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A list of nodes in Phantom & Crimson Solitaire.
Operations
Encounters
A Gathering of Followers
|
A heated conversation can be heard from inside the room. You listen carefully and make out bits and pieces through the thick Leithanian accent. "He killed everyone at the party? Just for that play of his?" "Didn't I say from the start we should never have let Ahrendts know about our plans. He's been out of his mind ever since he ran into that Crimson Troupe!" "Don't say that, Andreas! At least he's actually done some research on Arts. Besides, I think those artists aren't so bad..." "Hah, looks like you're pretty far gone yourself!" |
Option 1
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Swing the doors and walk in Receive Collectible
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Outcome
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There is no one inside the room, only a broken staff lying on the ground. It seems the argument you just heard was merely your imagination.
|
Result
|
Abrupt Realization; leaves the Encounter
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Option 2
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Sounds dangerous, better leave Get up and leave
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Outcome
|
There seems to be quite a few people inside. It would be best to come back after you have made the necessary preparations.
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About That Ursus Man
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In the corner of a rundown storeroom lies a large amount of Ursus military uniforms and weapons. You notice a familiar figure. The stalwart Ursus man who usually follows the Duck Lord around is crouched on the ground with a melancholic look. Every now and then, he takes a peek at the photograph in his hand. You steal a glance and realize it's a photograph of the Ursus man in uniform and a Hippogryph general. |
Option 1
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Flip over the boxes and crates There's definitely some good stuff here
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Outcome
|
You ignore the Ursus man and start flipping through the boxes and shelves in the room. Your rude behavior angers him, and he picks up a weapon beside him to attack you.
|
Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
|
Option 2
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Let's not disturb him He needs some personal space
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Outcome
|
Everyone goes through ups and downs, and everyone has moments they find difficult to look back on.
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Advance Squad
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You locate the Rhodes Island squad who sent out the original distress signal. They have been scouting the surrounding areas before you made contact. You exchange information with each other, and their squad shares some of their resources and experience with you. |
Option
|
Exchange information Gain Promotion Voucher
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Outcome
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You have learned much from the squad, and it is time to continue your exploration.
|
Result
|
Combustible Building Mats.; leaves the Encounter
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Adventurer Commission
|
You come across a wandering adventurer. He tells you about some strange happenings he came upon lately. Supposedly, there have is some grandiose supernatural playhouse with phantoms partying hard on the stage each and every night. His search has proven to be futile, and he was almost attacked by a group of madmen spouting nonsense. He is preparing to leave now, and perhaps we can entrust to him a request for help from our allies waiting outside. |
Option 2
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Give a big reward Lose 5 Originium Ingots, but gain a Recruitment Voucher
|
Outcome
|
Sincerity can move the hearts of many. You are too sincere, and the adventurer is truly touched by this. He even asks you for your contact information, telling you he looks forward to working with you again.
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Result
|
-5 ; Elite HR Dispatch Letter; leaves the Encounter
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Option 3
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Ask sincerely Trust that sincerity will move him
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Outcome
|
The adventurer gives you his word, but no one comes to your aid, no matter how long you wait.
|
Art and Madness
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"They're nuts! They're all nuts! Help!" You hear a loud plea for help through the door. At the same time, you notice a sweet, strange aroma wafting in the air. |
Option 1
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Go in for a look Maybe there's something in it for me?
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Outcome
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You open the door and find yourself immediately bombarded by the strong aroma. A large group of well-dressed artists are engaged in a bloodbath inside the house, all of them delirious. There are already many bodies lying dead on the floor. Soon, they will be attacking you.
|
Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
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Option 2
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Never mind Better let sleeping beasts lie
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Outcome
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It's better not to look for trouble. Let's walk away.
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"Art Connoisseur"
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"You have several pieces of art on you that I believe belonged to a famous artist. Would you be so kind as to let me examine them?" You meet a well-dressed, polite woman deep inside the castle. She seems to be interested in some of the artwork you have come across. |
Option 1
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Show her both Receive Collectible (Requires "Flowers of Quinde" and "Numbness and Obscenity")
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Outcome
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"You are very kind. Please accept this book as a token of my appreciation." The art connoisseur gives you an elegantly bound book.
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Result
|
"Beauty and Ugliness in the Age of Terra"; leaves the Encounter
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Option 2
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Show her the tablet Gain 3 Hope (Requires "Flowers of Quinde")
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Outcome
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"Much appreciated," the art connoisseur says and looks at you with a somewhat artificial-looking smile. She then leaves you with some supplies.
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Result
|
+3 ; leaves the Encounter
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Option 3
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Show her the sclulpture Gain 5 Originium Ingots (Requires "Numbness and Obscenity")
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Outcome
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"I appreciate your generosity," the art connoisseur says and looks at you with a somewhat artificial-looking smile. She then leaves you with a large amount of cash.
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Result
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+5 ; leaves the Encounter
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Option 4
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Don't show her a thing Why should I show you?
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Outcome
|
"That is unfortunate, then." You notice the art connoisseur's rigid smile is hiding a hint of hostility.
|
Attending a Banquet
This Encounter will only appear in the following runs after the player had completed a run with the Ridiculous Comedy ending. |
A group of Leithanian nobles is hurriedly making its way to a party. One of them tells you that the organizer of the party is a spire caster obsessed with the performing arts, favoring grandiose functions and extravagance. The man has very high standards for all of his guests. The Leithanian noble takes a look at you and proposes the following after a brief moment of pondering: If you will attend the party, he is willing to transfer the invitation to you and provide an outfit as proper as his for free. |
Option 1
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Get a free outfit Receive Collectible
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Outcome
|
The Leithanian noble breathes a sigh of relief. He tells you the party's organizer once studied certain forbidden Arts and has been putting on crazier and crazier events over the past few years. He is thankful that you are willing to attend in his stead.
|
Result
|
Mantle of the Wrongly Condemned; leaves the Encounter
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Option 2
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Cherish your life, stay away from social events! Gain 2 Life Points
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Outcome
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None of their ruckus concerns you. You opt to instead get some nice, decent sleep.
