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A list of nodes in Mizuki & Caerula Arbor.
Operations[edit]
Encounters[edit]
A Faint Spark
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The devouring dust has already blanketed the entire city, digesting the products of civilization in an orderly manner to turn them into sustenance for the Seaborn's progeny and evolution. You trudge through the dissolving ruins, searching for any supplies that might still be usable. Unintentionally, your attention is drawn to something glowing from beneath a patch of dust. |
Click to show/hide this event's options |
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Option 1 | Take the risk to go retrieve it Lose 3 Life Point, but obtain the Collectible |
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Outcome | After risking life and limb to remove the dust, you find a severely corroded lantern. Even so, the flame inside still shines with a warm light. |
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Result | -3 , Dario's Lantern; leaves the Encounter |
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Option 2 | Scavenge for supplies from a safe area Gain 5 Originium Ingots |
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Outcome | After scrounging together some valuable items, you leave in a hurry. A few hours later, there is no longer a city remaining. |
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Result | +5 ; leaves the Encounter |
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A Passion for Work?
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That Perro showed up again, except this time, he's standing in front of you as if trying hard to tell you something. Unfortunately, he stands there hesitating for what must be eons, not uttering a single word. You let out a sigh, and go up to grab the piece of paper from his hand yourself... Alright, let's take a look... It's a self-rights and responsibilities contract... from Duck Lord? |
Click to show/hide this event's options |
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Option 1 | Who wants to work for that goddamn duck?! Is there no limit to your pranks?! |
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Outcome | You have every reason to suspect that the guy in front of you is messing with you, and the damn sobbing makes you even angrier. |
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Result | Option 1-1 becomes available; Option 2 becomes unavailable |
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Option 2 | Who wants to work for that goddamn duck... Better let sleeping beasts lie |
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Outcome | You sigh, make up some platitudes to fool him with, and send him on his way. It's not easy to find a job these days, let alone for such a taciturn person. |
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Advance Squad
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You locate the Rhodes Island squad that sent out the original distress signal. Its members have been scouting the surrounding areas before you made contact. You exchange information, and they share some of their resources and experience with you. |
Click to show/hide this event's options |
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Option | Exchange information Obtain a Promotion Voucher |
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Outcome | You have learned much from the squad, and it is time to continue your exploration. |
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Result | Combustible Building Mats.; leaves the Encounter |
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Booty Bay
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You search around for the riches buried here, but the treasure has been concealed by vegetation and soil. How are you supposed to get at it? |
Click to show/hide this event's options |
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Option 1 | Sound the horn Is this really worth it? |
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Outcome | After hearing you sound the horn, the awakened "locals" come out to "warmly welcome" your arrival. Surely they will be willing to help you find the treasure after you defeat them. |
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Result | Option 1-1 becomes available; Option 2 becomes unavailable |
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Option 2 | Leave quietly Better let sleeping beasts lie |
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Outcome | You decide not to go looking for trouble. Safety first, after all. |
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Business Empire?
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Duck Lord appears in front of you with his new employee, and he wants you to leave this place for a simple reason–his "business partner" takes issue with you, and your presence is preventing him from making money. |
Click to show/hide this event's options |
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Option 1 | You and what army? You're still in my way |
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Outcome | This duck's really pushing his luck. Time to teach him a little lesson. |
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Result | Option 1-1 becomes available; Option 2 becomes unavailable |
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Option 2 | I suppose that's fine Better let sleeping beasts lie |
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Outcome | After seeing you acquiesce to his demands, Duck Lord swaggers away with his underlings in tow. |
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Caerula Animus
This Encounter will only appear from 4F if the player has Bishop's Research. |
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A gargantuan corpse lies at the location marked at the map. A large colony of Sea Terrors gathers around it, devouring its forever-growing remains. Mizuki leads you around them, towards the inside of the corpse. After fumbling around in the darkness for a long time, the two of you finally find traces of civilization. A dust-sealed laboratory long lost to time awaits its guests. Mizuki cannot open the heavy, worn doors, but the surveillance equipment unlocks them after recognizing your faces. Since the Bishop of the Deep was convinced that this was the source of the Seaborn, this primordial power can surely help you save the Abyssal Hunters. You and Mizuki begin to search the laboratory. |
Click to show/hide this event's options |
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Option 1 | Search the garden Obtain an eldritch Collectible |
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Outcome | The plants around the garden are flourishing. Were it not for Mizuki's reminder, you'd surely have reached out to touch these plant-like Sea Terrors. In the center of the garden, a large tree rises from the ground and stretches beyond the laboratory's confines. Mizuki tells you that this is His core organ. In theory, He has long since died, but sheer survival instinct still drives Him to grow, thus nourishing we many. If he assimilates it, Mizuki can become His new will and help you stop the bishop's plans. You watch him touch the tree's bark, before he gradually sinks into the trunk. Not long afterwards, He emerges once more. The entire laboratory trembles with His awakening. He opens His eyes and looks at you. Thus He speaks: "Ishar-mla, will be stopped." |
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Result | Caerula Animus; leaves the Encounter |
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Option 2 | Search the office Lose 20 Light, but gain 5 Hope |
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Outcome | A few items that have survived tens of thousands of years may be exactly what you need to save the Hunters. |
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Result | -20 Light, +5 ; leaves the Encounter |
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Option 3 | Search the research area Lose 20 Light, but obtain a random Collectible |
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Outcome | A few items that have survived tens of thousands of years may be exactly what you need to save the Hunters. |
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Result | -20 Light, random Collectible; leaves the Encounter |
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Option 4 | Search the storage room Lose 20 Light, but gain 13 Originium Ingots |
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Outcome | A few items that have survived tens of thousands of years may be exactly what you need to save the Hunters. |
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Result | -20 Light, +13 ; leaves the Encounter |
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Option 5 | Search the living quarters Lose 20 Light, but gain 5 Die Rolls |
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Outcome | A few items that have survived tens of thousands of years may be exactly what you need to save the Hunters. |
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Result | -20 Light, +5 die rolls; leaves the Encounter |
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Option 6 | Search the cafeteria Lose 20 Light, but gain 6 Max Life Point |
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Outcome | A few items that have survived tens of thousands of years may be exactly what you need to save the Hunters. |
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Result | -20 Light, +6 Life Point cap; leaves the Encounter |
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Note |
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Only four of the listed options are available in a single Caerula Animus instance, one of which will always be "Search the garden" and the other three are chosen randomly.
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Caerula Ritual
This Encounter will only appear if the player has Caerula Memory, which is only possible from Expansion II. |
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You witness Mizuki go into the transportation pod at the bottom of the experimental hub. You go to the control station to investigate the experiment that Mizuki is about to face. It is a long, fully-automated modification process that will take centuries, perhaps millennia, but the control station does not display any concrete numbers. Even more concerning is His assimilation of the experiment hub. You can see the branch-like tentacles reach out and retract, absorbing energy from the magma, and it has fully assimilated part of the experimental hub. Now, you can choose to turn off part of the experiment process to ensure Mizuki's safety, or let him achieve a further understanding of He through the assimilated structure. |
Click to show/hide this event's options |
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Option 2 | Make no changes Obtain the Collectible |
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Outcome | The entire experimental process will become open to Mizuki, and even the parts He has assimilated will guide Mizuki to become one of Them. You will watch over him at the experimental hub, until the end of life. |
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Result | Caerula Arbor; leaves the Encounter |
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Camp
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You find a quiet corner safe enough to harbor your entire squad from harm, allowing you to rest and reorganize. After you help your teammates get settled in, your nerves start to unwind as well. |
Click to show/hide this event's options |
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Option | Drift into slumber Gain 2 Max Life Point |
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Outcome | By the time you open your eyes again, your anxiety and exhaustion have long departed your body. You gather up your bags and continue exploring the unknown with your teammates. |
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Result | +2 Life Point cap; leaves the Encounter |
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Catastrophe Messenger
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A Victorian-born Catastrophe Messenger is setting up beacon points high up along the coastline and adjusting the logging equipment. You happen to bump into him while he's fetching some water to drink, and he invites you for a cup of tea at his makeshift camp. |
Click to show/hide this event's options |
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Option 1 | Chat with the Messenger Gain 1 Key |
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Outcome | The two of you start chatting in front of the campsite. He mentions how few people are willing to travel to Iberia to monitor Catastrophes, but he still came here alone knowing that there will always be people who need that information. He gives you a key as a token of this chance meeting. |
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Result | +1 ; leaves the Encounter |
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Option 2 | Give the Messenger a gift Lose 6 Originium Ingots, but gain 2 Keys |
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Outcome | He is astounded that he could meet such a courteous person here! He offers you two keys to show his gratitude, but solemnly apologizes, thinking that his gift is of insufficient value. |
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Result | -6 , +2 ; leaves the Encounter |
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Chance Meeting
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You accidentally barge into a cave while trying to avoid the storm's sudden onset, where you find a gravely wounded Sea Terror. No, rather... it is an imperfect splicing between man and Sea Terror, with fragments of a priest's uniform still hanging from its body. The moment it sees you, a gleam of light flashes within its dying eyes. |
Click to show/hide this event's options |
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Option 1 | Check how it's doing Lose 3 Life Point, but gain 8 Originium Ingots |
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Outcome | The aberration in front of you emits a noxious gas. It is dying, and only empty darkness lingers in its only remaining human eye. As you recall, there was a pious priest who returned to Iberia full of conviction. You can only hope he will not die a lonely death devoid of dignity, like the priest in front of you. |
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Result | -3 , +8 ; leaves the Encounter |
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Option 2 | Try to save it Lose 6 Life Point, but gain 4 Max Life Point |
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Outcome | You fight your way through the choking mist in an attempt to save him, but he shows no physical response, simply staring at you blankly through his human eye. There is no hope within it, no despair, only a deathly peace. After a few minutes, the light in his eyes finally extinguishes. For some reason, you decide to send his body into the ocean, rather than leaving it in this dark cave to become rations for the Sea Terrors. |
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Result | -6 , +4 Life Point cap; leaves the Encounter |
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Option 3 | Quietly back away |
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Outcome | You have little interest in monsters that are neither human nor Sea Terror. However, it will attract other Sea Terrors, so it is best to get out of here as soon as possible. |
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Cliffside Burial
