Stultifera Navis Action Logs: Lost Flagship

From Arknights Terra Wiki
Jump to navigation Jump to search

A list of Action Logs of Lost Flagship in Stultifera Navis' Inquisition Minute.

The prefix of the nodes' names denote their storyline order in descending order, where the first number denotes the objective and the second number denotes the action. Therefore, 5-1 means that the node is part of the fifth objective and the first action.

  • If A or B is added after the action, it denotes multiple choices.
  • If the same node is listed more than once, it must be entered multiple times to proceed.
The logs are quoted verbatim from the game and should be kept pristine. Edits and updates should be placed on other pages related to the same subject.

Entering the Stultifera Navis

10-1: Stultifera Navis

When disaster struck, both the great flagship Stultifera Navis–the Ship of Fools–and the Iberian fleet to which it belonged were out at sea. Giant waves swallowed everything, but the ghosts of the past still lingered.

10-2: Central Passage

The golden ship appears in front of the Hunters, marking a turning point in this lonely journey. Within the ship's central passage, a mysterious enemy lying dormant begins to stir in response.

Exploring the cabins

11-1: Officer's Lounge

There are several pieces of damaged art in the officer's lounge: large, torn-apart oil paintings, pure-white sculptures shattered into pieces, caved-in bronze reliefs... There are also more bizarre things, like a billiards table inlaid with silver, and a number of poker cards with intricate patterns that appear to be hand-drawn. The lounge can be explored, and if the key can be found, the locked door can be opened as well, to look around the exterior.

11-2: The Head

Inside the bathroom, everything looks good as new, and drops of water dribble from the spigot. The only unusual thing is that all the mirrors have been shattered, now only able to reflect broken images. There are still unused supplies in the storage box under the sink. These supplies can still come in handy.

11-3: Crew Quarters

From inside the crew quarters comes a strange noise, as if something is persistently rapping against the wall–regular and hollow, persistent and monotonous.

11-4: Crew Quarters

Unsurprisingly, it's a Sea Terror. It stumbles to a halt and turns around. If Sea Terrors also possess the mental state of "confusion," then the creature before your eyes is without a doubt confused. It seems to have been battling a wall for some time now, a side of its body thorny and chitinous from the collisions. If it has no way to leave, it will ultimately give up, turning itself into nutrients for its kin.
Its body has been impaled with a string of keys, likely remnants of its last mortal struggle. Its opponent had likely broken their blade and reached for whatever sharp objects were available, persisting until the bitter end.
Perhaps the wound just happened to cut into a certain nerve node in the Sea Terror. Or perhaps there is some other reason it escaped to the crew quarters and decided to do battle against a wall. There might even be another possibility...
In any case, it's time to put it out of its misery.

11-5: Toolroom

This storeroom was used to store instruments, tools, and supplies needed for the Stultifera's maintenance. But for a ship that has had to endure a horrific calamity, losing its mobility in the process, banking on these tools alone might be a bit of wishful thinking. The cabinet can be searched, and if the key is found, the locked drawer can also be opened up to rummage through its contents.

11-6: Storage Room

A storage room full of spare sails. Unfold one, and you will find a canvas decorated with golden threads, and carefully embroidered with the pattern of the Iberian flag. Maybe there are some useful supplies to be found here. These supplies can still come in handy.

11-7: Lower Hall

In the middle of the battle with the mysterious Seaborn, the true master of the ship appears. The decades have not robbed him of his human mind, but he refuses to acknowledge reality, and views the past with anger.

Confronting Captain Alfonso

12-1: First Galley

From the size and scale of the First Galley alone, one can already imagine the grand occasions on which sumptuous dishes would emerge from here. The door can be opened to explore the contents of the kitchen, as well as the freezer in the corner.

12-2: Ballroom

On the Stultifera, the Hunters are unable to reach an agreement with Alfonso, just as it is impossible for the cultists and townspeople of Gran Faro to reconcile with the Inquisition. Conflicts deeply-rooted, with a dire need for resolution.

Surviving the hunt

13-1: Domed Elevator

The huge dome elevator in the middle of the Stultifera connects the various levels of this great battleship. When riding it, one may witness the quintessence of Iberia's glorious culture depicted across the walls. Standing here is like standing in the center of the world.

13-2: Training Area

A training area packed with Sea Terrors, seemingly startled awake by the sound of hunting bells. This place, once used for human training, is now their hatchery. In the darkness, sets of eyes shine with an eldritch glow, the sounds of crawling and slithering fill the air, and their hostility is practically palpable.

13-3: Training Area

In the end, a Sea Terror is nothing more than a Sea Terror, and the battle soon reaches its conclusion. They slink back into the darkness to recuperate, awaiting their next opportunity. That is the nature of the hunt–you are either the hunter, or the prey. A rather large Sea Terror died under the watch of its kin. From its peduncle hangs a pocket watch which, based upon its engravings, once belonged to the navigator of the Stultifera Navis. From the perspective of their species' survival, would Sea Terrors ever evolve a compulsion to collect?