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Result
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+2 ; leaves the Encounter
|
Camp
|
You find a quiet corner safe enough to harbor your entire squad from harm, allowing you to rest and reorganize. Having helped your teammates settle in, your consciousness slowly begins to loosen up. |
Option
|
Drift into slumber Gain 3 Life Points
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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.
|
Result
|
+3 ; leaves the Encounter
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Coffin of Evil
|
You discover a dark room deep inside the castle. There are no windows in the room, nor are there any light sources. In the center of the room is a massive coffin with many gems and jewels affixed. Just as you are about to inspect the coffin, you hear a voice from inside it. It seems to be asking for your help to open the coffin. |
Option 1
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We can't stand idly by when someone's asking for help Lose 3 Life Points, but receive a collectible
|
Outcome
|
The coffin was nailed shut. Your only way to free its occupant is to pry it open. An attractive-looking Liberi man climbs out of the coffin. Kindness is always rewarded, and he gives you a gift as thanks.
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Result
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-3 , Proof of Friendship; leaves the Encounter
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Option 2
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Looks way too sketchy Gain 4 Originium Ingots
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Outcome
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In many stories, those who offer others help often find their kindness backfiring. Being the cautious person you are, you ignore the suspicious pleas. You even take the jewels on the coffin with you and close the door on your way out.
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Result
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+4 ; leaves the Encounter
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Columbian Brewer
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You see a group of adventurers and treasure hunters having a good time over beer. Next to them are a few Columbians selling large amounts of beer. You talk to them and learn that they work for a small Columbian brewery whose delivery truck was damaged in a Catastrophe, and they opted to sell their wares to any passing visitors. |
Option 2
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Still got stuff to do. I'll pass Get up and leave
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Outcome
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Now isn't the time to drink.
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Crazy Puppets
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A strange voice calls out from down the hallway. A swarm of puppets walking in a strange rhythm block your way. The puppets charge toward you, but it seems you are not their target. It is the broken puppet. |
Option 1
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Shield the puppet Lose 1 Life Point
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Outcome
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A puppet strikes your face. Ouch!
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Result
|
-1 ; Option 1-1 becomes available
|
Option 1-1
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Shield the puppet Lose 1 Life Point
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Outcome
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The puppets pull your ear and try to tie a small string around you... Ow!
|
Result
|
-1 ; Option 1-1-1 becomes available
|
Option 1-1-1
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Shield the puppet Lose 1 Life Point
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Outcome
|
You shield the broken puppet and charge forward, at last breaking free of the crazy puppets and making your way to the other end of the hallway. There is a youth scribbling something on a piece of paper with a quill. You are handed a pair of scissors.
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Result
|
-1 ; Option 1-1-1-1 becomes available; Option 2 becomes unavailable
|
Option 1-1-1-1
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Take it Receive Collectible
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Outcome
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Why a pair of scissors? There is no one around to answer the question, as the youth has already left.
|
Result
|
Useless Scissors; leaves the Encounter
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Option 2
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Turn around and run Life's more important than anything
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Outcome
|
The puppets continue their advance. There is no way to break through, leaving you with no choice but to leave.
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Crimson Masquerade
This Encounter only appears in 5F.
|
A truly bustling masquerade. There are countless dancers wearing full dresses and masks around. They waltz past you as the accompanying pieces of enthusiastic music echo throughout the hall one after another. None of them feel the slightest bit of exhaustion even when their voices go hoarse. None of them are stopping even when their shoes are completely worn out and their feet bleeding. You can't see their faces as all of them are wearing masks that feign happiness. |
Option 1
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Wear an extravagant outfit Lose 10 Originium Ingots, but gain 6 Hope
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Outcome
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You feel your outfit is not very well-suited for the occasion. The first step to blending in is to dress the part.
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Result
|
-10 , +6 ; leaves the Encounter
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Option 2
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Offer flowers to the dancer Lose 10 Originium Ingots, but gain 8 Life Points
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Outcome
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You give a dancer your most sincere compliments. She smiles at you the moment she takes the flower and puts it in her chest pocket.
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Result
|
-10 , +8 ; leaves the Encounter
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Option 3
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Dance with her Lose 4 Max Hope and Hope, but gain 10 Life Points
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Outcome
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Dance! Dance! This ball may be endless, but so what? You feel truly alive right now!
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Result
|
-4 Hope and Hope cap, +10 ; leaves the Encounter
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Option 4
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Sing a song Lose 5 Life Points, but gain 8 Hope
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Outcome
|
You start to sing freely on a whim, and the accompanying music begin to follow your every rhythm. "The leader would love your singing. He definitely would." The dancers stop and watch on in silence.
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Result
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-5 , +8 ; leaves the Encounter
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Option 5
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Take the dancer's mask off Lose 5 Life Points, but gain 15 Originium Ingots
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Outcome
|
What do they look like behind the masks? You break the greatest taboo of masquerades, and with the mask in your hand, you are certain that this is a decision that you will come to regret.
|
Result
|
-5 , +15 ; leaves the Encounter
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Option 6
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Sneak away Better let sleeping beasts lie
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Outcome
|
You feel terrified among the joyous crowd and want to leave as soon as possible.
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Only three of the first five options are available in a single Crimson Masquerade instance, which is chosen randomly.
Dancing Mad
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You happen upon a Sarkaz lady wearing a mask and red dance shoes. She dances alone in the open space, and, noticing you, she reaches her hand out, inviting you to dance with her. |
Option 2
|
Wave your hand in refusal Better let sleeping beasts lie
|
Outcome
|
Noticing your refusal, the lady ignores you and returns to dancing alone.
|
Don't disturb them
This Encounter will only appear on the first three floors in the following runs after the player had completed a run from Crimson Solitaire's Expansion II.
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You barge into a dungeon. The prisoners within are silent, showing no reaction to your sudden entry. You see some of them carving on the walls, while others curl up on the ground, muttering to themselves. |
Option 1
|
Get closer and eavesdrop Maybe we can hear something useful
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Outcome
|
"Why do you disturb me? Why do you not let me finish my story?!" One of the prisoners suddenly stands up and rams the cell door.
