Amy

Dream To Death

Amy’s dream kicks off in a fog-soaked mysteryscape, her confidence high, her hat dope, and Biter snug around her neck. But creepy buildings, arrow-blitzes, and lumbering rock monsters turn it into a nightmare. She summons a mighty Wind Wall, fights hard, and reflects on potential and friendship while dodging death. Despite feeling powerful, her arrows lose their sting—and as shadowy hornets swarm, Biter vanishes and Amy falls. Dream or death, it hits hard.

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Creeps Are Creepy But My Hat Is Awesome

Port Noonan turns into a party when Amy dons her bird hat and declares herself the leader (unofficially). Between chicken wings, weed, and magical archery, she proves she's more than comic relief—especially after scoring a badass bow from Irwin. But peace is short-lived. A faceless freak wades out of the sea and nearly kills Jean. Amy’s wind magic saves the day (with flair, obviously), and Dolf double-clutches another miracle. Amy’s past with Edmund’s crew bubbles beneath the surface as she fights to prove she’s more than a sidekick this time.

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Linnfard The Fool

Linnfard’s idiocy ignites a blood-soaked clash in vampire territory, where the group battles shadowy predators guarding their human snack. Amy, charmed and bleeding, turns her bow on Abby, forcing Safin to knock her out. As vampires vanish and reappear, Abby, Edmund, and Safin each fall, rise, and push forward. Later, Edmund and Safin descend into a dark den to recover a drained, shackled Linnfard. He’s saved—barely—but the ancient truce is in ruins, and so are the party’s nerves.

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Dazed and Confused

While Amy snacks, smokes, and chases cookies, the rest of the group shops for party gear and attracts the attention of royalty—and thieves. A chaotic party explodes aboard Jacob’s boat, complete with shirtless strangers, lute music, and a seagull with a drinking problem. Come morning, Safin and Edmund silently slaughter sixteen would-be thieves, Edmund turns into a whale, and the crew escapes to a sleepy island of herbs, leaving behind a confused Quashie and a dazed, mushroom-loving Jacob.

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Jacob’s Ladder

The group heads to Quashie to cool off after the firestorm—figurative and literal. Amy charms a jungle panther, Ed charms Abby, and Safin charms absolutely no one while promising 3,000 gold for fancy armor. Surfing is bliss until a sketchy man tails them. Abby flirts; Safin draws steel; Ed politely spanks the stranger away. The heat lingers, but so do the questions: who was watching them, and why?

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Biter Lives, Pirates Die

Amy wakes to find Biter alive—Edmund brought him back, and she’s overwhelmed with joy and gratitude. The group heads to Edmund’s new island to deal with pirates. There, “The Village Idiot” (a pirate leader) tries to ambush them, but Safin attacks first. As pirates pour from buildings, Edmund incinerates them with fireballs. Safin and Rouse clear the rest. Amid fire and screams, Edmund warns the second pirate town. Back home, Abby confronts him. Amy, shaken, says nothing—just clutches Biter.

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Between a Granite and a Hard Place

After gifting Linnfard enchanted gear, the group teleports to Willard’s—where Amy explores Edmund’s disturbingly sensual décor. Tensions erupt when her secret companion, Biter the snake, is discovered and later killed by Jon, breaking Amy’s heart. Amid drama, Safin reunites with his long-lost parents—only to discover that their neighbour, “Marcel,” is actually MacEachern in disguise. A high-stakes confrontation in Bastion’s basement reveals a plot to control Atlin through time travel and domination. Cake helps. Slightly.

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Brood Keepers and Finger Bones

Amy narrates a chaotic mission to repay Edmund’s debt by retrieving a relic guarded by a massive insectoid monster. After a failed decoy test in Atlin, the group travels to the jungle, battles a swarm of deadly broodlings, and watches Edmund unleash fireballs on the Broodkeeper. Abby finds the relic, and they return victorious—leaving a magical gift for an unworthy Linnfard.

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