Ultimately, you and the Caretaker decide to leave the /Lonesome Dirge/ alone for now. You'll ask the /Pallbearer/ about its situation when you're in a position to jump on it immediately.
END INTERLUDE VI: ARTS AND CRAFTS
* * * *
BEGIN PART VI: SEE NO EVIL
You'll be heading into the Broken Jaw after a rest. Tonight, though, you're finalizing plans.
You've gotten ice shoes for your boar - the spikes on those things are needlessly menacing - along with cold weather gear. John is coming with you and has his own equipment. The Hatchet Man has also expressed a need to come along.
The others, though...
"The way I figure it," Amy tells you, "is this level's mostly empty. Having a bunch of people didn't do the draugs any good. Why not travel light and fast, charge her with her pants down, and fuck her but good?"
"I dunno if I'm okay with that," Nate murmurs.
You ruffle the Hero's hair. "Feeling protective?"
His blush answers for him.
Fetch interrupts with a polite sound. When all eyes go to him, he speaks up. "My Queen, while we are occupied with the Jaw, you could, perhaps, encourage an additional force into another level. Nathan and Amy worked well with River previously, and between them and her demon, they could possibly handle the Warehouse."
"But we might be needed to defend the Roost too," River notes. "And we don't know how the Diviner fights, either. She tore apart all the game on the level and no one knows how. She destroyed all the food and no one knows how. That sympathetic connection she uses could be nasty. I wanna stay on deck to reinforce, if we have to."
The choice, ultimately, is yours.
> Travel for speed
> Bring a sled with extra supplies
AND
> Bring Nate & Amy
> Don't
AND
> Encourage a second group to assail the Warehouse
> Keep them in reserve