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Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
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Option 2
|
Too dangerous, let's go Get up and leave
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Outcome
|
You leave the dungeon. As you walk away, you hear the sound of exultant laughter coming from behind.
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Duck Lord's Improv
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You come across the duck who calls himself the Duck Lord once again. He is harshly mocking a puppet, which he claims to be an improvised performance. The program's title is "How Investors Mock Investees." You take a closer look and notice that a picture of the famous Columbian rapper Emperor is nailed to the puppet. |
Option 1
|
This is supposed to be a play? Let me teach you!
|
Outcome
|
You are about to argue with him. The stalwart Ursus man behind him nods and raises his fist.
|
Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
|
Option 2
|
As long as you're happy Better let sleeping beasts lie
|
Outcome
|
This might just be how the rich live, though you are nonetheless curious about this duck's relation to Emperor.
|
Duck Lord's Party
|
The duck, apparently called the Duck Lord, invites you to a party. The entire table is packed full of the finest beverages and most decadent desserts Gaul has to offer. The other guests sitting at the table are also chatting away about various artistic subjects. Suddenly, the duck snaps his fingers, and everyone falls silent. "I know why all of you are here, friends," the duck says. "I suggest you all go home while you still have the chance." |
Option 1
|
The hell should I listen to you for? Holy duck!
|
Outcome
|
Naturally, you aren't about to listen to a duck's quackings, but it seems he has some inside information–You decide to capture him!
|
Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
|
Option 2
|
He's right. The duck has a point Isn't that right?
|
Outcome
|
You persuade the artists gathered here that this isn't a nice place to be.
|
Duck Lord the Lead Actor?
|
The curtain rises before you, and you are the only members of the audience today. Tonight's performance is a renowned Gaulish tragicomedy. Its talented female lead even danced till her shoes were soaked with blood during a curtain call one time as the audience cheered her on–Hey, what the duck? Why is there's a duck scattering cash around the stage? |
Option 1
|
Get the lead actress out here! Holy duck!
|
Outcome
|
Infuriated, you stomp onto the stage, hell bent on getting this duck off the stage!
|
Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
|
Option 2
|
A duck is fine too... Isn't that right?
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Outcome
|
Surprisingly, the duck's steps aren't too bad.
|
Eccentric Hunchback
This Encounter will only appear in 4F after the player had completed a Formal Investigation run.
|
"I know who it is that you seek, outsider," says a slender, stooped woman with a strange laugh. "You don't understand that Feline, do you? You seem to trust him, though." The strange woman looks at you through her helmet and scarf. "I can tell you all about his past. Are you interested?" She reaches out her shriveled hands, seemingly asking for something. |
Option 1
|
I definitely want to know Lose 4 Originium Ingots
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Outcome
|
"As a member of the troupe, he was very well trained. 'Shadow' taught him illusion Arts. 'Bladedance' taught him his dance-like combat techniques. 'Whiteflower' taught him his exquisite acting skills. As for His Lordship, he gave him his charming singing voice... When the Feline finally learned the truth and realized his respected teachers were all hopeless villains... What a long, bloody night it was..."
|
Result
|
-3 ; Options 1-1, 1-2, 1-3, or 1-4 become available (see below); Option 2 becomes unavailable
|
Option 1-1
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Ask about the "Shadow" Let's talk about this more
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Outcome
|
"Ah, 'Shadow.' A most delicate but cruel murderer. He was a villain who lurked in the shadows. Alas, his student evidently knew how to blend into the darkness even better than he."
|
Result
|
Option 1-1-1 becomes available
|
Option 1-1-1
|
Alright... Receive Collectible
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Outcome
|
Hopefully it's not too late.
|
Result
|
"Shadow"; leaves the Encounter
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Option 1-2
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Ask about the "Bladedance" Let's talk about this more
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Outcome
|
"Ah, the beautiful dancer. Sharp as a blade, and cold as a blizzard. Too bad, then, that the young Feline was swifter. I thought they were on very good terms. How regrettable."
|
Result
|
Option 1-2-1 becomes available
|
Option 1-2-1
|
Alright... Receive Collectible
|
Outcome
|
Hopefully it's not too late.
|
Result
|
"Bladedance"; leaves the Encounter
|
Option 1-3
|
Ask about the "Whiteflower" Let's talk about this more
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Outcome
|
"Oh, 'Whiteflower.' Hahaha. The woman was a fine actor, but her performance could never hide what a vicious, despicable person she was. Dying at the hands of her own student was a fate too kind. Hahahaha."
|
Result
|
Option 1-3-1 becomes available
|
Option 1-3-1
|
Alright... Receive Collectible
|
Outcome
|
Hopefully it's not too late.
|
Result
|
"Whiteflower"; leaves the Encounter
|
Option 1-4
|
Ask about "His Lordship" Let's talk about this more
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Outcome
|
"How could be so brave as to ask about him? What a reckless lunatic. For your fearlessness, I will give you your money back, but I don't want to die yet. I can't tell you anything."
|
Result
|
Option 1-4-1 becomes available
|
Option 1-4-1
|
Alright... Gain 3 Originium Ingots
|
Outcome
|
Hopefully it's not too late.
|
Result
|
+3 ; leaves the Encounter
|
Option 2
|
Guess not, then The Originium Ingot wasn't carried here by the dust
|
Outcome
|
This is too sketchy. Forget it.
|
Only three of the four possible options that Option 1 leads to are available in a single Eccentric Hunchback instance, which is chosen randomly.
