Crowns and Pawns: Kingdom of Deceit
Part 5 – VU archives
Getting access
In order to get into the VU archives, Milda needs to get an access card. If Milda asks the librarian about the archives, she says that it’s only accessible for employees. The player could have noticed earlier that the librarian’s cat was sitting on the table on the access card but now both the card and the cat are gone from the table.
A2 PUZZLE 8: Cat Chase
When the player goes back out to the VU courtyard, the librarian’s cat can be seen near the flower pots. If Milda approaches the cat directly, it runs away to another flower pot. To solve this puzzle Milda needs to: learn that the cat’s name is Fortuna because she likes tuna (this can be learned while talking to the librarian[optional]) → get a tuna bagel from the bagel shop at Joris’ street → attach the tuna bagel to the magnet on the string → attach the magnet with tuna bagel to the drain pipe on the side of VU library building → chase the cat around until it stops at the bagel. At this point the cat will come to get the bagel and will be busy long enough for Milda to take the id card.
Going into VU achives
When Milda enters the VU archives, there’s an item on the table to pick up – glue. Then there are 3 hotspots of interest – the 3D printer, the computer terminal and the window where archive boxes are accessed through.
A2 PUZZLE 9: Archives computer terminal (see Mini Games section for more information)
Milda needs to choose the correct options in the terminal, to find the seal. She can learn the century of the seal stamp by looking at the chancellor list and finding the right symbol there. That way she learns it’s a stamp of Albertas Goštautas. The priest in the church also mentioned, that the stamp was from a political figure, giving her the answer to the right theme. Milda only needs to guess the material, which is metal.
SOLUTION: Choose “XVI”, “politics”, “metal”.
Once the correct choices are made, Milda presses OK and the robot hand brings the box AND locks the exit, so Milda can’t leave until she returns the box.
A2 PUZZLE 11: Making a copy of the seal
Milda has to make a copy of a seal using the 3D printer inside the archives. In order to copy a seal, Milda needs to put the seal into the printer, then put metal block materials that she finds on top of the printer to match the right weight of the seal for printing into the printer’s materials drawer. However the material amount never matches accurately so Milda needs to add the nut that she found at grandpa’s place. The nut is equal to a small metal cube. Once it is done, the printing begins. The copy comes out and Milda picks up the first seal copy. Now Milda has two options – to return the real seal or the copy to the box (moral choice). Milda needs to put either of those seals into the box, then press the return button in the terminal and the computer hand will take it, opening the gate to the exit as well. Practically there is no difference which seal will Milda decide to keep except for some comments.
SOLUTION: 1 big metal cube, 1 medium metal cube, 2 small metal cubes, nut.
Part 6 – Jewish Synagogue questline
Finding more information about Synagogue
After researching the churches and inquiring more about the Synagogue, Milda learns that it was destroyed during the second world war.
There are many hints during the game, both said by Joris and can be reached in the conversation with the bagel shop lady, that the bagel shop is run by the Jewish society. These hints should point the player to search for more information around the bagel shop.
Talking to the bagel shop lady
During the day, on the table next to the bagel shop, Milda can find a promotional flier that advertises an exhibition of new archaeological findings at the synagogue site. But the exhibitions is not in a few days. It also says that for more information, you can ask at the bagel shop. If Milda drags the promotional flier on the bagel shop lady, she can ask more about the exhibition (this can be done at any point during A2). If Milda already knows about Synagogue (after church puzzle), she can ask about it at the bagel shop lady. Milda shows a lot of interest in the Synagogue and asks to meet with the lecturer, Tamara.
Meeting with Tamara
Milda meets with Tamara next to the bagel shop. Tamara has a picture from the digging site that was recently worked on for Milda to see, that shows some of the most notable found objects.
A2 PUZZLE 12: Synagogue archaeological findings picture
The player is presented with a picture of an archaeological site with some items scattered around. The player can click on the items to get more information from Tamara about them. One of the items is mislabeled as “candlestick”.
If the archives puzzle is complete and Milda already has one seal, once the player examines the “candlestick”, Milda comments – „wait… this looks familiar.“ The player needs to drag the seal from inventory on the candlestick hotspot so that Milda would realize, the “candlestick” is actually a seal.
