Nothing stays quiet for long in Doskvol. Within days of escaping the Ulst Manor with the spirit of the Crows, delivering it to the spirit-trader/wandering demon Bale, all the districts are a flutter with the news. Crews rush to pull out whatever isn't nailed down but are rebuffed by the Sparkwright Guild who arrive in force to do maintenance on the great Spark Spire that is impaled in the manor's centre. How long will it take? Just as long as it takes to strip everything of value off the old place.
Still, the manor is large and the Sparkwrights can't be everywhere. The crew decides to make a run for it and see what they can dig up. They need a plan, though. What's worth taking, where things might be left. They come away with three leads. Lady Isidor, the last and long thought to be dead member of the Isidor Estate appears requesting that the crew get her engagement ring. Her dowry was delivered to the Ulsts and she was about to receive her ring from the youngest scion Daniel when the lightning barriers failed and the districts were lost to the flood of spirits. The crew may have her dowry if they bring her ring. Benjin Ulst is known to have been a sorceror and a cultist and will have important books and magical devices if his secret lab can be found. Unfortunately all that is known is that he belonged to a cult that worked with some sort of 'sound magic. Lastly, Aldo's friend Grace puts him touch with a job. An Iruvian ambassador wants a matching pair of dueling blades from the Ulst family crypt. While it is illegal in Duskvol to bury a body for fear of attracting and producing spirits, it has always been an open secret that the Ulsts never burned their dead.
The crew make their way through the sewers during low tide using Grace's map, breaking into the catacombs. There they encounter strange holes in the walls and in some of the bones of the dead. Unplugging some of the holes in the stonework air begins to circulate and it moves across and through the holes to produce music. The crew encounters the collective spirits of the Ulst family who answer their questions about the house and warn of a great explosion coming to Duskvol. Deciphering the notes on the wall, they find a secret passage that leads to the sorceror's lab where they steal relics of his god as well as magical tomes. Last but not least, the crew manages to sneak past the Sparkwrights using the interconnected secret passageways that take them through to the far side of the manse. The stairs broken, Aldo climbs up and lowers a rope for the others. Right where Lady Isidor said it would be, they find the ring and the dowry.
On the way back they find the boats swarming with Sparkwrights. Atreus calls on the Hungry Mother to devours them from the water and they are dragged screaming into the water. They never resurface.
Upon receiving her Daniel's ring, Lady Isidor sheds tears and retreats back into her house. Her men servants escort the crew away while the lights of the great manor fade away to blackness once again. Grace, thrilled with Aldo's ability to deliver the swords he found in the crypt, promises him work whenever he needs it. Nor drowns the sound god's relic and the hungry mother receives it. At the clock tower, Atreus continues his work when the sound of a crowd outside stirs his attention...