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You are standing in a cliffside cemetery, where a farewell ceremony is being held. The people of the sea will burn the body, let the sea wind carry away the ashes, then erect a coffin at that spot to serve as a tombstone for mourning. You vaguely recall that the ceremony of these people used to be burial out at sea, but this one is clearly a rejection of the ocean. The cognitive dissonance leaves you somewhat puzzled, but you still stop for a while to offer your prayers to those who have passed on. |
Click to show/hide this event's options |
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Option | Stop to pray Gain 1 Die Roll and 4 Originium Ingots |
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Outcome | After the prayer ends, you look up to the bottom of the cliff. At that moment, you understand why people are leaving the ocean–its surface is covered with the nethersea brand, and it is spreading towards the cliffs. It is not that they do not miss the sea; rather, it is the sea that has rejected them. |
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Result | +1 die roll, +4 ; leaves the Encounter |
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Dancing Chests
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A group of Sarkaz are singing and dancing around various treasure chests, several of which are opening and closing along with the dance. The Sarkaz don't seem hostile, and you might even be able to join in for a bit of fun and relaxation. One of the dancers twirls and pirouettes to your side, trying to drag you into their dance. |
Click to show/hide this event's options |
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Option 1 | I'm coming! I love dancing! |
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Outcome | The dancer pulls you close to the pile of treasure chests, and you suddenly see a Sea Terror mimicking the shape of a gold coin inside one. It suddenly dawns upon you that this group of Sarkaz is most likely with the Church of the Deep! When you turn around, they've already drawn their weapons and are glaring at you maliciously. |
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Result | Option 1-1 becomes available; Option 2 becomes unavailable |
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Option 1-1 | Enter battle Enter a dangerous battle |
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Result | The player is forced into "Joy" From a Box. |
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Option 2 | Maybe next time Better let sleeping beasts lie |
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Outcome | You dodge the dancer's outstretched hands and simply watch the Sarkaz dance from a distance. You don't want to delve into dumb questions about why there are Sarkaz in Iberia; you simply want to watch other people dance and relax before continuing onward to face the hardships that lie ahead. |
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Delusions of Lunacy
This Encounter will only appear in the following runs after the player had completed a Surging Waves run. |
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The flames in the sky burn wantonly, turning into a faint residual warmth when they land on the knight's shoulderguards. He goads his mount and gallops atop the waves. He gazes out, and there is nothing but pure azure all around him, the sound of rushing waves ever incessant. The ears of wheat are calling. |
Click to show/hide this event's options |
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Option 2 | Call out Lose 1 Die Roll for a chance to gain the knight's assistance |
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Process |
The player rolls a die:
- 2 to 12: [Smooth Sailing] The knight now fights at your side
- 1: [Calm Seas] The knight no longer heeds your summons
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Outcome | |
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Result | - [Smooth Sailing] -1 die roll;
Breath of the Tide; leaves the Encounter - [Calm Seas] -1 die roll; leaves the Encounter
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Option 3 | Remain silent Gain 2 Hope |
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Outcome | The tides overwhelm the waves of wheat, the raging wind whips the knight; he roars, but the ocean does not answer. |
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Result | +2 ; leaves the Encounter |
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Option 4 | Leave What exactly is he trying to do? |
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Devouring Dust
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The coast in front of you has already turned an ashen white, and when the sea wind blows, the debris of the earth dissipates along with it. Where soil seems to blur into dust, everything seems to be slowly burning away. You want to go take a closer look, but a man suddenly grabs you and hands you a protective suit. "Put this on if you don't want to die." |
Click to show/hide this event's options |
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Option | Hurry up and put on protective clothing Gain 3 Objective Shield |
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Outcome | "That is devouring dust, the Seaborns' newest trick. It decomposes everything, leaving only this fallow white ash behind. They are... preying on the land itself." While the two of you talk, a piece of the land turns completely to ash and crumbles into the ocean. "Stay away from the burn marks on the outer edges. You can't see those Sea Terrors right now, but you're a goner once they latch onto you. Go, stranger, and let the Inquisition bear this burden." |
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Result | +3 Objective Shields; leaves the Encounter |
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Duckforce Test
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Civilization here is on the decline, and even a mountain of gold can hardly buy you a few supplies... Hold on a sec, is that Duck Lord? And he's trying to do business with Church of the Deep cultists?! |
Click to show/hide this event's options |
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Option 1 | Bust up this transaction I can't allow this |
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Outcome | Your enemy's friend is also your enemy, and this duck has stepped out of line. |
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Result | Option 1-1 becomes available; Option 2 becomes unavailable |
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Option 2 | Why does it matter to me? Better let sleeping beasts lie |
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Outcome | As long as these cultists don't go out of their way to attack you, there's no need to get in the way of their deal. |
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Empathy
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You sneak into a settlement of Church of the Deep cultists where Sea Terrors and humans seem to be coexisting in a delicate equilibrium. It seems that as long as you provide them enough food and don't show any signs of aggression, they aren't so scary after all. But... you already know without even having to think about it–the very act of feeding a Sea Terror... is extremely dangerous. |
Click to show/hide this event's options |
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Option 1 | Prepare the food Lose 2 Life Point |
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Outcome | The food is ready. Which kind of Sea Terror would you like to feed? |
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Result | -2 ; Options 1-1, 1-2, 1-3, or 1-4 become available (see below); Option 2 becomes unavailable |
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Option 1-1 | Feed the Deep Sea Slider Gain 10 Light |
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Outcome | This is extremely dangerous. If you're one step too slow, the Sea Terrors will devour the entire metal bucket in your hand. Are you sure you want to do this? |
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Result | +10 Light; Options 1-0 and 2 become available |
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Option 1-2 | Feed the nethersea brand by the pool Gain 1 Max Life Point |
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Outcome | This is extremely dangerous. If you're one step too slow, the Sea Terrors will devour the entire metal bucket in your hand. Are you sure you want to do this? |
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Result | +1 Life Point cap; Options 1-0 and 2 become available |
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Option 1-3 | Feed the Skimming Sea Drifter Gain 1 Key |
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Outcome | This is extremely dangerous. If you're one step too slow, the Sea Terrors will devour the entire metal bucket in your hand. Are you sure you want to do this? |
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Result | 1 ; Options 1-0 and 2 become available |
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Option 1-0 | Try feeding them again? Lose 2 Life Point, but the chance to successfully feed is reduced to 50% |
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Outcome | - The food is ready. Which kind of Sea Terror would you like to feed?
- Sea Terrors don't have a very good grasp of action and consequence, and you are bitten ferociously while still getting the food ready. When you look at the cultists who are still feeding the Sea Terrors, you can't help but wonder, how did these people all come together to feed these alien creatures in the first place?
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Result | - -2
; Options 1-1, 1-2, 1-3, or 1-4 become available (see below); Option 2 becomes unavailable - -2
; leaves the Encounter
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Option 2 | It'd be best to leave now Leave early |
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Outcome | Perhaps an Inquisitor will soon come to deal with this settlement, but you don't think you'll ever forget this astounding place. |
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Note |
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Only three of the four options that Options 1 and 1-0 lead to are available in a single Empathy instance, which are chosen randomly.
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Faith
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An armory collapsed following an attack from Church of the Deep cultists, and the Inquisition has begun to survey the damage after repelling the enemy. Due to the extent of it, they are willing to sell you some of the salvaged materials to offset the loss. |
Click to show/hide this event's options |
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Option 1 | Bust out the wallet Lose 6 Originium Ingots to dig around for some goodies |
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Process |
The player rolls a die (without consuming their die rolls):
- 6 to 12: [Smooth Sailing] You find a well-preserved item from the pile of supplies
- 1 to 5: [Calm Seas] There's nothing usable in this batch of supplies
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Outcome | - [Smooth Sailing] Eventually, you find something well-preserved in the pile of supplies, and leave contentedly.
- [Calm Seas] While rummaging around for usable items among the damaged supplies, you catch a glimpse of some pristine-condition items that were just salvaged, as well as a statue of a Saint. The Inquisitors are, without a doubt, acting on their convictions, but how about you? What is it that drives you?
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Result | - [Smooth Sailing] -6
; random (Super) Rare Collectible; leaves the Encounter - [Calm Seas] -6
; Options 1-1, 1-2, 1-3 and 1-4 become available (see below); Option 2 becomes unavailable
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Option 1-1 | I'll contribute in order to gain the wealth in front of me Hope it pays off |
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Process |
The player rolls a die (without consuming their die rolls):
- 6 to 12: [Smooth Sailing] You find a well-preserved item from the pile of supplies
- 1 to 5: [Twists and Turns] Looks like there's nothing usable here
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Outcome | - [Smooth Sailing] Eventually, you find something well-preserved in the pile of supplies, and leave contentedly.
- [Twists and Turns] Finally, you find something usable in the pile of supplies.
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Result | - [Smooth Sailing] Random (Super) Rare Collectible; leaves the Encounter
- [Twists and Turns] Option 1-x-1 becomes available
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Option 1-2 | I'll contribute in order to exterminate the Seaborn Hope it pays off |
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Process |
The player rolls a die (without consuming their die rolls):
- 4 to 12: [Smooth Sailing] You find a well-preserved item from the pile of supplies
- 1 to 3: [Twists and Turns] Looks like there's nothing usable here
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Outcome | - [Smooth Sailing] Eventually, you find something well-preserved in the pile of supplies, and leave contentedly.
- [Twists and Turns] Finally, you find something usable in the pile of supplies.
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Result | - [Smooth Sailing] Random (Super) Rare Collectible; leaves the Encounter
- [Twists and Turns] Option 1-x-1 becomes available
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Option 1-3 | I'll contribute in order to protect the people of Iberia Lose 1 Die roll |
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Process |
The player rolls a die:
- 4 to 12: [Smooth Sailing] You find a well-preserved item from the pile of supplies
- 1 to 3: [Twists and Turns] Looks like there's nothing usable here
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Outcome | - [Smooth Sailing] Eventually, you find something well-preserved in the pile of supplies, and leave contentedly.
- [Twists and Turns] Finally, you find something usable in the pile of supplies.
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Result | - [Smooth Sailing] -1 die roll; random (Super) Rare Collectible; leaves the Encounter
- [Twists and Turns] -1 die roll; Option 1-x-1 becomes available
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Option 1-4 | I'll contribute in order to find the truth behind this incident Lose 2 Originium Ingots |
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Process |
The player rolls a die (without consuming their die rolls):
- 2 to 12: [Smooth Sailing] You find a well-preserved item from the pile of supplies
- 1: [Twists and Turns] Looks like there's nothing usable here
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Outcome | - [Smooth Sailing] Eventually, you find something well-preserved in the pile of supplies, and leave contentedly.
- [Twists and Turns] Finally, you find something usable in the pile of supplies.
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Result | - [Smooth Sailing] -2
; random (Super) Rare Collectible; leaves the Encounter - [Twists and Turns] -2
; Option 1-x-1 becomes available
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Option 1-x-1 | Luck's not on your side; grab what you can Obtain a random Collectible |
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Outcome | You say goodbye to the Inquisitors and leave. |
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Result | Random Normal Collectible; leaves the Encounter |
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Option 2 | Maybe next time Better let sleeping beasts lie |
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Outcome | Money ought to be spent wisely. |
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Note |
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The options that are available should Option 1's die roll result is Smooth Sailing will always be Option 1-1 and up to two other options chosen from Options 1-2, 1-3, and 1-4.