Eye For an Eye
|
A refined, well-dressed Sarkaz gentleman stands before you. He politely asks if you know of an innocent man who was once wrongfully punished because of him. You ask him to elaborate and learn that, because of a mistake he made, the villagers all mistook his friend for a Vampire and locked him here. The man promises a sizable reward if you lend him your help. |
Option 1
|
This story sounds familiar Gain 20 Originium Ingots (Requires Proof of Friendship)
|
Outcome
|
You tell him his friend has already been freed. The news is most encouraging, and the gentleman promises to reward you.
|
Result
|
+20 ; leaves the Encounter
|
Option 2
|
Lead the way Lose 2 Life Points, but gain 3 Hope
|
Outcome
|
He gives you his thanks and explains the whole story to you on your way there. However, in the end, he implores you not to ask the villagers what happened thereafter.
|
Result
|
-2 ; +3 ; leaves the Encounter
|
Option 3
|
Stay alert Gain 3 Life Points
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Outcome
|
You must always be vigilant in a place like this. Noticing that you remain indifferent to his words, the man sighs and laments how his play will end on a tragic note.
|
Result
|
+3 ; leaves the Encounter
|
Gaulish Veteran
|
You happen upon an old, veteran soldier in tattered clothing who's sitting on top of the castle's ruins. You chat with him a little and learn about his past. The man claims to be a Gaulish Vanguard who once fought alongside the emperor. He is here to seek the emperor's treasures to contribute to Gaul's revival. As your conversation continues, the man starts an impassioned speech, impressing upon you his homeland's past glory. |
Option
|
Listen to him closely Gain Promotion Voucher
|
Outcome
|
Even so, you take a closer look at the old soldier's uniform and realizes he might simply be a drafted militiaman of the Gaulish Empire. He even mispronounced the emperor's name. You choose not to point that out, though. After the old soldier finishes his speech, he gives you many supplies to show his appreciation for how attentive you were.
|
Result
|
Elite Logistics Rations Voucher; leaves the Encounter
|
Hallucinatory Candlelights
|
In the center part of the castle, you find a chapel enveloped by a cloud of haze. There is a sweet, yet strange smell wafting from the chapel. The smell seems to originate from the countless scented candles inside the chapel. You notice what seems to be some treasures sitting on the chapel's lectern. |
Option 1
|
It's just a candle. Nothing to be afraid of Lose 2 Life Points, but gain 8 Originium Ingots
|
Outcome
|
The thick smell leaves you lightheaded, but you manage to bear with it and make it outside. You realize that there are many places in the castle where these strange scented candles are lit, and that explains why many of the people here in the castle seem fairly unstable.
|
Result
|
-2 , +8 ; leaves the Encounter
|
Option 2
|
Guess not, then Better let sleeping beasts lie
|
Outcome
|
Let's not give ourselves any trouble.
|
Junkyard Bazaar
|
In an open area of the castle, you see an unkempt Feline hawking goods. He notices you and enthusiastically promotes treasures that were "collected from all around the castle through countless trials and tribulations." However, you seem to think everything he is selling is useless junk. |
Option 1
|
Is this tablet worth something? Gain 15 Originium Ingots (Requires "Flowers of Quinde")
|
Outcome
|
When he sees you take out the tablet, the slovenly Feline cries out in unparalleled excitement: "This belonged to the troupe leader..." He quickly catches himself and throws a few Originium Ingots your way, and asks you not to tell anyone else you have this tablet. He then gives you his contact information and disappears down the hallway.
|
Result
|
+15 ; leaves the Encounter
|
Option 2
|
Buy something Lose 6 Originium Ingots, but receive a random collectible
|
Outcome
|
It may all be junk, but that does not mean it is all useless.
|
Result
|
-6 , random Collectible; leaves the Encounter
|
Option 3
|
I don't buy junk The Originium Ingot wasn't carried here by the dust
|
Outcome
|
Who would do business with a shady guy like this?
|
Musical Challenge
|
You hear a beautiful melody. A wandering jazz player claims to be seeking a legend in the history of art. He traced the troupe's footsteps and made his way here in hopes of joining them. If you would like, he could write a song for you right now. Of course, his troubles demand a small tip. |
Option 1A
|
Another one! Lose 3 Originium Ingots, with a 20% chance to get "that thing"
|
Outcome
|
He mutters for a moment and strums his instrument. He admits that he is unable to fulfill his promise, and he has finally had a taste of failure thanks to you. As such, he offers you a gift. OR He racks his brain to come up with a few words. It seems inspiration hasn't quite hit him yet.
|
Result
|
-3 ; Option 1-1 becomes available; Option 2A becomes unavailable OR -3 ; Option 1B becomes available; Option 2A is replaced by Option 2B
|
Option 1B
|
Inspiration, huh... Let's give it a shot Lose 3 Originium Ingots, with a 40% chance to get "that thing"
|
Outcome
|
He mutters for a moment and strums his instrument. He admits that he is unable to fulfill his promise, and he has finally had a taste of failure thanks to you. As such, he offers you a gift. OR He racks his brain to come up with a few words. It seems inspiration hasn't quite hit him yet.
|
Result
|
-3 ; Option 1-1 becomes available; Option 2B becomes unavailable OR -3 ; Option 1B becomes available again
|
Note
|
The chance that this option leads to Option 1-1 will be increased by 20% each time it does not lead to Option 1-1, up to a maximum of 100%.
|
Option 1-1
|
Receive remuneration Receive Collectible
|
Result
|
"Magnificent Visage"; leaves the Encounter
|
Option 2A
|
That's not necessary Get up and leave
|
Option 2B
|
Enough, let's call it quits Get up and leave
|
Phantom Ramblings
|
As you explore the long corridor, an eerie voice suddenly speaks to you: "Your actions in Kazimierz have piqued my interest, which is why I prepared a wonderful encounter for you right here. Would you be so kind to take part in a knight duel performance with my actors?" Not a second after the voice finishes, four knights step out of the shadows. Though they look familiar, you can feel that they are not anyone you are acquainted with. |
Option 1
|
Accept the invitation Let's see what the hell you're trying to pull
|
Outcome
|
"It matters not who reigns victorious in the end. Your participation has given our dull program an uplifting improvement. You have my thanks, dear traveler from afar."
|
Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
|
Option 2
|
Outright refuse Better let sleeping beasts lie
|
Outcome
|
Noticing that you are not responding to his request, the voice lets out a sigh, and the four knights fall back into the shadows, never to be seen again.
|
Reprieve
|
You walk up the stairs and notice a familiar figure standing next to the window. The figure suddenly turns around and thanks you, before squeezing a letter into your hand. |
Option
|
Ask their name Receive Collectible
|
Outcome
|
Before you receive an answer, the figure takes a step back and leaps out the window with a smile.
|
Result
|
Blank Suicide Note; leaves the Encounter
|
Reprieve?
