Guides

Cronos: The New Dawn Abbey Puzzle – Where to Find the Sword, Child, and Trident

In this guide, we’ll walk you through the entire abbey, detailing the locations of every collectible, including the Child Emblem, Trident, and Sword.

The Abbey is the final location where you complete the horror game Cronos: The New Dawn . After restoring power to the tram at Station B, you’ll set out to find Eliza Seibert’s mother. You’ll soon receive answers to most of your questions, though many mysteries will remain unsolved.

Where to find the abbey

As soon as you exit the tram, you’ll notice this part of the city looks much more gloomy than other sectors. There are no threats nearby yet, so collect the energy and the “Join Us!” note from the bench at the bus stop, then continue along the ruined road, where you’ll soon find a safe room. Take a break and grab the Traveler’s Journal, “Hidden Presence,” and the Energy Core from the wall cabinet.

The path ahead is severed by an anomaly. Turn through the open door on the left and head inside. There’s a note on the wall reading “To the Faithful”—read it and squeeze through the narrow opening to reach a new area. Look into the destroyed apartment on the left—you’ll find a note called “Unity” and some ammunition. Use your gravity boots to jump to the wall of the adjacent building. Follow the gravity path and you’ll notice a square window leading to a room with biomass and a red lamp. Inside are a comic book and supplies.

Continue jumping along the gravity path until you reach an apartment building with a destroyed staircase. Collect the energy, then drop down and shoot the boards holding the object below. After it falls, return to the street and perform another gravity jump to reach another apartment. Break the boxes inside, then drop down to street level. At this point, Edward’s essence will sound an ominous signal. Collect the energy from the hood of the car, then turn right and enter the small apartment on the first floor. Here, you’ll find the object you shot earlier, and next to it, a note reading “Service Schedule.”

When you’re ready to move on, climb the small staircase to the slightly open door. Hear the monster rustling in the wall, shoot it through the window before going inside. Inside, there’s a “Mass Schedule” notice on the bulletin board—read it and move down the hallway to the right. Push the metal box on the left to reach the energy room, then break the boards on the door opposite and enter the other apartment. Another Wallbreaker awaits you in the corner—destroy it before going inside. An orphan is also hiding here . Read the “Urgent Call” note under the white door and exit back into the hallway. In the room across from the apartment, you can find energy supplies, ammunition, and useful materials.

To continue, climb the stairs at the end of the hallway. There are explosive canisters along the way—a sign that an orphan is lurking nearby. As soon as you reach the door leading outside, the monster will leap out from ambush. Lure it to the canisters and detonate them. The second orphan will appear behind you, on the stairs, so don’t let them corner you from both sides. After the fight, jump from the balcony outside and open the wall lockers to replenish your ammo. The path ahead is blocked by black biomass. Shoot the orange barrel to burn it away, then crawl under the low arch of biomass and exit onto the next street.

Break the crates on the car to find ammo inside. Be prepared for an attack: crawlers will try to catch you off guard. They spit acid from the building facades on both sides of the street, so keep an eye on your back. If they jump down toward you, use the canisters near the cars to blow them up. After dealing with them, use the emitter to activate the anomaly on the top floor of the eastern building. This will restore the path and allow you to enter the courtyard. There’s a chained door here—open it with the bolt cutters to retrieve an energy core and other supplies.

There’s a glowing generator next to this door. Use the conductor to run a power line to the source located in the window above the locked gate.

Go through the opened gate and turn right. There’s a valuable item on the hood of the car—a walkie-talkie. Take it and continue on to the abbey. As you climb the steps into the church courtyard, you’ll see a vision of orphans and hear an ominous, threatening voice. From here, turn left and enter the open double doors. Graffiti on the walls reads “EMBRACE THE CHANGE.” Turn left and enter the restroom—an orphan is there, along with some energy.

Back outside, go through the covered walkway and read the note “Ailment” in the corner. The nearest door is locked, so go through the wooden double doors on the right. You’ll find yourself in the Church Shop . There’s a note on the counter—read it and grab the energy. Continue through the shop and push the metal box, revealing a hole in the wall. Squeeze through the gap and examine the wall cabinet. There’s also a locked gate and a power source here, but you can’t interact with it yet. Unlock the deadbolt door to create a shortcut back to the courtyard. Outside, turn left to find an open gate leading to a safe room.

Nearby is a spiral wooden staircase leading to a locked door. There’s a weapon hidden behind this door, but it’s out of your reach right now. However, remember this location—it’ll come in handy later.