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For Survival
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After you earn the trust of the local sea people, they take you into a labyrinthine cave. The place winds deep underground and is filled with giant shelled creatures you've never seen before. The sea people are nervously at work prying open the shells of these creatures; as soon as they do so, the packages of flesh within spit out a large amount of secretions that are quickly collected, filtered, and packaged. Nobody says a word, trying to keep their motions as minimal and efficient as possible, keeping everything in order as if working in a secret factory. |
Click to show/hide this event's options |
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Option 1 | The pay's great, so join in Gain 2 Originium Ingots |
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Outcome | You finally figure out what is going on inside the cave. These giant shelled creatures are actually Sea Terror larvae, and the plaster made from their secretions can effectively confuse the Sea Terror swarm and avoid their pursuit... However, the smell is something atrocious. |
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Result | +2 ; Option 1-1 becomes available |
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Option 1-1 | It's an easy job Lose 3 Originium Ingots, with a 70% chance to gain 8 Originium Ingots |
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Outcome | The collection procedure is not complicated, and you quickly get the hang of it. But on several occasions, when you see those packets of flesh turn desiccated and dry, you seem to hear a low-pitched sobbing sound... It is very faint, perhaps nothing more than the sound of a knife scraping against the hard shell. You can't say for sure. |
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Result | -3 , +8 70% of the time; Option 1-1-1 becomes available |
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Option 1-1-1 | Keep working Lose 10 Originium Ingots, with a 50% chance to gain 25 Originium Ingots |
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Outcome | A swarm of Sea Terrors suddenly appears and attacks the cave. You quickly realize–were those faint tones the sounds of the shelled creatures calling out to the Sea Terrors? If so, not even a secluded cave like this can stop the transmission of information... You escape from the chaos, hoping that the sea people also made it out safety. Hope is all you can offer. |
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Result | -10 , +25 50% of the time; leaves the Encounter |
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Option 2 | Leave Maybe next time |
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Outcome | During a work break, you hear the sea people talking amongst themselves in hushed voices–another group of their companions responsible for bringing back the giant shelled creatures failed to return. This is a necessary sacrifice; everyone understands this in their heart, but they will not stop. There will always be those who have to pay the price so that more may survive. As for how long this method can continue, nobody can say for sure. After you depart, the sea people must continue to slink around in hopes of survival, but you have more important things to do. |
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Gathering Stormclouds
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You've never seen such dense storm clouds before. The tempest forces its way across the ocean at an alarming rate, the Originium dust swept up in its vortex spinning violently as if intent on destroying everything, smashing the thick shells covering the ocean to pieces. You stare blankly at the storm raging in front of you, all the Catastrophe-monitoring instruments having failed. In the face of nature's onslaught, what can living creatures hope to achieve? |
Click to show/hide this event's options |
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Option | "Just pray" Gain 2 Die Rolls |
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Outcome | The dark clouds roared forth and retreated without rhyme or reason. In a flash, it's as if the spectacle you just witnessed never took place at all. As soon as the gale winds subside, the shells float to the surface of the ocean and begin to clump together once more. Maybe one day, they really will be able to conquer nature. Hopefully, that day never comes. |
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Result | +2 die rolls; leaves the Encounter |
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Heart of a Fool
This Encounter will only appear after the player entered Encounter: Medic's Will and obtained either Portable Scriptures or Nightsun Grass there. |
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Inland, you meet the guards of one of the nearby villages. Their village is wracked with an affliction, and their holy collectibles were stolen for no reason. As a passing traveler, as long as you are able to solve their problems, you will forever be a friend to the village. |
Click to show/hide this event's options |
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Option 1A | Show him the curios Show the guard the "Saint's Relics" |
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Outcome | The guards tense up as soon as they see the object you just produced. Their captain tells you that this is one of the old saint's relics, the spiritual backbone of the village–and it would collapse without it. It was stolen a few days ago, and they had just caught the thief–the same person you met earlier. He sizes you up, then looks back at the tied-up wandering medic, before motioning for the guards to surround you. |
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Result | Option 1A-1 is available |
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Note |
This option will automatically be chosen if the player has the Portable Scriptures.
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Option 1B | Take out the nightsun grass Show the guard the wandering medic's medicinal herbs |
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Outcome | You take out some of the medicinal herbs the wandering medic gave you and teach the guards how to apply them. You watch their faces turn to shock, befuddlement, then sudden realization, before their captain hurriedly tells his men to release the captured wandering medic. He regretfully admits that he had mistakenly arrested him under suspicion of being a thief from the Church of the Deep who stole the village's collectibles, and now assures you that he will keep him safe. You are also entitled to the gratitude and repayment of the village, and you decide to ask for–– |
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Result | Options 1B-1 and 1B-2 are available |
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Note |
This option will automatically be chosen if the player has the Nightsun Grass.
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Option 1B-2 | Money Gain 30 Originium Ingots |
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Result | +30 ; leaves the Encounter |
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Homecoming
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You run into the priest while looking for the Messenger station. He claims to have been away from Iberia for a long time, pursuing truth all across the land, but is now returning to offer some assistance to his homeland. He is willing to help you contact local operators, but also emphasizes that the road ahead is tough, and all he can do is make contact. |
Click to show/hide this event's options |
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Option 2 | Make a large contribution Lose 5 Originium Ingots, but recruit any Operator |
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Outcome | The sum you set aside for him is enough to allow him to return to Iberia safely, and he thanks you with a smile. When you ask what he seeks to accomplish on his return, the priest tells you that he fled from the sea because he was afraid, but now, he is ready. |
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Result | -5 , Elite HR Dispatch Letter; leaves the Encounter |
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Option 3 | Faith is self-evident Trust in fate |
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Process |
The player rolls a die (without consuming their die rolls):
- 6 to 12: [Smooth Sailing] Your pious faith has touched the priest, and he is willing to help
- 1 to 5: [Calm Seas] It appears that your piety is not acknowledged by the priest
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Outcome | The priest is stunned for a moment when he sees you offer an Iberian prayer, but afterwards, he affirms that he will carry out this job for you. Before leaving, he takes out a piece of paper and writes down his address, hoping you can find him upon your return to Iberia. However, there are no words on the paper–only a faint fragrance. |
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Result | |
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Ignorance is Bliss
This Encounter only appears from 3F in the following runs after the player had completed a run. |
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|
You find a scientific research facility in a cave deep in the ocean. Most of the devices here have been damaged, and you can't discern their functions at all. Only one terminal can be booted up. |
Click to show/hide this event's options |
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Option 1 | Boot up the terminal Lose 4 Originium Ingots |
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Outcome | After being supplied with power, the terminal just barely flickers to life, its existing power supply not estimated to last long. Better start reading through the interesting files as soon as possible. |
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Result | -4 , Options 1-1, 1-2, 1-3, or 1-4 become available (see below); Option 2 becomes unavailable |
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Option 1-1 | Open the "Survival" instruction file Take a look inside |
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Outcome | A few lines of text pop up on the terminal: "Project: Survival. Objective: Collection of nutrients, efficient allocation of resources. Permission to use this matrix has been granted to relevant personnel." |
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Result | Option 1-1-1 becomes available |
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Option 1-1-1 | What... is this? Obtain the Collectible |
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Outcome | Probably just another failed Ægir lab. There's no need to waste time here. |
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Result | "King's Fellowship"; leaves the Encounter |
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Option 1-2 | Open the "Migration" instruction file Take a look inside |
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Outcome | A few lines of text pop up on the terminal: "Project: Migration. Objective: Expansion of territory, seizing of resources. Permission to use this matrix has been granted to relevant personnel." |
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Result | Option 1-2-1 becomes available |
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Option 1-2-1 | What... is this? Obtain the Collectible |
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Outcome | Probably just another failed Ægir lab. There's no need to waste time here. |
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Result | Viviparous Lily; leaves the Encounter |
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Option 1-3 | Open the "Reproduction" instruction file Take a look inside |
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Outcome | A few lines of text pop up on the terminal: "Project: Reproduction. Objective: Efficient propagation, consumption of resources. Permission to use this matrix has been granted to relevant personnel." |
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Result | Option 1-3-1 becomes available |
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Option 1-3-1 | What... is this? Obtain the Collectible |
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Outcome | Probably just another failed Ægir lab. There's no need to waste time here. |
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Result | Chitinous Ripper; leaves the Encounter |
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Option 1-4 | Open the "Growth" instruction file Take a look inside |
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Outcome | A few lines of text pop up on the terminal: "Project: Growth. Objective: Provide nutrition, produce resources. Permission to use this matrix has been granted to relevant personnel." However, after a long wait, what appears in front of your eyes is a picture book. Inside are hand-drawn depictions of dozens of marine animals and plants that seem familiar to you. Other than this, you don't find any useful materials. |
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Result | Option 1-4-1 becomes available |
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Option 1-4-1 | It looks pretty, but unfortunately doesn't seem useful Gain 5 Light |
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Outcome | Probably just another failed Ægir lab. There's no need to waste time here. |
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Result | +5 Light; leaves the Encounter |
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Option 2 | Maybe next time |
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Outcome | You have no way of interacting with these so-called projects at all. Maybe the researchers here weren't able to make any significant progress before the facility was shut down. |
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Note |
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Only two or three of the four options that Option 1 leads to are available in a single Ignorance is Bliss instance, which are chosen randomly.
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Inheritance
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There is a dead Seaborn by the shore. Though its body is shriveled, it seems to be clutching tightly onto something, unwilling to let go. |
Click to show/hide this event's options |
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Option | Retrieve what the Seaborn was protecting Obtain a random Collectible |
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Outcome | When you touch the object, several fragmented scenes flash through your mind: "A living forest built atop the ruins of the city, some of its kin having evolved the ability to digest metal." "Humans offering food, humans becoming food." "A human giving a fragile terrestrial plant to the Seaborn; it quickly withers." "The first words that the Seaborn learned after evolving vocal organs were 'gift' and 'friend.'" |
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Result | Random Collectible; leaves the Encounter |
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King No More
|
You find an empty Iberian city, devoid of people and with no signs of Sea Terrors. In the middle of the city stands a magnificent museum. You study the nearly completely worn-away leaflets and discover that the museum was dedicated to the unsung kings of Iberia. |
Click to show/hide this event's options |
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Option 1 | Search for the king's treasure You have a chance to obtain a King's Collectible |
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Process |
The player rolls a die:
- 6 to 12: [Smooth Sailing] The king's treasure is now yours
- 1 to 5: [Twists and Turns] You are unable to find the king's treasure
|
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Outcome | - [Smooth Sailing] After some digging around, you find a box. The stele next to it is engraved with the magnificent achievements of a bygone king. As for the treasure? This empty box is the treasure he left behind. Or rather, it is the impression of splendor he passed on to future generations. In that empty box lies the infinite respect the Iberian royal family has for the rulers of other countries.