Getting grandfather’s phone number
After Milda asks Tamara more about the “candlestick”, Tamara mentions it was just sold to a candlestick collector. Tamara suggests to share the number of the collector, since Milda is so interested in it. If Milda tries to call it, the “collector” denies that this is the right number.
If Milda has already talked to the travel agent about the hockey game, here Milda gets a text from the travel agent saying the fan bus has arrived.
Part 7 – Getting to Belarus questline
A text from an unknown number
At a specific point in game (after the second entry to Holy Spirit outside and after talking to the GRRCL) during A2, Milda gets a text from an unknown number, telling her to come to the Moniuszko Square, near St. Catherine’s church.
Shady meeting
Once Milda comes to the location next to the St. Catherine Church after getting the message, there’s nothing new there yet. Milda needs to ask around, specifically the Homeless man, if he’s the one that texted her. That conversation lead nowhere, but after it, a voice starts speaking from behind the statue. The mysterious person tells Milda he knew her father and gives her a note with a phone number on it, saying the person’s name is Vlad and he might be able to help her more. Without explaining anything further, the mysterious person disappears.
Call with Vlad
Milda calls the number she received and indeed reaches a person named Vlad. She mentions her father in the call and Vlad says he was expecting her. He tells her to come to Minsk, Belarus and they’ll talk then. Now Milda needs a way to get there.
Travel agency
Milda visits the Travel Agency near the Holy Spirit Church. She asks the travel agent there, if she could travel to Minsk. The agent says she needs to fill in the visa papers and in 3 to 5 business days, Milda will be able to travel. Milda takes the papers and walks to a table to fill them.
Travel agency table (CLOSE UP)
Milda is presented with a bunch of papers, that she can start filling in. At any given time, Milda can just turn each page, until they’re all turned away and the player notices a flier on the table. It’s an advertisement for a hockey game between Lithuania and Belarus, that’s happening today. It also says, that if you’re going to the game only, you don’t need a visa. Milda needs to pick up the flier. (filling the application is optional).
Getting to a hockey game
The player needs to drag the flier about the hockey game on the travel agent. That starts a conversation about going to the hockey game. The travel agent can sell Milda the ticket, but the bus is for fan club members only. Milda asks if there’s any way she could go even though she’s not a fan and the agent says, she needs to convince the bus driver to let her go. Milda asks, when will the bus get here. The conversation with the travel agent has two outcomes:
→ If Milda hasn’t gotten the candlestick collector number from Tamara yet, the travel agent says she’ll send Milda a text, when the bus gets here.
→ If everything else in A2 is done, the travel agent will say that the bus is right outside.
Convincing the bus driver
As Milda goes to talk to the bus driver, he refuses to let her in because she is not a fan. He finally agrees on one condition – Milda needs to at least look like a fan. For that he suggest she finds a T-shirt that makes her look like one.
A2 PUZZLE 13: Finding/making a fan T-shirt
In order to look like a fan, Milda needs a T-shirt that makes her look like a fan (similar to the t-shirt the driver has). To do so, Milda needs these items: Grandpa’s old green sweatshirt (found in Grandpa’s bedroom), flag with coat of arms (found in VU library), glue (found in VU archives) and shears (from A1). Milda needs to cut (use shears on the shirt) the shirt’s sleeves to make it a T-shirt (the sleeves are kept as a separate item), then cut out the coat of arms from the flag and glue it on the T-shirt. After creating the T-shirt, Milda automatically puts it on.
Going to Belarus
After Milda comes back to the bus driver while wearing the fan T-shirt, he finally agrees to let her in. Before getting on, Milda calls Vlad to tell him she’ll be coming to the hockey game and he tells her to meet him in the VIP room.
ACT 3
Part 1 – Bus ride to Belarus (Bus to Belarus day)
Milda is riding the bus to Belarus next to a sleeping fan. If she tries to wake him, no use – he’s fast asleep. Milda can pick up a Lithuanian flag nearby, that’s dropped on the drums. After taking it, honking horn is revealed. Milda can take the honk horns. Then she can either use the Honk Horn on the fan or just click on the honk in the inventory and honk once to wake the fan up. During the dialogue with the fan, Milda learns that some hockey player lineups that are better against others, and also learns how to honk the horn, the different sounds it makes and how much influence it has on the masses. As the dialogue ends, the bus ride ends and a cutscene shows Milda arriving to Minsk.