The key to the cemetery

Inside the safe room, next to a locked gate and an electrical panel, is a glowing generator. The panel is missing a fuse. The gate can be opened using a conductor. Simply run the electrical circuit along the top of the gate to the power source in the next room. Once the power is restored, return to the previous room and go through the unlocked gate to find the Core and the Graveyard Key.

As for the electrical panel, the missing fuse can be found much later. Replenish your supplies, upgrade your gear, and be sure to grab the bolt cutters before moving on. Use the torch fuel to clear the black biomass from the entrance to the large tent in the courtyard and collect additional supplies, then replenish your fuel in the safe room.

Now head to the main doors of the church in the courtyard. Your goal is close, but the doors will be locked. Furthermore, to get inside the Church of the Last Days, you’ll have to solve a strange puzzle :

  • Six angels in columns stand beautiful, tall and majestic,
  • Their shield and sword are at the gate.
  • The child sits on the left, and the sickle is next to him,
  • The trident is where the cauldron is not meant to stand.
  • One row is forged from steel, the other gives birth to life,
  • Line them up correctly and the gate will move.

The statues are already holding the shield, sickle, and cauldron. All that remains is to find the sword, trident, and child. Use the cemetery key to open the gate on the right and begin your search.

Beyond the gate, you’ll see a mausoleum with a chained entrance. Use the bolt cutters to get inside, then smash the supply crates and read the note in the back: “Know No Fear.” You can also hear a cat meowing inside. Squeeze through the hole in the wall to find the tenth and final cat .

Freya the cat will leave you a rusty key that can be used to open Father Wojciech’s office, located next to the church shop you visited earlier. Inside, you’ll find the Bell Tower Key. This key opens the room at the top of the wooden stairs next to the safe room. Return there, climb up, and use the key to find the REV-1411 Spear. This is the chronologically final weapon in Cronos: The New Dawn! A modified version of the carbine, it fires a charged burst of three bullets. Return to the safe room and upgrade the weapon or store it in the storage box.

Now that you’ve fully explored the courtyard, you can focus on finding the Sword, Trident, and Child. Proceed to the cemetery past the mausoleum where you encountered the cat. A large group of orphans will attack you there. They’re easy to deal with, but the key is to keep them from merging. The dense fog makes it easy to lose sight of them, and if you do, there’s a high chance they’ll merge, leading you to encounter a fused super orphan. Use a torch and other tools to burn their bodies. Once you’ve dispatched them all, activate the anomaly linked to the rubble ahead to clear the way. Don’t forget to check the outskirts of the cemetery—there may be resources left there that you didn’t have time to collect during the battle.

Ahead you’ll see a glowing generator, and nearby are walls covered in black biomass. Detonate the barrel to burn the biomass, then use the conductor to extend an electrical circuit through the gap in the brick wall to a power source on the other side of a locked gate. Beyond the gate, you’ll see a vision. Then, find the stairs leading to the catacombs. Descend and follow the linear path until you reach an area with a note reading “The Calling” and an orange lamp illuminating a moving metal crate. Check the left corner for power and supplies. Then, move the crate to progress deeper into the catacombs.

Immediately past the crate, in the room to the left, you’ll notice a boarded-up door blocked by more crates. Shoot the boards, go around, and burn the black biomass near the wall trap to get inside. Destroy the monster and loot the supplies, as well as the valuable radio. Ahead, next to the wall trap, is a small gap you can crawl through. Climb up to the ledge on the other side and proceed down the corridor. Read the note “Fire and Light,” pick up the ammo and supplies, then turn around and head back.

Where to find the Child

To continue, squeeze through the metal bars illuminated by the lamp. Then push aside the metal crate and enter the room with the angel statue in the center. Take the Child’s Emblem from the statue and prepare for battle. Once you pick it up, the room will be filled with orphans. A large orphan miniboss will slowly chase you, while wall crawlers will begin spitting acid from the ceiling and walls. Stay on the move and use explosive canisters to damage the big guy. If the wall crawlers are bothering you, fire a few charged shots from your pistol or carbine to knock them to the ground and finish them off quickly.

The arena is very cramped, giving the wallcrawlers an additional advantage—they can move wherever they please. If necessary, fire your crossbow—you can replenish its ammunition later before the final battle. Once you’ve cleared the rooms, use the conduit to run a circuit from the glowing generator through the hole in the ceiling to the power source near the locked gate on the upper level. Once the connection is made, an alarm will sound.

A new wave of Orphans will appear below. Descend and eliminate them. Among them will be a large number of Headless Sprinters and a couple of Wall Climbers. Remember that Sprinters die with a single charged pistol shot, and your bullets can penetrate multiple opponents at once. Once the lockdown is lifted, return up the stairs to the door you powered before the Orphans appeared. Behind it is a safe room. Grab the Power Core from the wall box in the corner, then listen to the Traveler’s Journal, “The End of the World Society.”

