scout -- supernatural prey sense (Slayer / Vampire / Demon) Not Survival forensics -- this is instinct GPS toward prey. How you play (Vampire) 1. hunt scent + name prey here, or get a distant pull 2. Walk the hinted direction; hunt again as you close in 3. hunt <prey> sip + train How you play (Demon) 1. corrupt soul-scent + name desperate prey here, or get a distant pull 2. Walk the hinted direction; corrupt again as you close in 3. corrupt <name> sip How you play (Slayer) 1. scout 2. Walk the hinted direction; scout again as you close in Slayer Background: scout / scout undead nearest Vampire (NPC or online player). Soft tip: compass direction + zone hint -- never name or exact room. Spends a little stamina. Cadence tip-offs point you here (not track). Vampire Path: scout or bare hunt names quiet-hunt prey in this room (hunt <name> to sip). When none are here, the same sense pulls compass-direction toward nearby huntable NPCs. Never tracks offline Echoes. scout is an alias for bare hunt. Demon Path: scout, scout souls, or bare corrupt names desperate-spark souls in this room (corrupt <name> to sip). When none are here, soul-scent pulls compass-direction toward nearby sip-valid NPCs -- wildlife prey, the desperate town cast, or SEEK-fractured folk. Never names them at a distance. Ordinary clerks without that spark stay dark. Vessel-free smoke can still scent. Folklore Hunters use track forensics instead (help survival). See also: help hunt | help corrupt | help track | help survival