- [Twists and Turns] You don't see any treasure worth taking with you. Perhaps anything of value has long been taken by the royal retainers or the Inquisition... Besides, there are no statues of kings here at all, not even a name or a title. You can't help but start questioning the authenticity of the tidbits of information in this so-called museum.
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Result | - [Smooth Sailing] Random "King's" Collectible; leaves the Encounter
- [Twists and Turns] Option 1-1 becomes available; Option 2A is replaced by Option 2B
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Option 1-1 | Continue searching for the king's treasure Lose 1 Die Roll a chance to obtain a King's Collectible |
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Process |
The player rolls a die:
- 6 to 12: [Smooth Sailing] The king's treasure is now yours
- 1 to 5: [Twists and Turns] You are unable to find the king's treasure
|
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Outcome | - [Smooth Sailing] After some digging around, you find a box. The stele next to it is engraved with the magnificent achievements of a bygone king. As for the treasure? This empty box is the treasure he left behind. Or rather, it is the impression of splendor he passed on to future generations. In that empty box lies the infinite respect the Iberian royal family has for the rulers of other countries.
- [Twists and Turns] You don't see any treasure worth taking with you. Perhaps anything of value has long been taken by the royal retainers or the Inquisition... Besides, there are no statues of kings here at all, not even a name or a title. You can't help but start questioning the authenticity of the tidbits of information in this so-called museum.
|
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Result | - [Smooth Sailing] -1 die roll, Random "King's" Collectible; leaves the Encounter
- [Twists and Turns] -1 die roll; Option 1-1 becomes available again
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Option 2A | Search for treasure Obtain a random Collectible |
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Outcome | You aren't interested in Iberian history. The things that matter are real silver and gold. |
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Result | Random Collectible; leaves the Encounter |
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Option 2B | That's good enough for now Turn around and leave |
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Outcome | After some digging around, you come up empty-handed, and have to head back with only the tattered leaflet as your bounty. These kings are far too removed from the current era: their names, titles, coats of arms, and corresponding artifacts all lost to history. All the Iberian people can do is to treat them as a collective whole, reciting the same few words over and over about how the ancient past shapes the present. |
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Like Flames to Wood
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While collecting firewood, you discover a strange forest. The trees here have no leaves, and their bark is thin and transparent, as smooth as skin. When you scratch one with a knife, a strangely-scented resin flows forth. You chop a few branches before heading back. At night, the bonfire in the darkness attracts many lost travelers, and you take them in. Everyone says that as you were the one to bring this flame, you needn't worry about the night vigil. |
Click to show/hide this event's options |
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Option 2 | Maintain a rotating night shift Lose 10 Light, but obtain a Recruitment Voucher |
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Outcome | While listening to the snoring of the others, even you start to doze off. At some point, you suddenly awaken, with the travelers nowhere to be found and the sound of something screaming periodically ringing in your ears. Suddenly, the bonfire spreads in all directions. The "branches" leap out in the direction of the "trees," and the entire forest begins to roar. You realize that something is terribly wrong, so you quickly pack your bags and scamper away. |
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Result | -10 Light, Special HR Dispatch Letter; leaves the Encounter |
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Lighthouse Keeper
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An old man drew a lighthouse in the sand, but the surging tide quickly erases all traces of it. "The ocean really swallowed them all up this time," he mutters to himself. You strike up a conversation with him, who as you might imagine was formerly one of Iberia's many lighthouse keepers. You find out that he came here for a reunion with old friends. "Were they all lighthouse keepers as well?" "They are now." Before you leave, the old man hands you some specialties as a parting gift. |
Click to show/hide this event's options |
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Option | Chat with the old man Obtain a Promotion Voucher |
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Outcome | The nethersea brand has devoured the light that this country was once so proud of. The last lighthouse of Iberia has rotted away and collapsed, and the dust of history has settled. Is this gathering of lighthouse keepers just for old times' sake? You feel like something doesn't quite add up, but he's already a long ways away. How strange. Are old folks supposed to be that fleet-footed? |
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Result | Elite Logistics Rations Voucher; leaves the Encounter |
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Lingering Glimmer
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You see an Inquisitor who has lost her lantern. She gasps for breath as she leans against her sword, a mountain of Sea Terror corpses at her feet. |
Click to show/hide this event's options |
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Option 1 | Give her the lantern Gain 40 Light (Requires Dario's Lantern) |
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Outcome | "This is... my Maestro's lantern..." The Inquisitor receives the lantern from your hands, and thanks you. "I'm glad... we could meet again... Now, go. It's not... safe here." At that moment, you see her tuck her hand without a sword into her sleeves, trying hard to control the squirming. "Leave... I will light the way for you... one last time..." |
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Result | +40 Light; leaves the Encounter |
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Option 2 | Quietly approach Lose 2 Life Point, but gain 15 Light |
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Outcome | The Inquisitor mistakes you for a Sea Terror while you are sneaking around, and the tip of her sword leaves a trail of blood on you. Once she learns that you were looking for help, she shows you the way. |
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Result | -2 , +15 Light; leaves the Encounter |
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Option 3 | Strike up a conversation Gain 2 Hope |
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Outcome | The Inquisitor doesn't seem to have enough strength left to speak. She simply listens to your words, nodding from time to time, then watches you leave. |
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Result | +2 ; leaves the Encounter |
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Lonely Elder
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You pass an old Iberian man, and can vaguely hear his entourage addressing him as "Saint" in hushed voices. He stops you, full of suspicion as he questions you. Where did you come from? What are you doing? You answer his questions calmly and with grace, and his tone gradually softens. You return his questions, and though your eyes are on him, his gaze is fixed on the ocean behind you... "Finally, someone has come to put an end to it." It's about time, he says. |
Click to show/hide this event's options |
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Option 1A | Talk to him The old man furrows his brow |
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Outcome | Your lighting equipment has broken, and the night is fast approaching. The old man hesitates for a moment, then passes you the lantern in his hand. "This was originally a collectible left behind by an old friend. Instead of letting it sink into the ocean with me, it ought to remain here on the land." |
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Result | Option 1-1A becomes available |
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Note |
This option is available when the player's Light is below 50.
|
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Option 1B | Talk to him The old man sizes up your equipment |
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Outcome | The old man provides you with a map of the local area, marks the places where you can obtain supplies, and tells you that foreigners best not linger here for too long. |
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Result | Option 1-1B becomes available |
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Note |
This option is available when the player's Light 50 or higher and there are any of their Operators that is not promoted.
|
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Option 1C | Talk to him The old man sizes up your equipment |
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Outcome | The old man sees that your clothes are somewhat damaged, so he has his attendants bring you clean casualwear as well as some supplies, and pushes them into your hands. |
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Result | Option 1-1C becomes available |
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Note |
This option is available when the player's Light 50 or higher and all of their Operators are promoted (or the player have no Operators that can be promoted).
|
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Option 1-1A | Accept his gift Gain 15 Light |
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Outcome | You accept the old man's goodwill, and solemnly express your gratitude. |
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Result | +15 Light; leaves the Encounter |
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Option 1-1B | Take his advice Obtain a Recruitment Voucher |
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Outcome | You accept the old man's goodwill, and solemnly express your gratitude. |
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Result | Elite HR Dispatch Letter; leaves the Encounter |
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Option 1-1C | Accept his help Gain 5 Originium Ingots, 2 Max Life Point, and 2 Objective Shield |
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Outcome | You accept the old man's goodwill, and solemnly express your gratitude. |
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Result | +5 , +2 Life Point cap, +2 Objective Shields; leaves the Encounter |
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Option 2 | Leave Maybe next time |
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Outcome | You turn down the old man's goodwill, but solemnly thank him nevertheless. |
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Medic's Will
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The coastline devours the land, and civilization decays along with it. Wisdom gives way to thaumaturgy, and ignorance shambles across the land. You meet a wandering Iberian medic on his own, picking herbs for his patients. He sees that you are "well armed" and begs you to keep him safe. You agree. |
Click to show/hide this event's options |
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Option 1 | Chat with the Wandering MedicObtain a Book of Scriptures and a random Collectible, but it seems like you'll run into trouble later on |
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Process |
The player rolls a die:
- 6 to 12: [Smooth Sailing] The wandering medic solemnly produces a few "Saint's Relics" from his bag and hands them to you
- 1 to 5: [Calm Seas] The wandering medic takes some items out of his bag and hands them to you
|
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Outcome | The two of you strike up a lively conversation, chatting about everything from the medicinal properties of herbs to the future of humanity. He is amazed by your vast knowledge and seems convinced that you will be able to make a difference. After some thought, he retrieves a few items from his pack and hands them to you. He says that they were once a saint's relics, and that after his soul returned to his hometown, the people of the village enshrined these objects as holy collectibles. However, the old saint's last wish was for them to be passed down, so that they may bring hope to Iberia instead of collecting dust on a shelf. When he sees you accept the items, he thanks you and heads back for his village. |
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Result | - [Smooth Sailing]
Portable Scriptures and a random (Super) Rare Collectible: leaves the Encounter - [Calm Seas] Portable Scriptures and a random Normal Collectible; leaves the Encounter
|
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Option 2 | Remain silent Obtain the Collectible |
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Outcome | The herb harvesting goes smoothly, and the wandering medic finishes his work in no time. He hands you some of the medicinal herbs as a reward, before walking towards the nearest village. |
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Result | Nightsun Grass; leaves the Encounter |
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Meeting in a Dream
This Encounter only appears from 4F onward. |
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The overflowing dream-mists whisk you away from reality and usher you into a paradise beneath the sea, where your kin stand on the rusty hull of a sunken ship. They seem to be communicating about something, and you are surprised to discover that they seem to be individual entities rather than parts of a single collective. You cannot help but approach them, wanting to observe them in greater detail. |
Click to show/hide this event's options |
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Option 1 | Discern their vocalizations Lose 10 Originium Ingots, but gain 4 Max Life Point |
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Outcome | There are no other races to communicate with, no need to imitate any language. This has always been your voice, flowing forth without any difficulty or inhibition, like the tide that has ebbed and flowed for thousands of years. Constant, without rush or delay, like the sound of weeping. |
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Result | -10 , +4 Life Point cap; Options 1-1 and 10B become available; all other options are no longer available |
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Option 1-1 | Discern their vocalizations again Lose 10 Originium Ingots, but gain 4 Max Life Point |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Result | -10 , +4 Life Point cap; leaves the Encounter |
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Option 2 | Discern the quality of their voices Lose 10 Originium Ingots, but gain 4 Hope |
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Outcome | Even the sea itself cannot block your voice. Only, when compared to the "conversation" itself, these strange, drawn-out syllables you utter seem more like appoggiaturas to the dialogue, like an aria inserted between poetic dramas. |