Part 2 – Meeting Vlad (Hockey arena → VIP lounge)
As Milda arrives to the hockey game, she needs to go to the VIP lounge to meet Vlad. He greets her and tells her to take the painting and leave the money for it. But Milda has no idea what painting that is. After a bit of conversation, Milda learns that Vlad was contacted by her father a few weeks ago and said that a family member will pick up the painting. When Milda asks for the number, Vlad refuses to give it to her. Their further conversation is interrupted as the Lithuanian team scores a point and Vlad goes to make a phone call.
ACT 3 PUZZLE 1: Making the bet
Milda is free to look around the room while Vlad is on a phone call. Milda needs to inspect the painting, take the sheet off of it, and she notices it’s a painting of Vytautas the Great. After the painting inspection, Vlad’s phone call ends and Milda can continue the conversation. Milda has to make a bet, dialogue puzzle. Milda needs to agree that if the Belarus wins, Milda can get the painting and her dad’s number, and if she loses, she will give Vlad her grandfather’s house. Vlad agrees to it.
ACT 3 PUZZLE 2: Winning the hockey game for Belarus
The player has to influence the game in various ways to help Belarus win. The puzzle proceeds forward as the game state meets the right conditions. The game consists of 3 periods and an overtime. The period changes when the right conditions are met. When Milda arrives, it’s the 1st period. While she talks to Vlad for the first time, Lithuania scores and now it’s 1:0. As soon as the bet is made, the period changes.
Honk Horn patterns:
Attack: 1, 2, 2, 1, 1
Defend: 3, 3, 1, 1, 3, 3, 2, 1
=2nd period=
1. Milda needs to play the attacking tune while in the Hockey arena.
Belarus scores. The score now is 1:1.
=3rd period=
1. Milda needs to put up a flag on the glass to disturb the players. To do so, Milda needs to pick up the Belarus flag from the VIP room and glue it with the Lithuanian flag she has from the bus. Then put up the two sided flag on the protective glass in the arena. (this can be done in the 2nd period as well, it is a required task in this period only though).
2. Milda needs to play the defensive tune while in the Hockey arena.
The score stays 1:1.
=Overtime=
1. Milda needs to ask Vlad to change the line up to win against the ones Lithuania just switched out. The player can see which pairs and which lines are out in the screen in the VIP lounge. The players needs to see which pair is Lithuania using right now and choose the correct Belarus line up to go against it. This information is given by the fan, back in the arena. He explains to Milda which lines go against which pairs.
The line ups that should be used:
2. Milda needs to play the attacking tune while in the Hockey arena.
Belarus scores. The score is 1:2.
Taking the win
As Belarus wins, there’s a fade to black and Milda appears in the VIP lounge. Milda talks to Vlad. Milda gets dad’s phone number, which, she realizes, is the same number she got from Tamara – the person’s who bought the “candlestick”.
Calling dad
Milda needs to call the number again and this time she mentions her name and calls out for dad. The person recognizes her and without explaining anything further, tells her to meet him tomorrow in Italy, Siena.
Part 3 – Going home
Milda rides the bus back to Lithuania. It’s evening outside, the fan next to her is sad about Lithuania losing and Milda is sitting next to him. Here player gets a new text message from Dana. Player needs to go to phone, messages and have a messages exchange with Dana. The scene changes.
Part 4 – Planning next steps (Joris flat night)
Milda comes back to Joris’ place with the painting and tells him she got her dad’s number from Vlad in Belarus. She tells him that she needs a plane ticket to Italy to meet him. Joris finds a ticket that leaves in a few hours.
Milda and Joris also discuss the painting that she brought back from Belarus. They decide to bring in Dana for the discussion as she could be more of help as an artist. They give her a quick call and ask her to take a deeper look at the painting while Milda goes off to Siena.
ACT 4
Part 1 – Getting to the meeting with dad (grandfather) (Siena Square → Siena Alley)
As Milda arrives to Siena she walks from the Square, to the Alley. There a stand with balloons is seen as well as a goat standing around. The goat is blocking Milda’s way to the Balcony.
A4 PUZZLE 1: Milda needs to use the apple from her grandfather’s house on the goat. When Milda tries to give the goat the apple, the goat bites Milda’s hand and the apple falls further to the right. The goat follows the apple and eats it, that way unblocking Milda’s way to the Balcony.