This Encounter will only appear in the following runs after the player had completed a Formal Investigation run.
Option 1
|
Poor guy. Let's take a closer look Lose 1 Hope
|
Outcome
|
You walk up to examine the oil painting. Suddenly, a puppet falls from above, shattering into pieces before you.
|
Result
|
-1 ; Option 1-1 becomes available; Option 2 becomes unavailable
|
Option 2
|
Better stay away from tragic stories! Gain 1 Hope
|
Outcome
|
If reality was already so difficult, he could have at least made things easier on himself in the story.
|
Result
|
+1 ; leaves the Encounter
|
Revenge Story
|
In the dimly-lit room, you see a young man sat by himself before a desk, dipping his quill into a bottle of strangely-colored ink and writing intently in the flickering candlelight. He does not notice your approach. |
Option 1
|
See what they're writing
|
Outcome
|
You approach the young man. His quill suddenly begins to burn, and he disappears in the rising flames and smoke. You find yourself surrounded by a bunch of lunatics.
|
Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
|
Option 2
|
Something's not right Better let sleeping beasts lie
|
Outcome
|
The young man stops, places his quill into the inkwell, and leaves.
|
"Royal Rumble"
|
In a strange, frivolously decorated room, there are two extravagantly dressed Liberi, both with crowns on their head, locked in a fiery standoff. They claim to be the sixth and eighth emperor of Gaul, and they are debating the achievements and missteps of Corsica I, the last emperor of Gaul. Their debate is getting out of hand, and things are about to come to blows. |
Option 2
|
Sing the praises of Corsica I Lose 8 Originium Ingots, but gain a Recruitment Voucher
|
Outcome
|
You sing the praises of Corsica I, claiming that he was among Gaul's greatest emperors, and although the country fell under his rule, no one is perfect. Both emperors agree that you have a point and reward you with a large amount of treasures. Afterwards, the two disappear into the mist.
|
Result
|
-8 , Special HR Dispatch Letter; leaves the Encounter
|
Secret Chamber
|
You trip over your exhausted feet and tumble down the castle's staircase, only to find a hidden trap door. It leads to a bedchamber with exquisite furnishings not seen anywhere else in the castle. The bedchamber is spotless as though it is cleaned on a regular basis. You notice there is a delicately carved sculpture on the work desk. |
Option 1
|
Take the sculpture Receive Collectible
|
Outcome
|
The bottom of the sculpture is inscribed with a few sentences: "Once, I was obsessed with radical artistic expression, but our small boat is still in search of the lake of beauty. None of this is for the fools with poor taste to criticize. If art was only about what is on the surface, then what even is the difference between beauty and ugliness?"
|
Result
|
"Numbness and Obscenity"; leaves the Encounter
|
Option 2
|
Try to get some rest Gain 3 Life Points
|
Outcome
|
How does such an old castle have such an intricate hidden mechanism? Who is the master of this castle? Whatever the answer is, this room makes for a safe place for some rest, at the very least. Let's get some rest here.
|
Result
|
+3 ; leaves the Encounter
|
Secret Entrance
|
In your confusion, you smash through a wall to find a large, empty space hidden behind it. The room's furnishings highlight its user's unique artistic sensibilities. There are all kinds of antiques you have never seen plastered all over the wall. In the center of the room, an inscribed tablet brimming with historical richness, attracts your attention. |
Option 1
|
Take the tablet Receive Collectible
|
Outcome
|
You take the tablet and find its backside inscribed with a sentence: "The insults of the foolish and ignorant once left me sullen and stricken with grief, but art does not lose its meaning simply for rough appearances."
|
Result
|
"Flowers of Quinde"; leaves the Encounter
|
Option 2
|
Guess not, then Gain 2 Hope
|
Outcome
|
The room's secret wall was well-designed. Its structure appears to be a peculiar combination of both Originium Arts and mechanical designs.
|
Result
|
+2 ; leaves the Encounter
|
Shackled Bloodline
|
In a dark jail, you find a slender girl shackled to a stone column by multiple chains. Noticing you, the girl claims to be a member of the Sarkaz Vampire royal family. She asks you to give her a little blood to restore her strength and break free from her restraints. |
Option 1
|
Try to help her I should do this!
|
Outcome
|
After a loud roar, the girl rips the thick chains apart and laugh manically. She loudly ridicules the "Troupe" who locked her here and swears to take revenge against every last one of them. Her fine facial features suddenly crumble into three segments, revealing her sharp, horrifying fangs. Subsequently, the shadows in the jail morph into several human-like shapes, and the twisted beings all attack you at once.
|
Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
|
Option 2
|
Don't look for trouble! There has to be a reason this person's all chained up
|
Outcome
|
Seeing you walk away indifferently, the shackled girl lets out a terrifying scream. You are thankful that you didn't stick your hand where it doesn't belong.
|
Sleeping Statue
|
By mistake, you barge into a large, empty hall. The hall is packed with all kinds of stone statues, dressed in different outfits. The statues stand in different poses, and their details are eerily lifelike. You notice that all of the statues have their eyes closed as though sleeping. |
Option 1
|
Awaken the statues Is this really worth it?
|
Outcome
|
"Awaken! Rouse from your slumber!" The chance to say things like this doesn't come by often, and even though there may be a dear price to pay, there will always be some who thinks it's worth it.
|
Result
|
Option 1-1 becomes available; Option 2 becomes unavailable
|
Option 2
|
Leave in silence Better let sleeping beasts lie
|
Outcome
|
Let's not disturb the sleeping statues, especially when they have gathered here in such large numbers. You heed the advice you received before and quietly head for the door.
|
Teller of Tales
Option
|
For real? Gain 2 Hope
|
Outcome
|
We all know the world of Terra is full of strange legends, but these stories are a little too far-fetched. They can't be real, can they?