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Result | -10 , +4 ; Options 2-1 and 10B become available; all other options are no longer available |
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Option 2-1 | Discern the quality of their voices again Lose 10 Originium Ingots, but gain 4 Hope |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Result | -10 , +4 ; leaves the Encounter |
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Option 3 | Try to summarize their speech patterns Lose 10 Originium Ingots, but gain 1 Key |
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Outcome | You all seem to be able to communicate without speaking, messages passing between each other in incomprehensible forms. |
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Result | -10 , +1 ; Options 3-1 and 10B become available; all other options are no longer available |
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Option 3-1 | Carefully summarize their speech patterns Lose 10 Originium Ingots, but gain 1 Key |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Result | -10 , +1 ; leaves the Encounter |
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Option 4 | Record what you hear Lose 4 Hope and Max Hope, but gain 3 Max Life Point |
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Outcome | Adapt... transform... new rules... where are our limits... beyond the ocean... |
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Result | -4 Hope cap, +3 Life Point cap; Options 4-1 and 10B become available; all other options are no longer available |
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Option 4-1 | Record what you hear again Lose 4 Hope and Max Hope, but gain 3 Max Life Point |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Result | -4 Hope cap, +3 Life Point cap; leaves the Encounter |
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Option 5 | Try to summarize what you hear Lose 4 Hope and Max Hope, but gain 2 Die Rolls |
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Outcome | Evolve. Beyond all known forms, towards the most perfect answer. This is the most unrelenting instinct, the sole "path." |
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Result | -4 Hope cap, +2 die rolls; Options 5-1 and 10B become available; all other options are no longer available |
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Option 5-1 | Carefully summarize what you hear Lose 4 Hope and Max Hope, but gain 2 Die Rolls |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Result | -4 Hope cap, +2 die rolls; leaves the Encounter |
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Option 6 | Observe their appearances Lose 4 Hope and Max Hope, but gain 4 Objective Shield |
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Outcome | Your deformed and exaggerated mouthparts seem to almost become new, independent organs; new limbs sprout from severed stumps, and what's more, your abnormally large body shape forces the passing currents to change their direction... Suddenly, you want to see what you look like. |
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Result | -4 Hope cap, +4 Objective Shields; Options 6-1 and 10B become available; all other options are no longer available |
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Option 6-1 | Observe their appearances Lose 4 Hope and Max Hope, but gain 4 Objective Shield |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Result | -4 Hope cap, +4 Objective Shields; leaves the Encounter |
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Option 7 | Try to summarize their appearances Lose 3 Life Point, but gain 1 Die Roll |
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Outcome | It is not the environment that is changing you, but rather, your changes are sculpting the environment... You will eventually transcend this land and sea and step into a new world. |
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Result | 3 , +1 die roll; Options 7-1 and 10B become available; all other options are no longer available |
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Option 7-1 | Observe their appearances Lose 3 Life Point, but gain 1 Die Roll |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Result | 3 , +1 die roll; leaves the Encounter |
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Option 8 | Get a bit closer Lose 3 Life Point, but gain 2 Hope |
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Outcome | You approach your kin. Yes, you are a Seaborn, and there is nothing unusual about this. Rather, this identity fits you like a glove. |
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Result | -3 , +2 ; Options 8-1 and 10B become available; all other options are no longer available |
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Option 8-1 | Get a bit closer again Lose 3 Life Point, but gain 2 Hope |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Result | -3 , +2 ; leaves the Encounter |
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Option 9 | Try to mingle in and join their conversation Lose 3 Life Point, but gain 3 Objective Shield |
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Outcome | The Seaborn group shifts to make room for you. They accept you. You are their kin. You are one of them. |
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Result | -3 , +3 Objective Shields; Options 9-1 and 10B become available; all other options are no longer available |
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Option 9-1 | Try hard to join in on their conversation Lose 3 Life Point, but gain 3 Objective Shield |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Result | -3 , +3 Objective Shields; leaves the Encounter |
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Option 10A | Wake up right away Dreams are not reality |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Option 10B | Leave Good enough |
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Outcome | Water drips onto the stalagmites. Water drips onto your face. You finally wake up. |
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Note |
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Only three of the first nine options are available in a single Meeting in a Dream instance, which are chosen randomly.
|
Neither Black nor White
|
You rescue an Iberian man who was entrapped by Sea Terrors, and he thanks you for your kindness and gratefully offers to repay you. Judging from the style of his robes, he appears to be an Iberian priest. However, you can't be entirely sure... since the local Church of the Deep cultists also wear similar attire. |
Click to show/hide this event's options |
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Option 1A | Gladly accept You have a chance to obtain a random Collectible |
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Outcome | He affectionately calls you his friend and draws two boxes from his robes, beseeching you to choose one as your thank-you gift. Be it from the insignias on his clothing or the engravings on the boxes, you clearly recognize him as a member of the Inquisition. |
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Result | Options 1-1A and 1-2A become available; Option 2 becomes unavailable |
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Option 1B | Gladly accept You have a chance to obtain a random Collectible |
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Outcome | He affectionately calls you his friend and draws two waterlogged boxes from his robes, inviting you to choose one as your thank-you gift. The boxes are stamped with unfamiliar marks, but he says that they represent the most widespread faith in Iberia before he stops talking. |
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Result | Options 1-1B and 1-2B become available; Option 2 becomes unavailable |
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Option 1-1A | Choose the box with a sword and gun Obtain a random Collectible that may be combat-oriented |
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Outcome | You've always heard that Iberian believers recognize kindness and repay it accordingly, especially the particularly devout. Today, you've witnessed it. |
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Result | Random Combat Gear Collectible; leaves the Encounter |
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Option 1-2A | Choose the box with a lantern Obtain a random Collectible that may be adventure-oriented |
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Outcome | You've always heard that Iberian believers recognize kindness and repay it accordingly, especially the particularly devout. Today, you've witnessed it. |
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Result | Random Survival Aids Collectible; leaves the Encounter |
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Option 1-1B | Choose the box with hands clasped in prayer Obtain a random Cursed Collectible, but gain 3 Die Rolls |
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Outcome | You've always heard that Iberian believers recognize kindness and repay it accordingly, especially the particularly devout. Today, you've witnessed it. But... there seems to be something... not quite right... |
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Result | Random cursed Collectible, +3 die rolls; leaves the Encounter |
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Option 1-2B | Choose the box with hands interlocking keys Obtain a random Cursed Collectible, but gain 2 Keys |
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Outcome | You've always heard that Iberian believers recognize kindness and repay it accordingly, especially the particularly devout. Today, you've witnessed it. But... there seems to be something... not quite right... |
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Result | Random cursed Collectible, +2 ; leaves the Encounter |
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Option 2 | Don't ask for anything in return Better let sleeping beasts lie |
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Outcome | How can you accept a gift simply for being in the right place to lend a helping hand? You wave your hand at the priest and immediately turn to leave; he stands there staring at your back in a daze, not uttering a word. |
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Note |
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- Option 1A is available when the player's Light is 50 or higher.
- Option 1B is available when the player's Light is below 50.
|
Ocean's Legacy
|
Before the Profound Silence came, the high seas used to teem with tales of the pirates: they plundered the King's vessels and sailed circles around the Grand Armada. They looted all in their wake, and were sung of in legends as being even wealthier than entire countries, yet sometimes also stealing from the rich to give to the poor. But after the Profound Silence, these tales abruptly came to an end, along with Iberia's Golden Age. Now, you're convinced you've located a trove of pirate treasure, but can't help but be alarmed by cornucopia of jewels and baubles overflowing all around you. |
Click to show/hide this event's options |
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Option 1 | Plunder now, worry later Obtain a random Collectible and a random Cursed Collectible |
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Outcome | You grab all the booty that appears valuable, though you can't exactly distinguish the real deal from cursed items meant to deceive treasure hunters. Rumors abound that during the final moments of the Profound Silence, some pirates chose to join hands with the Grand Armada to defend against foreign enemies, while others left the coast forever with their families. In any case, there are no longer any pirates in this era. |
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Result | 2 random Collectibles, one of which is cursed; leaves the Encounter |
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Option 2 | Safety first Obtain a random Collectible |
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Outcome | After grabbing the treasure that appears absolutely safe to take, you make your way out from this place. |
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Result | Random Collectible; leaves the Encounter |
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Overseas Export
|
You see an RV on the side of the road. A Columbian from the vehicle is currently hawking beer while scraping the logos off the bottles. |
Click to show/hide this event's options |
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Option 1 | Buy a few to sample the taste Lose 5 Originium Ingots, but gain 3 Hope |
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Outcome | Only one sip, and you already know where this Originium slug craft beer comes from. But when you ask how the boss's business has been recently, the Columbian talks in circles for a while, but eventually sighs and tells you that Bob was caught by the Columbian tax bureau and thrown into jail. |
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Result | -5 , +3 ; leaves the Encounter |
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Option 2 | Kindly persuade them to leave Gain 1 Hope |
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Outcome | You describe to them the dangers of Iberia and suggest that they take their business to another country. The Columbian thanks you, gifts you a few bottles of beer, and drives off in a hurry. |
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Result | +1 ; leaves the Encounter |
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Option 3 | Urge them to leave This place isn't safe |
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Outcome | You describe to them the dangers of Iberia and suggest that they take their business to another country. The Columbian thanks you before driving off in a hurry. |
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Paean
This Encounter will only appear if the player has Caerula Animus. |
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You find an area next to His lair that is untouched by the Seaborn. There is nothing inside but ocean sand, a broken figure of a man, and a pair of sleeping beauties still clutching their weapons. |
Click to show/hide this event's options |
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Option | Kiss the Hunters' foreheads and take their artifacts Obtain the Collectible |
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Outcome | Even in their final moments, the Abyssal Hunters closed their eyes as human beings, not Seaborn. After you leave, the Sea Terrors do not invade–a scar forever carved into the body of we many. They will not remember the appearances of these Hunters, only that this place must not be entered, ever. |
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Result | "Last Refrain"; leaves the Encounter |
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Path of Suffering
|
Under the Inquisition's orders, certain sacraments of penance have already been merged with heavy manual labor. Everyone who completes the ritual will be rewarded, but honestly speaking... how can anyone pass a trial like this? |
Click to show/hide this event's options |
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Option 1 | Start by moving the food Lose 2 Life Point, but gain 1 Hope |
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Outcome | While walking back and forth with sacks of food in your arms, you feel a surge of bliss well up within your heart. Want to keep going? |
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Result | -2 , +1 ; Option 1-1 becomes available; Option 2A replaced by Option 2B |
