
Objectives
Coen learned the missing scouts' fate; Crake will not take it well.
The manumit scouts sent missing are dead, slaughtered by some horror — and Brencis seems to be breeding an army of such beasts. Crake needs to hear this immediately.
Crake insists on the truth about the beast — probably Brencis's handiwork — that killed his men; he requires Coen's help to expose it and survive.
Crake and Sara plan to meet Coen past nightfall before the Middens church of St. Teotim; discover why the expiring scout gestured there above all places.
No guards in sight; they may advance into the church.
Something blocks the church gate; Coen could leap it, though his two companions need a plainer way in.
The churchyard wants searching for clues to unravel this whole affair.
No mere delirium were Boyan's ramblings — the creature exists, a gore-streaked winged terror; its corpse might suggest where it came from.
All has fallen apart — Sara lies dead, and soldiers have ambushed Coen and Crake. Flee!
A barred gate stands between them and safety; Crake's passage depends on Coen opening it.
An inscription was found clutched in the monster's jaws, writ in an unknown tongue — perhaps Crake can decipher it.
A dark trail runs toward the belltower doors — what hides on the other side?
A winged monster struck amid the St. Teotim's investigation; the abomination must be slain.
- 1 Report back to Crake Coen learned the missing scouts' fate; Crake will not take it well.
- 2 Speak with Crake The manumit scouts sent missing are dead, slaughtered by some horror — and Brencis seems to be breeding an army of such beasts. Crake needs to hear this immediately.
- 3 Help Crake investigate the scouts's deaths Crake insists on the truth about the beast — probably Brencis's handiwork — that killed his men; he requires Coen's help to expose it and survive. Night only 3 time segments
- 4 Meet Crake and Sara in front of St. Teotim's Church at night Crake and Sara plan to meet Coen past nightfall before the Middens church of St. Teotim; discover why the expiring scout gestured there above all places. Night only
- 5 Follow Crake and Sara No guards in sight; they may advance into the church. Night only
- 6 Open church gate from the other side Something blocks the church gate; Coen could leap it, though his two companions need a plainer way in. Night only
- 7 Investigate the churchyard The churchyard wants searching for clues to unravel this whole affair. Night only
- 8 Inspect the monster's remains No mere delirium were Boyan's ramblings — the creature exists, a gore-streaked winged terror; its corpse might suggest where it came from. Night only
- 9 Help Crake escape the ambush All has fallen apart — Sara lies dead, and soldiers have ambushed Coen and Crake. Flee! Night only
- 10 Open the gate from the other side A barred gate stands between them and safety; Crake's passage depends on Coen opening it. Night only
- 11 Show the inscription to Crake An inscription was found clutched in the monster's jaws, writ in an unknown tongue — perhaps Crake can decipher it. Night only
- 12 Check the belltower doors A dark trail runs toward the belltower doors — what hides on the other side? Night only
- 13 Defeat the monster A winged monster struck amid the St. Teotim's investigation; the abomination must be slain. Night only