: his wager on his own death, read in full
The Empress’s ward house (Link 5)under the nursery’s locked doorthe roll of the infants turned in at the wheel, with Hollin’s name crossed out
The convent (the open world)the cells’ door gapsthe Hush’s silent chapel: the sisters’ voices, kept in jars
The Magician’s house (the open world)the air shafts in the walls he built to the priest’s measurea room the guild built and walled up again: the haven’s first plan
The Pleasance (Link 1)the crack behind Ambry’s empty chairAmbry’s coffin room: six hundred years of what he overheard, the last secret he kept
The haven (the prologue)under the drowned nave’s sacristy doorthe priest’s own cupboard: a fragment of the god’s origin

Every story door has salt on its sill or the priest’s seal on its lock, and refuses the mist. Wind blows it apart, fire burns it off, and running water is still a wall.

SHOT W13-05phase B: to capture
The mist pouring under a door in the gutter, low and white along the cobbles. Designed: capture once built.

The rest of the side roads

WhereWhatChapter
The Wastesfive regions, five Anchorites, honest or trickWalkthrough 8
The kindredtwelve people on the roads whose stories rhyme with Wick’sWalkthrough 8
The circus at each pitchthe games of chance; the paper wagon; the animalsWalkthrough 3
The court’s vault cryptAndrevel’s crypt, a relic, the Hedge-King’s leadWalkthrough 2
The river stopsthe mill island, the sunk laundry barge, the fountain islandWalkthrough 5
The Greenwood’s carta late raid with the band, once the church has opened TBDWalkthrough 4
The Ring before the endscenery, and a lineWalkthrough 8
The confessioneight fragments of the god’s story, earned by failing in the WastesThe One Below
UNDECIDEDCollectibles

Whether the finished game counts relics, lore rooms and fragments in a list the player can see is not yet decided TBD. When it is, this chapter will carry the full checklist.