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Option 1-1 | Toil in the fields Lose 2 Life Point, but gain 1 Max Life Point |
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Outcome | Tilling the fields is hard work, but you feel as if you are getting stronger. Still down to do a bit more? |
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Result | -2 , +1 Life Point cap; Option 1-1-1 becomes available |
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Option 1-1-1 | Ring the giant bell Lose 2 Life Point, but gain 1 Key |
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Outcome | The massive bell cannot be rung through a person's strength alone, and you have to make use of several devices to make it sound. The good news is, you found a key during that process. Are you sure you want to keep going? |
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Result | -2 , +1 ; Option 1-1-1-1 becomes available |
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Option 1-1-1-1 | Transport building materials and fuel to the watchtower Lose 2 Life Point, but receive a random Collectible |
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Outcome | The Inquisitors hand you your reward, the priests sing your praises, and the distant watchtowers light up the night. Even though you are exhausted and out of breath, at this moment, your heart is filled with hope and eagerness. |
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Result | -2 , random Collectible; leaves the Encounter |
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Option 2A | There's no need of this Turn around and leave |
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Outcome | You don't have that much confidence in your physical abilities. Maybe some other time. |
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Option 2B | Leave early Maybe next time |
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Outcome | You don't have that much confidence in your physical abilities. Maybe some other time. |
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Puppy Dog-Eyes
|
A Perro is quietly tailing your squad, seemingly trying to make contact with you. But when you try to get close to him, he just hides far, far away. You have no idea what exactly he's trying to do, but the sound of his sobbing won't stop ringing in your ears. It's maddening. |
Click to show/hide this event's options |
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Option 1 | Get outta here! Go cry somewhere else |
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Outcome | In any case, this Perro has to go. Right now, this instant, immediately! |
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Result | Option 1-1 becomes available; Option 2 becomes unavailable |
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Option 2 | Walk faster Better let sleeping beasts lie |
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Outcome | Your group picks up the pace and takes a few detours, and eventually, the irritating sobbing sound fades away. |
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Seaborn Scholar
|
An old Ægir is currently expounding to you on how to deal with the Seaborn. According to him, he used to specialize in Seaborn behavior at a scientific academy, but the academy was destroyed by the Seaborn, and he was swept away from home by the ocean currents. Fortunately, there are also people here who are fighting the Seaborn, so his research can still be put to good use. Now, he has made equipment from the carcasses of some Sea Terrors he collected, and hopes you can use it to gather more data for his experiment. |
Click to show/hide this event's options |
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Option 1 | Why not give it a try? Obtain a random Collectible, but it probably isn't anything good |
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Outcome | He smiles with great gratification as you accept his experimental device. He explains to you the key points of using it before finally tacking on a note of caution at the very end: "If this thing comes to life, it must be destroyed immediately. Understand?" |
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Result | Random Collectible including cursed ones; leaves the Encounter |
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Option 2 | Maybe next time Better let sleeping beasts lie |
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Outcome | If his research was so useful, his city wouldn't have been destroyed, so you refuse to be his test subject. |
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Singer by the Sea
|
A solitary Sea Terror sings its dying elegy as it lies on the reef, its tentacles flicking away at a human musical instrument. The discordant notes of the harp and the euphonious melody of its song resound together between heaven and earth. |
Click to show/hide this event's options |
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Option 2 | Turn and leave Don't overthink things; just cover your ears |
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Outcome | Though singing can invariably tug at a person's heartstrings, these are not the sounds of a human being, and it is ultimately better to avert your ears. |
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Some Time to Kill
|
While your team is resting, you run into Duck Lord who is yet again in the middle of business negotiations. His bodyguard, Gopnik, is humming an Ursine ditty to himself. Maybe you can find something for him to do? |
Click to show/hide this event's options |
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Option 1 | Loosen up your muscles? Let's treat this like a good warm-up |
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Outcome | You raise your fists, and Gopnik starts walking towards you waving his fists as well. |
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Result | Option 1-1 becomes available; Option 2 becomes unavailable |
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Option 2 | Don't make a fool of yourself Better let sleeping beasts lie |
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Outcome | After Duck Lord finishes his business, Gopnik leaves with him. |
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Sublimation
This Encounter will only appear from 4F if the player has Caerula Memory, which is only possible from Expansion II. |
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The collective seeks survival, and survival is suffering. Therefore, we continue to evolve, overcoming flaws, facing nature, fighting external foes. Extinction is cunning and hungry, and it will tear us apart at the slightest sign of weakness. Therefore, we have adapted and addressed our shortcomings. From emerging out of the seas, from contacting Originium, we have expanded our territory and come into contact with deadly threats, until we fully understand, until they become food. Now, the land and sea are our paradise, but we continue to grow. Life remains suffering. We need a bigger home. Before we welcome the evolutionary singularity, He who leads our future must give Himself an answer: Who am I? |
Click to show/hide this event's options |
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Option 1C | "We many is not me. I am we many." Obtain the Collectible |
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Outcome | Why am I not we many? What else affects me? |
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Result | "Hesitation"; leaves the Encounter |
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Note |
This option is available if the player has 0 to 49 Light.
|
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The Beginning
This Encounter will only appear in the following runs after the player had completed a run with the Age of the Silence ending. |
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The world is undergoing drastic changes. The news terminals will not stop beeping, and bad news continues to spill forth: the Sea Terrors are marching towards land, the Penal Battalion's fleet has been destroyed, and the Church of the Deep cultists have advanced on the Bastión de Cánticos. However, what worries you most is news of the Hunters who entered the Stultifera Navis. Mizuki found documents detailing plans to lure the Abyssal Hunters back into the ocean to resurrect Him. And another document, titled "Caerula," records a bishop's lifelong research on the Seaborn, as well as a certain location. |
Click to show/hide this event's options |
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Option 2 | "Caerula"?! Obtain the Collectible |
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Outcome | The name "Caerula" seems strangely familiar. When you find the landmark on the map, you take Mizuki deep into the facility, not even stopping when he finds He and motions to you that he can assimilate Its core organs. You continue to go down, down, deep into the core of the Caerula Arbor experiment beneath Terra's magma. This is the place that gave birth to Them, and where the Seaborn can become part of Them. |
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Result | Caerula Memory; leaves the Encounter |
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Note |
This option will only be available after the player had completed a run from Expansion II.
|
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Option 3 | A nightmare... Gain 3 Hope |
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Outcome | Thankfully, it was only a dream. After you wake up, you check your communications terminal. By all that is holy, thank goodness that nothing happened. |
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Result | +3 ; leaves the Encounter |
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The Knight Persists
This Encounter will only appear if has Breath of the Tide. |
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|
A windless day, the ocean's surface as serene as a mirror. The knight smashes the mirror underfoot and looks at his reflection, seeing only an illusion of himself treading across the sky, eyes cast down upon the masses. The knight lifts his lance to thrust, and his fake points his weapon at the sea. Suddenly, the ocean caves in and a storm rushes forth, the sea and sky joining forces to kill the knight. Civilization despises him, yet nature also rejects him. The name of his enemy, is Terra. |
Click to show/hide this event's options |
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Option 1 | Resist Lose 2 Life Point, but obtain the Collectible |
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Outcome | The steed neighs, and the knight roars. Despicable fate does not show its face, but instead sends this shapeless servant to hinder him. But it matters not, it matters not. They have come, and the knight will destroy them. |
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Result | -2 , "Absurd Fate"; leaves the Encounter |
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Option 2 | Break free Obtain the Collectible |
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Outcome | The knight leaps up, but comes crashing down heavily. The shadows lurking within the tides–are they kin? ...They summon the tides forth; they seek to bring the knight to his knees! He rises to the surface and leaps back out, again and again. Grovel? Admit defeat? Never. Never! The knight is his own master. He always holds his head high! |
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Result | The Knight's Corpus; leaves the Encounter |
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Option 3 | Pass by Maybe I should keep my distance from this lunatic... |
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The Last Tidewatcher
|
A lone Ægir stands against the tide. The turbid waves coalesce into high walls and come crashing down on the cliff beneath his feet again and again, nearly swallowing it several times over. However, the man does not retreat even half a step. The waves carry away two pieces of equipment at his feet, and you recognize them—one is a "Verticis Navis," a short-range submersible, and the other is an "Ocean Voyager," a device used to mark territory–two instruments frequently used by Ægir tidewatchers. |
Click to show/hide this event's options |
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Option 1 | Take the risk to help him recover his equipment Lose 1 Life Point, but randomly obtain a mysterious Collectible |
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Outcome | You are soaked from head to toe, but the man expresses his gratitude. After the war, the Ægir who were forced to go ashore were just as ashamed as the "Islanders" back then, but they still selected tidewatchers in hopes of reconnecting with the ocean. They are the outposts searching for their homeland, the "Eyes of Ægir," humanity's last line of defense. But just as the tides silenced the lighthouses of Iberia, he is the last remaining tidewatcher. The man has no intention of leaving, and you propose taking a piece of his equipment with you in his memory. "People must remember the tidewatchers, and know of the calamity that they never witnessed." The man stares at you for a long time, then nods. |
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Result | -1 , Vortex Confluence or Ocean Voyage; leaves the Encounter |
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Option 2 | Ask him about what he's seen Gain 1 Max Life Point |
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Outcome | "Turmoil... Turmoil... Irregularity. This is the fifth tsunami in the last half year, and each time the tide recedes, I realize that the hopes of returning to Ægir grow slimmer and slimmer. But I want to stay. Somebody must record what exactly is happening at the center of the ocean, up until the final moment." The man speaks with an abnormal calmness, lights a fire, and cooks some broth to share with you. You are unable to read any signs of panic in his expression, or any other emotions for that matter. He stands as resolute as rock, and that infects you as well. |
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Result | +1 Life Point cap; leaves the Encounter |
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Option 3 | Leave This place is too dangerous |
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Outcome | The wind and the waves have calmed, meaning that the next round of tides is coming. The tidewatcher has no intention of talking to you, urging you to leave as soon as possible to avoid danger. |
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The Wares Peddler
|
An Ægir is showing you an exquisite instrument. According to him, it is capable of monitoring ocean currents to infer changes in marine life, worthy of its status as one of Ægir's secret treasures. "I've been stuck here for years with nobody to lead us back home. Ægir... no longer exists. He's heard that the most powerful country on land is called Victoria, and he plans to use the money from selling treasures to buy himself some supplies and start a new life there. |
Click to show/hide this event's options |
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Option 1 | Purchase the instrument Lose all Originium Ingots, but obtain the Collectible |
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Outcome | This Ægir seems particularly adept at estimating just how much people can stomach, and he doesn't hand you the instrument until he's extracted every last coin from your pocket. As you watch his back fade into the distance, you can't help but remember your friends from the deep sea. Even they, to this day, have never become fully accustomed to life on land. Will he be able to become a successful landwalker? Nobody can say for sure. |