When you’re ready, pick up the lever from the table and head down. It can be used to open some gates on the lower level. Start on the north side of the room. Beyond the gate is a biomass-filled labyrinth. Be careful: the walls are lined with wall traps and explosive containers. As you fight your way through this area, look for a power core and other supplies at the very end.

Where to find the Trident

After collecting the energy core, return to the hall with the statue. Use the lever to open the gate on the opposite side. As you move deeper into the catacombs, watch out for wall traps and explosive containers. You’ll reach another gate that opens with the same lever, but first, check the room on the left. There’s a portion of energy there, and if you burn the black biomass, you’ll reach another room where you can read the “Revelation” note and pick up a valuable item. Once you’ve examined everything, proceed through the gate. Ahead is a corridor with biomass and explosive capsules . There’s also a fork here—go right first. At the end, you’ll find a valuable item— a camera —but as soon as you pick it up, orphans will emerge from an ambush.

There will be a group of headless sprinters and one regular orphan with armored limbs. Don’t let him merge with the sprinters’ bodies: in the cramped catacombs, this is guaranteed death. After dealing with the enemies, take the other path and push the metal crate to reach the next room. There you’ll see a statue with a trident. To the left of the statue is a chained gate—use the bolt cutters to get inside and collect a large amount of energy and another core.

Where to find the fuse

To progress further, crawl under the gate to the right of the statue with the Trident. Break the crates behind them and head to the ledge ahead. Climb into the room lit by red lamps and listen to the Traveler’s log, “Position Secured.” Take the fuse from the body of the Traveler who left this message. The room also contains a ladder leading back to the surface, but before climbing, retrieve the crossbow bolt from the metal box. The ladder will lead to a small room with a locked door. Open the bolt to create a shortcut to a safe room in the church courtyard.

Where to find the Sword

Now that you have the fuse, insert it into the electrical panel to unlock the final door in the safe room. Beyond it, a spacious courtyard with gravity anomalies will open. Time to put on your gravity boots! Head left into the covered area and check all the bunks—energy and other supplies are hidden there. Then head toward the seemingly insane gate. In reality, it turns out to be a hallucination—the gate is completely open. Go inside and follow the linear path until you reach the first gravity panel. Don’t jump yet—go past it, turn left around the corner, grab the energy from the stretcher by the door, and the core from the wall locker.

Now you can begin gravity jumping. Use them to reach the roof of the corridor you just passed through and collect a large amount of energy. Continue along the route, performing jumps until you find yourself inside the ruined building. As soon as you land, the loud groans of wall-busters will be heard from behind the walls. Shoot through the gaps in the walls, and then go inside. On the table in the first room is a note reading “A Soldier’s Duty.” Crawl through the hole in the wall and you’ll find yourself in a bathroom, then in a hall with statues. In the corner is a note reading “The Right Thing.”

In the hallway, turn right and find a heater hidden in a dead end. Then continue down the hallway and squeeze under the fallen wooden beams. As soon as you climb up, you’ll be suddenly attacked by an orphan—ready your shotgun. There will be two doors ahead. Behind the left one, you’ll find the note “Redemption” and the body of a fallen Traveler surrounded by biomass. You can obtain the essence of Krzysztof Marzec. Krzysztof is the last of the Marzec family. If you already have Lydia and Marcel in your phylactery, extracting Krzysztof will earn you the “Unity” achievement. His essence increases the damage of carbines when fired from a standing position, making it ideal for fans of the carbine or the “REV-1411 Spear,” which could be found earlier in the bell tower.

After meeting the fallen Traveler, enter the room opposite. Here stands a statue holding a sword—the final item needed to solve the church door puzzle.

Solving the puzzle

Now that you have the sword, climb out the open window and jump off the ledge to the courtyard entrance. Return to the safe room, sell any valuables, and upgrade your gear. A large boss fight awaits you . With all six items in your possession, you can open the church doors. You need to place them in the correct order. Let’s revisit the message from the slab:

  • Six angels in columns stand beautiful, tall and majestic,
  • Their shield and sword are at the gate.
  • The child sits on the left, and the sickle is next to him,
  • The trident is where the cauldron is not meant to stand.
  • One row is forged from steel, the other gives birth to life,
  • Line them up correctly and the gate will move.

To solve the riddle, place the objects in the following order, starting from the gate:

  • Left: Shield, Child, Cauldron
  • Right: Sword, Sickle, Trident

Once each item is in place, the doors will automatically open. Beyond the door, a battle against Eliza’s mother awaits, but we’ll cover that in a separate guide dedicated to the main story bosses.

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