Part 2 – Meeting dad (grandfather) (Siena Balcony)
Milda climbs up to the Balcony, where she expects to meet her dad but instead finds her grandfather Rokas. He answers a lot of her questions about her father, project Koschei, pagan temples, being in Italy and all the clues he left. He also tells her that there’s a key to the St Catherine’s church attached to his house keys that Milda has in her inventory. They take a look at the chancellor list, grandfather explains, that he believes the crown was passed down from one chancellor to another (not every chancellor might have used it though). But their meeting is interrupted as Karolis walks in, revealing that he’s the bad guy and demanding they give him the seals. Milda needs to figure out a way to escape while Karolis is threatening to shoot her and bickers with Rokas.
A4 PUZZLE 2: On the table in the balcony, there’s a bowl of apples. Milda can pick up apples from it (one apple at a time can be in inventory). There’s also the option to look down to the Ground Level, back to the Alley.
Looking to the Alley there are a few hotspots of interest for this puzzle: a balloon full of helium, ready to be sold, a gas tank with helium (He) and a gas tank with hydrogen (H). The gas tank with helium is connected to the pump that fills the balloons.
Milda can use one of the apples on one of the hotspots. Once used, she drops the fruit and the goat walks to it and starts chewing it, chewing something next to the hotspot as well. If the fruit is used on the balloon, the goat chews off the string that’s holding the balloon and the balloon flies up in the air. As soon as the balloon seller sees that, he shoos the goat away, inflates and ties up a new balloon. If Milda drops an apple next to the helium (He) gas tank, the goat chews off the tube that connects the tank to the balloon pump. Being out of options, the balloon seller connects the hydrogen (H) tank to the pump and pumps a new balloon, this time – with hydrogen. If Milda drops an apple on the hydrogen tank (H), the goat might try to chew the tube off as well, but it is much stronger so she cannot do that.
Once the hydrogen tank is connected to the pump, Milda needs to throw an apple next to the balloon, so the goat would chew off the string and the balloon would fly away. Then the balloon seller will fill up a new balloon, this time, with hydrogen. After that Milda needs to throw another apple next to the balloon and the goat chews off the string on the hydrogen filled balloon and it flies away. Timed puzzle.
Milda needs to come back to the balcony right after the goat chews off the balloon string, so she can see the balloon fly by here. The goal is to use the lighter on a balloon filled with hydrogen while it is flying by in the balcony, which causes an explosion which distracts Karolis for enough time for Milda and Rokas to run away.
Short walkthrough: Look down to the Ground Level → drop an apple on the helium gas tank (the goat chews off the tube) → drop an apple on the balloon to get a new balloon with hydrogen → drop another apple on the balloon to make the hydrogen balloon flow up → go back up to the balcony → use lighter on the hydrogen filled balloon flying by to make it explode.
Part 2 – Running away
Cutscene: After the explosion, Milda and Rokas run away pushing Karolis away. Milda and Rokas run to the Square and Rokas tells Milda to hack a scooter.
A4 PUZZLE 3: Scooter lock (CLOSE UP)
Inspect blue (3rd from the left) scooter. Milda needs to unlock a scooter by getting 3 locks correctly. It’s more of a guessing mini-game – the player needs to find the three positions of the pins that light up the lights of the engine.
After the player does some moves in the puzzle, a short cinematic is shown – the big thug runs in and stops for a second to catch his breath, grandpa takes out the seal he has, shouts “can’t catch an old man?”, shows the seal to the thug and then runs away. The thug chases after him. After the short cinematic, the player is dropped back into the close up and can finish the puzzle.
The correct positions (put pins to these positions and trigger ignition):
After unlocking all the locks, Milda drives off.
A4 PUZZLE 4: Scooter chase (mini game)
Milda enters the scene alone, goes up to the front row. Rokas enters a bit later in the third lane and catches up with her to the front row. He shouts to Milda that the thug is right behind them and he wants Milda to have the seal and tells her to come get it. But the Thug is already behind them. The thug enters in the middle lane and when he gets closer to the front row (almost between Rokas and Milda), he hits Milda (who was moving towards Rokas). Her scooter wiggles and becomes a bit broken, she moves behind them as her accelerator doesn’t work anymore.