|
Result
|
+2 ; leaves the Encounter
|
The Kind Puppet
|
A worn-out wooden puppet sits next to the wall, its limbs almost falling apart. Its hazy facial features seem to ring a bell, but you cannot say for certain who it is given how worn-out it is. You come close to the puppet and find that there seems to be something hidden inside its chest. |
Option
|
Open up your heart Gain 6 Originium Ingots
|
Outcome
|
You pry open its chest and find a fire-red heart. You obtain a beautiful gem, the heart of the puppet.
|
Result
|
+6 ; leaves the Encounter
|
"The Sword in the Stone"
This Encounter only appears in 4F onward.
|
You stumble on a knight wearing a worn-out set of armor and gloomily looking at a sword in a stone. He claims to be a knight journeying in search of the holy sword, and he must bring this sword back to his kingdom to become its rightful ruler. However, he has no way to pull out the sword from the stone. |
Option 1
|
Might as well smash the sword into two halves Receive Collectible
|
Outcome
|
You rack your brain to come up with a solution. In the end, you smash the sword in two. Seeing half of the sword still stuck in the stone, the knight lets out a long sigh, shakes his head, and leaves.
|
Result
|
"Brokenblade"; leaves the Encounter
|
Option 2
|
Could use the stone as a hammer Receive Collectible
|
Outcome
|
Taking your advice, the knight attempts to lift the sword, the stone still attached. Unable to keep his balance, he trips and falls on the ground head first, knocking himself unconscious.
|
Result
|
"Blademace"; leaves the Encounter
|
Option 3
|
Doesn't look like it's necessary Is there a definitive link between the sword and the throne?
|
Outcome
|
"Strange stones lying in forts distributing swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical geologic ceremony." The knight thinks you have a point and leaves on a satisfied note.
|
Result
|
Leaves the Encounter
|
This Encounter is an obvious reference to the myths surrounding the
Excalibur,
King Arthur's legendary sword.
Theatrical Necessities
|
You find a middle-aged man rambling away in front of a dressing table. He notices you and howls in your direction, asking you to deliver the prop on the table to the actress. You look at the dressing table and find a crown entwined with thorns. |
Option 2
|
Ignore him Better let sleeping beasts lie
|
Outcome
|
You ignore the middle-aged man's howlings and leave.
|
"Tin Man"
|
You come across a strange man wearing a trench coat. His face, shadowed by the large fedora he is wearing, is composed of metallic, mechanical parts. He claims to be a detective hired by the "Maylander Historical Association" to investigate the mysterious organization, "Crimson Troupe." However, like you, he is trapped here now. You realize you might be able to share information with each other. |
Option 1
|
Try to share information Lose 2 Max Hope and Hope, but gain a random collectible.
|
Outcome
|
"As far as I've uncovered, the Crimson Troupe is an assassination agency with hitmen masquerading as performers. A few years ago, one of the troupe's members, codename Solitaire, murdered a few of the organization's leaders, and the Crimson Troupe fell apart soon after. Sadly, all that has happened here in this castle shows that this organization was never truly destroyed. They are still bringing death and suffering to the innocent." After he shares this information with you, the detective hands you some supplies.
|
Result
|
-2 Hope and Hope cap, random Collectible; leaves the Encounter
|
Option 2
|
Guess not, then Once word gets out, the value goes down
|
Outcome
|
"I wish you the best of luck." The tin detective bids his farewell and disappears down the hallway. Speaking of which, what race was he anyway?
|
Trapped Man
|
A youthful looking Feline man is hiding under a long table for some reason. Whenever someone comes close, he starts murmuring in an almost frightening way. He insists on staying under the table, but after much work on your part, he believes you are not a ghost here to kidnap him for performances and songs. He is even willing to trade his only treasure with you. |
Option 1
|
Gotta make it a fair trade Lose all Originium Ingots, but receive a collectible
|
Outcome
|
This might be worth it. Perhaps...
|
Result
|
Lose all Originium Ingots, Familiar Sculpture; leaves the Encounter
|
Option 2
|
Come out first, we'll talk Can't rely on someone like this
|
Outcome
|
What treasures could he have anyway? Okay, okay. As long as you get out from under the table!
|
Downtime Recreations
A Tiny Stage
|
The tiny stage in the corner of the hall attracts your attention. You walk closer to find that there is already a knight on the stage. The performance is almost ready to begin, pending just one more character gracing the stage. Where is the character? You look at the coin slot to the side. |
Option 1
|
Insert coin Lose 2 Originium Ingots
|
Outcome
|
A beggar walks onto the stage, motioning to the knight in seek of alms. The knight tosses a coin. It tumbles onto the ground, drawing a circle in its path before toppling off the stage. OR A lady walks onto the stage. The knight takes out a bouquet of Originium clusters and proposes to her. She refuses. The knight, seemingly dejected, tosses the Originium clusters off the stage.OR A clown walks onto the stage and performs many tricks for the knight. The knight seems happy, and so do you.OR A king walks onto the stage. The knight kneels before him and presents to his king a prized treasure. The king takes the treasure and flings it off the stage indifferently.OR Another knight walks onto the stage. The two immediately exchange blows. In the end, both knights collapse, and you gain nothing.OR You've waited a long time, but nothing happens. Just as you're starting to grow irritated, the knight suddenly explodes, revealing an Originium core inside. There will be no more performances.
|
Result
|
-2 ; Option 1-1 becomes available; Option 2 becomes unavailable OR -2 ; Option 1-2 becomes available; Option 2 becomes unavailableOR -2 ; Option 1-3 becomes available; Option 2 becomes unavailableOR -2 ; Option 1-4 becomes available; Option 2 becomes unavailableOR -2 ; Option 1-5OR -2 ; Option 1-6 becomes available; Option 2 becomes unavailable
|
Option 1-1
|
Sounds too good to be true Gain 1 Originium Ingot
|
Outcome
|
The curtain falls, and the characters all leave the stage one by one, but after a period of silence, the curtain rises again with the lone knight on the stage, just as before.
|
Result
|
+1 ; Options 1 and 2 become available again
|
Option 1-2
|
Sounds too good to be true Gain 3 Originium Ingots
|
Outcome
|
The curtain falls, and the characters all leave the stage one by one, but after a period of silence, the curtain rises again with the lone knight on the stage, just as before.
