
Objectives
Crake knows a scholar able to decode the strange inscription — but first they must reach Neustadt.
Crake may know such a scholar, yet Coen must first make for Neustadt — by daylight, no less.
A frosty welcome: Mevasser stormed off, though Crake still argues his case. Follow them.
Mevasser yielded at last, furnishing an engraving depicting Silas beside his atelier — perhaps it indicates the route.
Mevasser recounted Silas, the legendary alchemist who perhaps pioneered gargoyle-crafting; his journals should resolve the enigma.
The woodcut sets Silas's workshop in Altenmarkt — the hunt begins immediately.
The woodcut sets Silas's workshop in Altenmarkt — Coen should meet Crake soon to seek it.
The right street is located, but the precise house is not; ask the locals.
An old woman indicated a house that might once have been Silas's; examine it with Crake.
Inside the likely house, uncertain it was truly Silas's — search it thoroughly.
Nothing stands out but the chimney; it merits a closer look.
The planks beside the chimney appear disturbed — perhaps they will budge.
A trapdoor beneath the planks likely hides the cellar mouth.
The cellar seems empty — yet Silas may have cached something there.
A hidden passage behind a bookcase sinks further underground.
Primeval ruins under Svartrau — Silas must have conducted his foul trials here.
Unmistakable: this served as Silas's workshop — his laboratory, rather. Yet someone arrived earlier; did they covet his research as well?
The robbers let fall a leaf of Silas's tome; seize them, or at minimum track the remainder's path.
Some thing slaughtered this man; his corpse may offer leads — or possibly the pilfered tome.
A beast has hauled Crake further into the ruins — save him!
The creature lies slain yet Crake is hurt; guide him securely from the ruins.
Henrik, an Altenmarkt trader, identified a dwelling possibly once Silas's; examine it alongside Crake.
- 1 Follow Crake Crake knows a scholar able to decode the strange inscription — but first they must reach Neustadt. 1 time segment
- 2 Meet with Crake in Neustadt Crake may know such a scholar, yet Coen must first make for Neustadt — by daylight, no less. 1 time segment
- 3 Follow Crake and Mevasser A frosty welcome: Mevasser stormed off, though Crake still argues his case. Follow them.
- 4 Inspect the woodcut Mevasser yielded at last, furnishing an engraving depicting Silas beside his atelier — perhaps it indicates the route.
- 5 Search for Silas's notes Mevasser recounted Silas, the legendary alchemist who perhaps pioneered gargoyle-crafting; his journals should resolve the enigma. 4 time segments
- 6 Go with Crake to Altenmarkt The woodcut sets Silas's workshop in Altenmarkt — the hunt begins immediately.
- 7 Meet with Crake in Altenmarkt The woodcut sets Silas's workshop in Altenmarkt — Coen should meet Crake soon to seek it. 1 time segment
- 8 Ask the townsfolk about Silas The right street is located, but the precise house is not; ask the locals.
- 9 Find the house by the stone arch An old woman indicated a house that might once have been Silas's; examine it with Crake.
- 10 Search inside the house Inside the likely house, uncertain it was truly Silas's — search it thoroughly.
- 11 Inspect the chimney Nothing stands out but the chimney; it merits a closer look.
- 12 Examine the floor next to the chimney The planks beside the chimney appear disturbed — perhaps they will budge.
- 13 Enter the basement A trapdoor beneath the planks likely hides the cellar mouth.
- 14 Search the basement The cellar seems empty — yet Silas may have cached something there.
- 15 Check where the passage leads A hidden passage behind a bookcase sinks further underground.
- 16 Search the ruins Primeval ruins under Svartrau — Silas must have conducted his foul trials here.
- 17 Search the laboratory Unmistakable: this served as Silas's workshop — his laboratory, rather. Yet someone arrived earlier; did they covet his research as well?
- 18 Search the deeper ruins The robbers let fall a leaf of Silas's tome; seize them, or at minimum track the remainder's path.
- 19 Inspect the body Some thing slaughtered this man; his corpse may offer leads — or possibly the pilfered tome.
- 20 Rescue Crake A beast has hauled Crake further into the ruins — save him!
- 21 Lead Crake out of the ruins The creature lies slain yet Crake is hurt; guide him securely from the ruins.
- 22 Find the yellow house by the stone arch Henrik, an Altenmarkt trader, identified a dwelling possibly once Silas's; examine it alongside Crake.