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Result | Lose all Originium Ingots, "Pulse of the Ocean"; leaves the Encounter |
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Option 2 | Try out the instrument Lose 5 Life Point, but obtain the Collectible |
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Outcome | Following the instructions of the Ægir, you try dipping the instrument into the sea, and the water pattern on the surface of the device suddenly starts fluctuating. That means... there are swarms of Sea Terrors nearby! After a great struggle, you finally dispatch the monsters and flee into a safe cave. The instrument is still in your hands, but the Ægir is long gone. |
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Result | -5 , "Pulse of the Ocean"; leaves the Encounter |
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Option 3 | Sounds a little sketchy... Can't rely on someone like this |
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Outcome | A member of your party interrupts your conversation to remind you that his description is greatly exaggerated, and that this instrument may not be all that special in Ægir. |
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Traditional Technology
|
While exploring a cave, you run into an old man who is maintaining two weapons far too large for him. "I am a craftsman, and I'm preparing weapons for my Hunters." He pauses for a while, before continuing: "Ægir no longer has any Hunters; it only has me, a useless old man." He clenches his fist tightly, using this to cover up his inner rage. "You're also a warrior, right? Then take one of these weapons, and treat it as a token of our meeting." |
Click to show/hide this event's options |
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Option 1 | Look at the warhammer Obtain the Collectible |
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Outcome | "You've got good taste, kid. He and his Hunter were unrivaled when it came to smashing the Seaborn to pieces. Though he's a bit heavy, you've got nothing to worry about as long as you can lift him. He won't break." |
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Result | "Bedrock"; leaves the Encounter |
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Option 2 | Look at the greatspear Obtain the Collectible |
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Outcome | "Light and deadly, isn't she? Just like her former master. Identify the vital point, poke a hole in it, and even those beasts won't be able to float anymore. Hahaha!." |
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Result | "Wavebreaker"; leaves the Encounter |
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Option 3 | Opt to choose neither These weapons are hard to lug around |
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Outcome | "True... True... How could a landwalker ever wield a Hunter's weapon? Begone, stranger, and never come back." |
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Worship the Flame
|
You see a group of Iberian priests carrying around a huge furnace with a writhing and shrieking Sea Terror nailed to the inside. The head priest laments to you that all this destruction was wrought by the Seaborn, and claims that his congregation has found a weapon capable of slaying them all. All that's required is the flame–the Seaborn will have nowhere to run, and people afflicted by the Seaborn will be able to regain their original forms. You listen to his fervent preaching before turning your eyes to the Sea Terror that has ceased its struggling, an uneasiness welling up in your chest. |
Click to show/hide this event's options |
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Option 1 | Pray to the flames for your suffering Operators Obtain the Collectible |
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Outcome | Amidst peals of ceremonial chants, the priests directly... light your operator on fire?! The operator howls in pain, and your mind reflexively leaps to the distorted appearance of the immolated Sea Terror and wonders if you've made the correct decision. Fortunately, the flames are quickly extinguished, and the operator makes a full recover after applying some plaster to the burn. However, you can't stop your brain from uncontrollably jumping to conjectures–what if your operator had run into this group alone... |
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Result | Paraffin and Balsam; leaves the Encounter |
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Option 2 | Flames cannot save this land Seems like there's going to be trouble (Requires 50 Light) |
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Outcome | You tell these fanatics that flames cannot completely destroy the Seaborn. The only thing this execution-by-immolation accomplishes is to make the Seaborn adapt faster and understand fire sooner. The priests are extremely dissatisfied by your words–they denounce you as a Church of the Deep cultist, and wish to throw you into the furnace for a trial by fire. |
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Result | Option 2-1 becomes available; Options 1 and 3 become unavailable |
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Option 3 | Come to terms with reality Gain 15 Light |
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Outcome | You see the strange group off and continue on your way. In this era of rampaging Seaborn, anything and everything that can cause harm to them is doomed to be enshrined and worshipped... until the Seaborn adapts to them, until they lose their effectiveness. At which point, what else would remain to support the shattered spirit of humanity? You run through a few possibilities in your mind before moving on. |
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Result | +15 Light; leaves the Encounter |
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Downtime Recreation[edit]
Buy Now, Print Now
|
You find a high-tech box the size of a coffee table sitting along the coast. After you give all its buttons a good press, it spits out a pamphlet with a catalogue of its various products. Apparently, this is some kind of lotto machine that floated here from Ægir. It appears to support six or seven different payment methods, but due to environmental constraints, you are only able to use the most primitive one: sticking in coins. |
Click to show/hide this event's options |
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Option 1A | Insert coins Lose 3 Originium Ingots |
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Outcome | - The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is a micro-carved pearl amulet which, according to the pamphlet, can modify a person's aura at a molecular level to make them more confident and bestow them with good luck.
- The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is a set of educational toys. According to the pamphlet, as traditional keys and lockpicking equipment have been more or less replaced by advanced encryption and decryption technology, they are now no more than toys.
- The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is an artisan handkerchief. According to the pamphlet, this item is made to be silky yet tough, sturdy enough to protect a maiden's heart.
- The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You don't even need to read the pamphlet to know what this item does.
- The machine lets out a roar, and its parts whirl wildly as... nothing happens?!
- While you wait for the results, huge waves begin to rise from the ocean, forcing you to hurriedly seek shelter. When you go back to inspect the lotto machine, you discover that it was smashed and carried away by the tides, leaving behind an extremely valuable energy core.
|
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Result | - -3
; Option 1-1A becomes available, Option 2 becomes unavailable - -3
; Option 1-1B becomes available, Option 2 becomes unavailable - -3
; Option 1-1C becomes available, Option 2 becomes unavailable - -3
; Option 1-1D becomes available, Option 2 becomes unavailable - -3
; Option 1-1E - -3
; Option 1-1F becomes available, Option 2 becomes unavailable
|
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Option 1B | Why not toss in a few more coins? Lose 3 Originium Ingots |
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Outcome | - The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is a micro-carved pearl amulet which, according to the pamphlet, can modify a person's aura at a molecular level to make them more confident and bestow them with good luck.
- The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is a set of educational toys. According to the pamphlet, as traditional keys and lockpicking equipment have been more or less replaced by advanced encryption and decryption technology, they are now no more than toys.
- The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is an artisan handkerchief. According to the pamphlet, this item is made to be silky yet tough, sturdy enough to protect a maiden's heart.
- The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You don't even need to read the pamphlet to know what this item does.
- The machine lets out a roar, and its parts whirl wildly as... nothing happens?!
- While you wait for the results, huge waves begin to rise from the ocean, forcing you to hurriedly seek shelter. When you go back to inspect the lotto machine, you discover that it was smashed and carried away by the tides, leaving behind an extremely valuable energy core.
|
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Result | - -3
; Option 1-1A becomes available, Option 2 becomes unavailable - -3
; Option 1-1B becomes available, Option 2 becomes unavailable - -3
; Option 1-1C becomes available, Option 2 becomes unavailable - -3
; Option 1-1D becomes available, Option 2 becomes unavailable - -3
; Option 1-1E - -3
; Option 1-1F becomes available, Option 2 becomes unavailable
|
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Option 1-1A | Interesting Gain 2 Die Rolls |
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Outcome | The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot. |
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Result | +2 die rolls; Options 1B and 2 become available |
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Option 1-1B | Interesting Gain 1 Key |
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Outcome | The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot. |
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Result | +1 ; Options 1B and 2 become available |
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Option 1-1C | Interesting Gain 1 Objective Shield |
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Outcome | The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot. |
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Result | +1 Objective Shield; Options 1B and 2 become available |
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Option 1-1D | Interesting Obtain a random Collectible |
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Outcome | The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot. |
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Result | Random Collectible; Options 1B and 2 become available |
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Option 1-1E | Give my money back! Why's there nothing here? |
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Outcome | The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot. |
---|
Result | Options 1B and 2 become available again |
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Option 1-1F | That's too bad Gain 7 Originium Ingots |
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Result | +7 ; leaves the Downtime Recreation |
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Option 2 | Stop wasting time Turn around and leave |
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Outcome | The machine seems to detect that you are about to leave, and spits out a coin at you. Seeing this, you go back and forth several times to nab a few coins from the machine. By the time you try for your fifth coin, you find that the machine has already blacklisted you. |
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Result | Option 2-1 becomes available; Option 1A/1B becomes unavailable |
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Option 2-1 | Leave Gain 4 Originium Ingots |
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Result | +4 ; leaves the Downtime Recreation |
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Emergency Dispatch
This Encounter will only appear once the "Resource Allocation" Cognitive Shaping node is unlocked. |
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|
A batch of support supplies have arrived at the nearest safe house. You need to decide whether to have Logistics transfer them over, or to send over your operators who are familiar with the area. |
Click to show/hide this event's options |
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Option 1 | Dispatch an Operator Choose an Operator |
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Process |
The player selects an Operator, who cannot be included to the squad until after the die roll upon entering the next floor, at which they will be promoted (if able and not already) and their Rejection will be suppressed (if present).
|
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Outcome | Your chosen operator finishes getting ready, then leaves the team to head towards the safe house. |
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Result | See Process; leaves the Emergency Dispatch |
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Option 2 | Ask Logistics to handle it Gain 3 Hope |
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Outcome | The logistics personnel are professional and efficient, and you feel confident leaving the material transport task in their hands. |
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Result | +3 ; leaves the Emergency Dispatch |
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Fortuitous Opportunity: Mutual Aid
This Encounter will only appear once the "Transactional Behavior" Cognitive Shaping node is unlocked. |
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|
An Ægir rescues you from being swarmed by Sea Terrors and takes you to a secluded sanctuary. Heavy rain falls outside the window, and you see no signs of fire anywhere along the entire horizon. The sole source of light comes from the faint lantern in the Ægir's hand. His sanctuary seems to have a lot of equipment left behind by the Inquisition. He notices that these items have piqued your interest, and suggests he'd be willing to exchange them for the supplies you've gathered outside. |
Click to show/hide this event's options |
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Option 1 | Agree to make a deal Let's see what you guys have |
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Process |
The player selects a Collectible in their possession:
- The outcome and result will be the first if a Super Rare Collectible is selected.
- The outcome and result will be the second if a Normal or Rare Collectible is selected.
- The outcome and result will be the third if a cursed Collectible is selected.
|
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Outcome | - "Thanks for bringing all this good stuff, friend. I haven't seen crafts as fine as these since the lighthouse collapsed. Please make yourself at home and rest well. Once the sky clears and the Sea Terrors leave, I'll point you to a safe route."
- "Thank you, honored guest. I believe the two of us will be able to exchange information over a sip of clean water. What do you think?"