|
Result
|
+3 ; Options 1 and 2 become available again
|
Option 1-3
|
As long as you're happy Gain 1 Life Point
|
Outcome
|
The curtain falls, and the characters all leave the stage one by one, but after a period of silence, the curtain rises again with the lone knight on the stage, just as before.
|
Result
|
+1 ; Options 1 and 2 become available again
|
Option 1-4
|
Sounds too good to be true Receive a random collectible
|
Outcome
|
The curtain falls, and the characters all leave the stage one by one, but after a period of silence, the curtain rises again with the lone knight on the stage, just as before.
|
Result
|
Random Collectible; Options 1 and 2 become available again
|
Option 1-5
|
A shame...
|
Outcome
|
The curtain falls, and the characters all leave the stage one by one, but after a period of silence, the curtain rises again with the lone knight on the stage, just as before.
|
Result
|
Option 1 becomes available again
|
Option 1-6
|
Thanks for the Originium, kind knight Gain 5 Originium Ingots
|
Outcome
|
The plays performed on the stage are all the same. You have lost interest in them, but you are suddenly reminded of some historical records you once read. The crude stage play being performed before your eyes seems very similar to a certain historical event.
|
Result
|
+5 ; leaves the Downtime Recreation
|
Option 2
|
Let's not waste any more time Get up and leave
|
Outcome
|
The plays performed on the stage are all the same. You have lost interest in them, but you are suddenly reminded of some historical records you once read. The crude stage play being performed before your eyes seems very similar to a certain historical event.
|
Curio Keeper
|
You come across an old lady sitting on top of a tall pile of boxes, reading fairy tales. She notices you, and beckons you toward her. According to her, all these were once treasures, but their owner lost everything he ever had and was forgotten by history, leaving not so much as a gravestone. Thus, all the curios became "junk" without owners. If you're willing to spend some coins and listen to the old lady tell the tale of this box's owner, you will become its new owner. |
Option 1
|
I'm up for a story Lose 5 Originium Ingots, but has a chance to receive a collectible
|
Outcome
|
The old lady tells a colorful tale of adventure. Alas, the hero of the tale ends up walking a path of no return. You open the box to find a useful tool inside. OR The old lady tells the story of a child of a poor family who dreams of becoming an actor, only to go missing after joining a troupe. You open the box to find some rusks inside.
|
Result
|
-2 ; Option 1-1 becomes available; Option 2 becomes unavailable OR -2 ; Option 1-2
|
Option 1-1
|
That's a nice story Receive a random collectible
|
Outcome
|
You ask the old lady where she heard all these stories. She thinks to herself and, with a smile, she tells you she has a Caprinae granddaughter, and she heard all the stories from her granddaughter. The old lady is a Feline. Subconsciously, you think she may be hiding something, but the truth is you find the story decent, and what's inside the box might come in handy. After some small talk, the old lady asks if you would like to hear another story.
|
Result
|
Random Collectible; Options 1 and 2 become available again
|
Option 1-2
|
Weird story, weird treasures Get up and leave
|
Outcome
|
You ask the old lady where she heard all these stories. She thinks to herself and, with a smile, she tells you she has a Caprinae granddaughter, and she heard all the stories from her granddaughter. The old lady is a Feline. Subconsciously, you think she may be hiding something, but the truth is you find the story decent, and what's inside the box might come in handy. After some small talk, the old lady asks if you would like to hear another story.
|
Result
|
Option 1 becomes available again
|
Option 2
|
Pass, I don't think it's worth it Get up and leave
|
Outcome
|
The old lady sees that you are not very interested in listening to any more stories and returns to her book without saying more. As you leave, you notice the letters on the book's cover written in Victorian: Geoffrey's New Fairy Tales
|
Potent Potables
|
At a wine cellar, you come across a few Durins in a drinking contest. The castle's centuries-old collection of fine wine is being squandered lavishly, yet they claim they have the permission of the collection's owner. Seeing that you are here, they roll a barrel of fine wine toward you and invite you to join in on the fun. |
Option 1
|
Down a third of the barrel Lose 2 Life Points, but gain 6 Originium Ingots
|
Outcome
|
You are doing decently, as an enterprising heavy drinker. As you drink from the barrel, the Durins cheer and toss some coins your way.
|
Result
|
-2 , +6 ; Option x-1
|
Option 2
|
Down half the barrel Lose 3 Life Points, but receive a random Recruitment Voucher
|
Outcome
|
Look at you. You could pass for a real Durin with your ability to down alcohol. The Durins are having fun, and they give you a few gifts for your efforts.
|
Result
|
-3 , random Rec. Voucher; Option x-1
|
Option 3
|
Down the whole barrel Lose 6 Life Points, but receive a random collectible
|
Outcome
|
The Durins marvel in awe at how you finished an entire barrel in one go. "That's the vintage the leader of that troupe has kept for 500 years!" They exclaim and show their respect for you with applause and treasure.
|
Result
|
-6 , random Collectible; Option x-1
|
Option x-1
|
Down even more Won't have many more chances to sample such a fine liquor again.
|
Result
|
Options 1, 2, and 3 become available again
|
Option 4
|
I'm done Health is above everything
|
Outcome
|
The Durins will stay until the cellar is completely devoid of liquor, but it is time for you to take your leave. You still have other things to attend to.
|
The Rat Thieves
|
You wander aimlessly in the castle. By accident, you step on a rotten patch of the flooring and fall into the castle's basement. Here, you find a heap of garbage as well as three doleful-looking Zalaks. The Zalaks confess that they are treasure hunters who have painstakingly searched for the castle's treasure chamber, only to find that someone has been here before them. The chamber has nothing but a pile of trash left. |
Option 1
|
Sift through the waste enthusiastically Loses 2 Max Hope and Hope
|
Outcome
|
You find a few pieces of Originium Ingots. The three Zalaks' eyes light up. OR You find a chest full of Originium Ingots. The Zalaks look at you jealously.OR You find a sack of food. The Zalaks gulp their saliva.OR You find a huge chest full of food. The Zalaks look at you, drooling.OR You find a rare artifact. The Zalaks look at you, surprised.OR You go through the heap of trash, but only come out covered in dust, completely empty-handed.