Puzzle Part 1:
Thug and Rokas are moving up and down constantly between the front row and the middle row, but never get down to Milda’s level (i. e. back row). Milda can only move right and left as her accelerator doesn’t work. She can try accelerating, but it doesn’t work, only some oil is spilled instead. The solution is – Milda needs to be in the middle lane when the thug is in his down position, right in front of Milda, and then Milda needs to use the honk horn on the thug to distract him (timed puzzle). As she does so, the Thug gets scared and distracted, he starts wiggling his scooter, towards Rokas. Rokas doesn’t want to crash, so he slows down, and the thug slows down too. Both of them move to the back row. At the same time, since Milda avoids the collision with the thug, she turns right to the first lane and because the other two slowed down, Milda moves to the front row. Once all three of them have stabilized their positions, Rokas and Thug start moving forward again, back to their last stage positions, while Milda slowly starts falling behind, as she can’t accelerate and keep up with them.
Puzzle Part 2:
This is another timed puzzle – Milda has limited time before she falls behind them again. During this short period of time, Milda needs to change the lane to the left, to appear in front of the thug and then press accelerate, which causes oil to leak from her scooter. The thug drives into the oil, starts wiggling and falls greatly behind (goes to the back row), while Rokas catches up with Milda. As they reach their final positions – a cinematic plays.
After Milda finally takes the seal from her grandfather, he heroically crashes into thug and Milda escapes.
Part 3 – Getting home
Milda travels back to Lithuania, once she lands in Vilnius, she gets a text message from Dana. After chatting, Milda is back at Joris place.
ACT 5
Part 1 – Catching up with Joris and painting puzzle (Joris flat night)
After Milda comes back from Siena, she briefly tells Joris what happened there and then they call Dana to figure out, what’s the deal with the painting.
A5 PUZZLE 1: Fake painting (CLOSE UP)
After calling Dana, she tells us that she believes the painting is an overpaint. Dana suggests Milda finds something acidic and some strong alcohol and a rag and then carefully wipe the painting with it, to reveal layers beneath. The player needs to combine Invisible ink, as it is made from lemon juice and strong alcohol, with the sleeves that were cut off grandfather’s shirt and then use the wet sleeves to wipe parts of the painting.
Some parts of the painting are real, and some are fake. Depending on Dana’s comments, Joris’ comments and player’s knowledge, the player must use the wet sleeves on specific hotspots that seem to be fake.
Dana mentions that the date on the painting doesn’t make sense (“there hardly were any paintings of this kind during the time. Neither from style, nor from quality.”). Since the date is mentioned in the text under the painting, Milda wipes off the whole text, getting a new message. (“I will be the last to carry this blessing and curse. Let the temple of the Old Gods guard this dangerous crown.”)
From the new text, Milda and Joris decide that perhaps the one that’s shown here was the person that had the crown last. Now they need to figure out who it is, since suspicions rise that it might not be Vytautas after all.
There are total of 3 fake spots on the painting: the text, the face, the seal. It is necessary to scrub all the 3 fake hotspots to get all the info needed to proceed in the game.
The player has to compare the painting with the Chancellor List to figure that it’s actually Leonas Sapiega in the picture. The player needs to use the Chancellor list on the painting, to put it next to the painting. Then the player needs to click on the right face on the Chancellor list – Leonas Sapiega – after cleaning off the face and the seal on the painting.
Milda adds a note to her phone, that Leonas Sapiega was the last one to hold the cursed crown and hid it in an old pagan temple. Now from the information gathered so far, the player needs to figure out where could the crown be hidden. For that, Milda needs to combine the newly gotten note about Leonas Sapiega with a note saying, that there was a pagan temple at Sapiega’s park.
After combining those notes and coming to the conclusion, that the crown is in Sapiega’s park, Milda talks to Joris and they get ready to go to St Catherine’s church to get the last seal.
Part 2 – Getting the last seal (St. Catherine church outside night)
Getting inside
Milda and Joris arrive at St. Catherine’s church and try to get inside but the cleaning lady doesn’t let them in. Milda has a key from the side door but no matter which door she tries to use, the old lady is still in her way. Milda and Joris try to find a way to distract her.
A5 PUZZLE 2: Creating a diversion plan (dialogue puzzle)
Milda talks to Joris and they come up with a plan to distract the cleaning lady. The player has to choose the right dialogue options to create a plan, that would distract the old lady long enough for Milda to sneak in. If the wrong choices are chosen, the plan fails, and they have to try again.
Solution: Joris needs to go to the main door and ask for directions.