- "Compadre, have you been satisfied with your visit home? If we join hands, surely we'll be able to survive through this era. Please come with me to my lab in a little bit; I have some technology that may help you avoid the Sea Terrors' pursuit. What? You've seen a new form of Seaborn? Excellent, can you describe it for me?!"
|
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Result | - Options 1-1A and 1-2A become available; Option 2 is no longer available
- Options 1-1B and 1-2B become available; Option 2 is no longer available
- Option 1-1C becomes available; Option 2 is no longer available
|
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Note |
This option cannot be chosen if the player either have no Collectibles or do not have Collectibles which can be exchanged through Fortituous Opportunity.
|
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Option 1-1A | Have a pleasant rest Obtain the Collectible |
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Outcome | You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well. |
---|
Result | Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity |
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Note |
The specified Collectible in this option will always be different with that of Option 1-2A.
|
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Option 1-2A | Have a pleasant rest Obtain the Collectible |
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Outcome | You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well. |
---|
Result | Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity |
---|
Note |
The specified Collectible in this option will always be different with that of Option 1-1A.
|
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Option 1-1B | Exchange information Obtain the Collectible |
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Outcome | You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well. |
---|
Result | Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity |
---|
Note |
The specified Collectible in this option will always be different with that of Option 1-2B.
|
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Option 1-2B | Exchange information Obtain the Collectible |
---|
Outcome | You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well. |
---|
Result | Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity |
---|
Note |
The specified Collectible in this option will always be different with that of Option 1-1B.
|
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Option 1-1C | Describe appearance Obtain the Collectible |
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Outcome | You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well. |
---|
Result | Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity |
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Option 2 | Politely refuse Gain 4 Life Point |
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Outcome | After seeing that you have no intention of trading with him, he also stops talking. After the Sea Terrors outside the sanctuary leave, you thank him and depart as well. |
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Result | +4 ; leaves the Fortituous Opportunity |
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Regional Commissions: Tulip's Commission
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You switch on the communication terminal and find that Tulip has sent you three messages. Judging from their titles, they seem to be three urgent commissions with different degrees of difficulty. As Rhodes Island's branch leader in Iberia, she needs to make full use of the resources at her disposal to ensure the survival of the Infected. Even if you are busy with other important matters, she will still issue these commissions to you after careful deliberation. |
Click to show/hide this event's options |
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Option 1 | Take a look at the trickiest commission Browse through the contents |
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Outcome | You tap on the message, and the commission's contents are downloaded onto the terminal's display. At the end is a small line of text: "Rhodes Island's nearby squads are on standby and ready to offer support. Please be careful." |
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Result | Tricky Regional Commission accepted; leave the Regional Commissions node |
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Option 2 | Take a look at the mid-tier commission Browse through the contents |
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Outcome | You tap on the message, and the commission's contents are downloaded onto the terminal's display. At the end is a small line of text: "Work carefully. Don't let bad luck get the better of you." |
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Result | Mid-tier Regional Commission accepted; leave the Regional Commissions node |
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Option 3 | Take a look at the simplest commission Browse through the contents |
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Outcome | You tap on the message, and the commission's contents are downloaded onto the terminal's display. At the end is a small line of text: "Even odd jobs put food on the table, so do your best." |
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Result | Simple Regional Commission accepted; leave the Regional Commissions node |
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Option 4 | Turn off the terminal Turn around and leave |
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Outcome | You are so focused on the problems in front of you that you don't have the time to take on additional commissions. |
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Safe House
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The resources that Rhodes Island has in Iberia prohibit it from building safe houses as comprehensive as those in other regions, but functionally, there is no difference between them. For the time being, the cold and the damp are staved off, the flames dance, and fresh food steams. Rest well, and prepare yourself, for greater waves are still ahead. |
Click to show/hide this event's options |
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Option 1 | Take a break Gain 3 Max Life Point |
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Outcome | You cannot hear the sound of the tide here. Sleep well, sleep well. |
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Result | +3 Life Point cap; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again |
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Option 2 | Train intensively Obtain a Promotion Voucher |
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Outcome | Ships must be properly maintained before they can set sail, and the same is true of operators. |
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Result | Elite Logistics Rations Voucher; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again |
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Option 3 | Boost morale Gain 3 Hope |
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Outcome | The former glory of Iberia, the mysterious Ægir, and legends of the sea—some fascinating stories can always be exchanged for lively discussion. |
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Result | +3 ; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again |
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Option 4 | Reorganize Squad Size Limit +1 |
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Outcome | With numbers comes strength, as long as there are enough supplies. Planning early to accommodate additional manpower is never a bad idea. |
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Result | Squad size increases by 1; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again |
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Option 5 | Offer a silent prayer Gain 2 Die rolls |
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Outcome | Offering a prayer to an object of unknown faith is perhaps a good way to inadvertently change your fate. |
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Result | +1 die roll; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again |
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Option 6 | Restock on fuel Gain 15 Light |
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Outcome | After adding fuel to the lantern, the candle burns brighter. |
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Result | +15 Light; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again |
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Option x-1 | Use the Safe House again Reuse this facility |
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Outcome | The resources that Rhodes Island has in Iberia prohibit it from building safe houses as comprehensive as those in other regions, but functionally, there is no difference between them. For the time being, the cold and the damp are staved off, the flames dance, and fresh food steams. Rest well, and prepare yourself, for greater waves are still ahead. |
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Result | Options 1, 2, 3, 4, 5, or 6 become available again (see below); Option 1-2 becomes unavailable |
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Note |
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Only four of the listed options are available in a single Safe House instance (including after Option 0 is chosen), which are chosen randomly.
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Wander into Wonderland: At a Glance
This Encounter will only appear once the "Curiosity" Cognitive Shaping node is unlocked. |
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Fragments of the forest of monoliths are being assimilated by the nethersea brand, sinking next to the withered giant. Their inscriptions constantly change, showing a myriad of possibilities: You become the partner of a woman you know, or you become her mortal enemy; you lead mankind to fight the Seaborn, or you lead the Seaborn as one of their own; you stand on Terra to gaze at the stars, or you stand on ■■■ to gaze at Terra. You want to keep investigating, but Mizuki motions for you to stop for now. The nethersea brand is constantly analyzing information. What you have read, we many will also know. |
Click to show/hide this event's options |
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Option 1 | Try to cleanse the nethersea brand Spend 1 Key |
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Outcome | Your attempts soon pay off, and the branded stele brings your consciousness to a period of time that the Seaborn may have experienced. Until surviving to the end of this fragment, you must make decisions on behalf of the Seaborn. |
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Result | -1 ; Option 1-1 becomes available; Option 2 becomes unavailable |
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Option 1-1 | Maybe you can take care of some problems for your "species" Enter a mysterious time-space |
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Result | The player enters the secret floor; see Mizuki & Caerula Arbor#Secret floor for more information. |
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Option 2 | Listen to Mizuki's suggestion Obtain a random Collectible |
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Outcome | Mizuki changes the nethersea brand's behavioral patterns, and it begins to draw upon the information, violently consuming energy to change its material form. In the end, the branded stele completely disappears, and a familiar object appears in Mizuki's hands. He does not say anything, but smiles as he places it into your palm. |
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Result | Random Collectible; leaves the Wander into Wonderland |
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Wish Fulfilled: Bygone Customs
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Back in the days when the fincatching boats still sailed, children in coastal Iberian villages would make a wish for their parents who went out to sea to return with a gift. When the adults returned, they would personally hand over the largest finbeast to their children, its belly stuffed with whatever they wished for, or some other surprise. Apparently, children in wealthier families could make more than one wish, but now, all that remains before you are a few dried finbeasts with wish strips attached. |
Click to show/hide this event's options |
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Option 1 | Take the fin with a wish strip attached to it. |
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Process |
The player rolls a die (without using their die rolls):
- 6 to 12: [Favored by Fortune] Your piety makes fate willing to bestow an additional gift
- 2 to 5: [Smooth Sailing] The pious are always able to obtain what they most desire
- 1: [Twists and Turns] That collectible is not a part of your destiny
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Outcome | Regardless of what was hidden inside the finbeast, this custom was, in essence, a way of preserving the Iberians' best wishes for the future. And now, those sentiments have disappeared in the wake of the Profound Silence. |
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Result | - [Favored by Fortune] The specified (Super) Rare Collectible and a random Collectible; leaves the Wish Fulfilled
- [Smooth Sailing] The specified (Super) Rare Collectible; leaves the Wish Fulfilled
- [Twists and Turns] Random Collectible; leaves the Wish Fulfilled
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Note |
The Collectible specified by this option will always be different with that of Options 2, 3, and 4.
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Option 2 | Take the fin with a wish strip attached to it. |
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Process |
The player rolls a die (without using their die rolls):
- 6 to 12: [Favored by Fortune] Your piety makes fate willing to bestow an additional gift
- 2 to 5: [Smooth Sailing] The pious are always able to obtain what they most desire
- 1: [Twists and Turns] That collectible is not a part of your destiny
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Outcome | Regardless of what was hidden inside the finbeast, this custom was, in essence, a way of preserving the Iberians' best wishes for the future. And now, those sentiments have disappeared in the wake of the Profound Silence. |
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Result | - [Favored by Fortune] The specified Collectible and a random Collectible; leaves the Wish Fulfilled
- [Smooth Sailing] The specified Collectible; leaves the Wish Fulfilled
- [Twists and Turns] Random Collectible; leaves the Wish Fulfilled
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Note |
The Collectible specified by this option will always be different with that of Options 1, 3, and 4.
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Option 3 | Take the fin with a wish strip attached to it. |
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Process |
The player rolls a die (without using their die rolls):
- 6 to 12: [Favored by Fortune] Your piety makes fate willing to bestow an additional gift
- 2 to 5: [Smooth Sailing] The pious are always able to obtain what they most desire
- 1: [Twists and Turns] That collectible is not a part of your destiny
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Outcome | Regardless of what was hidden inside the finbeast, this custom was, in essence, a way of preserving the Iberians' best wishes for the future. And now, those sentiments have disappeared in the wake of the Profound Silence. |
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Result | - [Favored by Fortune] The specified Collectible and a random Collectible; leaves the Wish Fulfilled
- [Smooth Sailing] The specified Collectible; leaves the Wish Fulfilled
- [Twists and Turns] Random Collectible; leaves the Wish Fulfilled
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Note |
- This option is only available when the player has the
Four-Leaf Clover Fossil.
- The Collectible specified by this option will always be different with that of Options 1, 2, and 4.
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Option 4 | Take the fin with a wish strip attached to it from under the table.Resourceful: Using your knowledge of Iberian customs, you have a chance to obtain this Collectible |
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Process |
The player rolls a die (without using their die rolls):
- 6 to 12: [Favored by Fortune] Your piety makes fate willing to bestow an additional gift
- 2 to 5: [Smooth Sailing] The pious are always able to obtain what they most desire
- 1: [Twists and Turns] That collectible is not a part of your destiny
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Outcome | Regardless of what was hidden inside the finbeast, this custom was, in essence, a way of preserving the Iberians' best wishes for the future. And now, those sentiments have disappeared in the wake of the Profound Silence. |
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Result | - [Favored by Fortune] The specified Collectible and a random Collectible; leaves the Wish Fulfilled
- [Smooth Sailing] The specified Collectible; leaves the Wish Fulfilled
- [Twists and Turns] Random Collectible; leaves the Wish Fulfilled
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Note |
- This option is only available when the player uses the
Resourceful Squad.
- The Collectible specified by this option will always be different with those of Options 1, 2, and 3.
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