|
Result
|
-2 ; Option x-1 becomes available; Option 3A/3B becomes unavailable OR -2 ; Option x-2 becomes available; Option 3A/3B becomes unavailableOR -2 ; Option x-3 becomes available; Option 3A/3B becomes unavailableOR -2 ; Option x-4 becomes available; Option 3A/3B becomes unavailableOR -2 ; Option x-5 becomes available; Option 3A/3B becomes unavailableOR -2 ; Options 1 and 2 become available again
|
Note
|
This option has a higher chance to lead into Options x-1 to x-6 than Option 2 (need in-game verification).
|
Option 2
|
Sift through the waste indifferently Loses 1 Max Hope and Hope
|
Outcome
|
You find a few pieces of Originium Ingots. The three Zalaks' eyes light up. OR You find a chest full of Originium Ingots. The Zalaks look at you jealously.OR You find a sack of food. The Zalaks gulp their saliva.OR You find a huge chest full of food. The Zalaks look at you, drooling.OR You find a rare artifact. The Zalaks look at you, surprised.OR You go through the heap of trash, but only come out covered in dust, completely empty-handed.
|
Result
|
-1 ; Option x-1 becomes available; Option 3A/3B becomes unavailable OR -1 ; Option x-2 becomes available; Option 3A/3B becomes unavailableOR -1 ; Option x-3 becomes available; Option 3A/3B becomes unavailableOR -1 ; Option x-4 becomes available; Option 3A/3B becomes unavailableOR -1 ; Option x-5 becomes available; Option 3A/3B becomes unavailableOR -1 ; Options 1 and 2 become available again
|
Option x-1
|
Stow the Originium Ingot Gain 2 Originium Ingots
|
Outcome
|
"There is still something valuable here?" The Zalaks look at you, confused.
|
Result
|
+2 ; Options 1, 2, and 3A/3B become available again
|
Option x-2
|
Stow the Originium Ingot Gain 7 Originium Ingots
|
Outcome
|
"There is still something valuable here?" The Zalaks look at you, confused.
|
Result
|
+7 ; Options 1, 2, and 3A/3B become available again
|
Option x-3
|
Stow the food Gain 2 Life Points
|
Outcome
|
"There is still something valuable here?" The Zalaks look at you, confused.
|
Result
|
+2 ; Options 1, 2, and 3A/3B become available again
|
Option x-4
|
Stow the food Gain 4 Life Points
|
Outcome
|
"There is still something valuable here?" The Zalaks look at you, confused.
|
Result
|
+4 ; Options 1, 2, and 3A/3B become available again
|
Option x-5
|
Stow the antiques Receive a random collectible
|
Outcome
|
"There is still something valuable here?" The Zalaks look at you, confused.
|
Result
|
Random Collectible; Options 1, 2, and 3A/3B become available again
|
Option 3A
|
Tough luck Get up and leave
|
Outcome
|
Let's not waste any more time here.
|
Option 3B
|
Let's go with that Get up and leave
|
Outcome
|
Let's not waste any more time here.
|
Note
|
This option replaces Option 3A after either Option 1 or Option 2 is taken for the first time.
|
Other
Boons: Gift of Fate
|
You cannot say for certain whether this is reality or merely a dream, but there is a tall stone pedestal with an expensive, old-fashioned looking box on top. Perhaps someone left it here, or perhaps it has been waiting here for you. Regardless, it is a gift. |
Option 1
|
Receive gift Receive a random collectible which might turn out to be a special plaything
|
Outcome
|
If your life was a play, would it be a comedy or a tragedy?
|
Result
|
Random (Super) Rare Collectible; leaves the Boons
|
Option 2
|
Pick up the treasures underneath the stone pedestal Receive a random collectible
|
Outcome
|
If your life was a play, would it be a comedy or a tragedy?
|
Result
|
Random Collectible; leaves the Boons
|
Boons: Gift of History
|
An old city once perished in a tragedy, and the tragic tale of the citizens' tribulations has been weaved into a play. While their story continues to be told, the treasures of the city have laid dormant until now. You come across some treasures next to the rotten corpse of the story's protagonist. The most precious manuscript, penned by the star herself, is half rotted and lost among the dust. |
Option
|
Stow the manuscript Receive a random collectible
|
Outcome
|
No one can say for certain whether the script came first or the actual events. As a memento, you pick a treasure from the pile.
|
Result
|
Random Collectible; leaves the Boons
|
Safe House
|
There is danger lying in wait in every corner of the old castle. The unusual environment, the enemies lurking in the shadows, and the grotesque happenings have been unceasing, wearing you and your squad out. Fortunately, you are able to find a corner to catch a breather every now and then. You would do well to manage your resources, relax, and plan your next steps quickly. Your next challenge will appear before long. |
Option 1
|
Take a break Gain 5 Life Points.
|
Outcome
|
Here, you can relax and sleep undisturbed. The longer you rest, the more stamina you will have to fend off enemies who come attacking.
|
Result
|
+5 ; leaves the Safe House
|
Option 2
|
Intensive training Gain Promotion Voucher
|
Outcome
|
The difficulties that lie ahead are unpredictable, and so we must hone our abilities.
|
Result
|
Elite Logistics Rations Voucher; leaves the Safe House
|
Option 3
|
Boost morale Gain 3 Hope.
|
Outcome
|
Your party has witnessed many strange phenomena, but when you recount the epics of the past heroes, everyone nonetheless gathers round to listen.
|
Result
|
+3 ; leaves the Safe House
|
Option 4
|
Reorganize +1 Squad Size Limit
|
Outcome
|
You take inventory of your resources and find that, when the resources are rationed appropriately, you have enough resources for more pairs of hands.
|
Result
|
Squad size increased by 1; leaves the Safe House
|
Only three of the four options above are available at one Safe House instance, which is chosen randomly.
Notes