Once the correct choices were made and Joris succesfuly distract the lady, Milda needs to use her grandfather’s keys on the side door of the church and she can finally go inside.
A5 PUZZLE 3: Rotating the statues
Once Milda gets inside the St. Catherine’s church, she needs to get inside the secret catacombs. Where the door is and the solution to this puzzle is depicted in Glaubitz’s manuscript. The player has to figure this out and then rotate the statues’ heads to match the Glaubitz’s manuscript description. All the other statues have to look to the one, that is showing with its hand to the secret door.
Solution: Statue 1 and 2 (from the left of the screen; only counting statues with hotspots) – look to the right of the screen, Statues 4, 5, 6, 7, 8 – look to the left of the screen.
A5 PUZZLE 4: Finding the seal (Catacombs)
Milda enters the catacombs and now she has to figure out, where the seal might be hidden. She has to use Glaubitz’s manuscript for clues. She needs to use kerosene on the empty bowls on the statues and then light up the bowls using lighter. She needs to create a cross from shadows and solve the riddle as mentioned in the Glaubitz’s manuscript. She has to light up the two torches that form the cross with shadows and use a shovel to dig the seal out.
Solution: Light up the 2nd and 4th statue only (from the left of the screen).
Getting out of St. Catherine’s church
As soon as Milda comes back up from the catacombs, she is confronted by Karolis and his thugs. Karolis order his thug to take her seals (one seal is still with Joris). Karolis then tells the thug to shoot Milda. Milda needs to kick the thug that’s holding her in the croach and then she jumps back into the catacombs. The thug goes after but the shutting door traps his leg at the entrance to the catacombs, making him block the path and forcing Milda to find another way out.
A5 PUZZLE 5: Finding another way out
Milda needs to use the shovel on the 5th statue (the rightmost one; which is hinted to be wobbly) to make it fall on the grates. Crashing the floor and making Milda fall into the fresh made hole.
Back to safety (for now)
She exits through the manhole in front of St. Catherine’s church, right behind Joris who is still talking with the cleaning lady. Milda calls Joris over, he gives her the one seal he still had and they both rush to Sapiega’s park.
FINALE
Milda and Joris come to Sapiega’s park where they find a thug who is holding a seal. Joris punches the thug to distract him and makes him drop the seal. The thug runs after Joris leaving the area and leaving Milda with the seal. Milda needs to pick up the dropped seal.
FINALE PUZZLE 1: Finding the entrance
Milda needs to find the entrance to the church. She notices there are a few dig spots on the ground. The player can use the metal detector, to determine, which spot it is or just use the shovel to dig out the correct spot. Once found the spot is found, Milda uncovers a seal socket, where she needs to use the seal she just got from the thug to get inside. Once she uses the seal on the socket, a secret entrance opens, leading underground.
FINALE PUZZLE 2: Underground maze
Back in Italy, Milda learnt that the marked words in the poem, in the grandfather’s letter, actually lead to the pagan crown (which is added as a note on Milda’s phone). She needs to follow the same 5 words to get to the crown. Milda can examine the carvings to determine which passage mean which word.
Correct path is: Horseman → Crown → Tomb → Sing → King
Solution:
- 4th door (horses)
- 2nd door (serpents with crown)
- 5th door (tomb, death)
- 3rd door (sing, dancing ladies)
- 1st door (king, Perkūnas, Lithuanian pagan god of thunder)
After passing through the last door, we can see a sealed a sealed passage over the 6th passage, with a seal socket in the middle. Milda needs to use the one seal she still has, the copy or real one from the archives, and the door opens.
The Crown Room
Milda enters the Crown Room and finds Karolis next to the seal spot on the other side. He puts the seal in the socket and that reveals the crown in the middle of the room.
Ending cutscene
The crown room starts crumbling. Karolis jumps on Milda, who is reaching for the crown and they both roll next to the edge of the platform. Karolis falls over but holds on to Milda, while having the crown in his other hand. He tells her to pull him up, but Milda can’t hold on and Karolis falls into the abyss, while the crown gets stuck on a branch. Milda considers reaching for the crown and almost falls herself, when Joris appears behinds her and saves her. They run out of the crumbling chamber.
Epilogue
Back outside the Sapiega church, Milda and Joris recap what just happened, and finally they decide to go home for some rest. The crown is likely lost for good.
THE END