13-4: Ship Chapel

In the ship's chapel, an eikon overlooks every guest who visits. Many years ago, sailors once came here to confess their sins and unburden their souls. Now, the only thing that might enter this ornate chapel is the occasional lost Sea Terror.

13-5: Ship Chapel

Before the calamity, the Church of Iberia had already drifted from the Lateran Church. It no longer wished its flock to be shackled by Lateran law, and His Holiness in Laterano seemed unaware of the schism. In the end, the Iberians discovered that only they can bring themselves salvation.
The ship's chapel is a typical product of the post-schism era, its eikon no longer holding a gun but instead taking up sword and lantern. The Church of Iberia had already written its own Scriptures, and with the king's support, planned to have a pope of its own. Now that all of this has been reduced to ash, only the Inquisition remains to lead Iberia forward. In the corner of the chapel lies a row of standard-issue sailor hats, their original owners long gone, hidden beneath the waves. However, this little token of commemoration is enough to prove that there are still those who do not wish to forget them.

13-6: Records Room

The records room housed all of the Iberian Grand Fleet's confidential files at one point. All sorts of documents related to personnel, deployment plans, and tactical arrangements were sealed away into safes, one-by-one. Now, they are nothing more than piles of refuse. This room can be searched, and once the password is found, the large safe can also be unlocked.

13-7: Pipe Shaft

The area inside the pipe shaft is a complete mess. It seems that some brutal fighting occurred here, and based on the sword marks left behind, both sides must've been human.

13-8: Pipe Shaft

Upon closer inspection, you see two skeletons entangled together. One of the skeletons seems so... warped and twisted that it resembles the bones left behind by a certain species of Sea Terror. One longsword pierced through what had once been their chests, while a second sword remains in their grasp. By the looks of it, they had been the ones to drive the first sword through their bodies.
Why would their deaths be like this? What was their relationship? What were they thinking before they died? Perhaps nobody will ever know.

13-9: Golden Corridor

The ragtag group defeats the newly-spawned Seaborn, but Amaia and Ulpianus have their own plans. The mysterious legacy of the legendary shipwright is within arm's reach, but Gladiia senses kin that have separated from the many.

Pursuing the fleeing Seaborn

14-1: Chain Locker

Inside the chain locker, the anchor system has been completely destroyed during the Profound Silence, and this cabin has been empty for many years. However, someone seems to have turned this place into their own secret stash, leaving behind quite a few glittering things. These supplies can still come in handy.

14-2: Maintenance Access

In the maintenance access corridor, a special device can be found leaning against the wall, marked with the Ægirian letters, "Incremental Motion Firmware." It seems to fit into one of the slots on "Little Handy." Hard to imagine how this thing can be used to help people exercise.

14-3: Command Hall

Hatred drives Thiago to take vengeance on the Inquisition. Hatred blinds Gladiia to the opportunity in front of her, and she parts ways with Ulpianus. However, beneath their hatred is a burning desire to protect one's home, and duty.

14-4: Confinement Room

A solitary confinement room with a ring of iron fencing around it; the cell has been breached from the inside, rendering it unable to perform its function ever again. The room's fence is torn apart, broken iron bars strewn across the ground.

14-5: Confinement Room

There is a letter sitting atop the desk in the confinement room, drops of suspicious mucus that closely resembles the nethersea brand dotting the paper like stars. The top half of the letter is still relatively clean, appearing to be addressed to the writer's family. He repeatedly expressed his longing for them, and his guilt for no longer being able to be with them. As the dripping mucus increased, the handwriting became messier and messier. The writer indicated that he would soon go home to see the children, and would bring them lots of presents. After that, the rest of the letter was almost completely covered in mucus, with only a few words such as "ocean" and "return" vaguely visible. The last line written on the letter is extremely neat: "We are one."
It seems that the escapee had written this letter.

14-6: Drafting Room

The drafting room was once used to aggregate the results of exploration and draft nautical charts. After the calamity, the entire ocean's currents, prevailing winds, and uncharted islands all underwent tremendous changes, rendering the laws formulated over generations completely meaningless. Some usable supplies can still be found here. These supplies can still come in handy.

14-7: Observation Post

Thiago is killed by a burnt cultist. Before his death, Thiago fails to learn the truth behind his former lover and the downfall of his town. Aboard the Stultifera Navis, the Seaborn's evolution cannot be stopped, but Irene finally raises her handcannon.

Proving your strength to the captain

15-1: Main Bridge

Thiago is the protector of his homeland, and he finally bares his fangs at the cultists who would destroy his home. The High Inquisitor fights to the bitter end, and the chaotic hunt aboard the Stultifera has only just begun.

15-2: Bridge Access

At the side of the bridge access, the white-haired captain gazes out the porthole. For more than sixty years, for twenty-thousand days and nights, this ship has endured far too many storms, and far too many matters of life and death. It will not sink, just as Iberia will not sink, and this is not a fact that requires explanation–so it must be, therefore it is. For the first few decades, he spent a lot of time on the observation deck, hoping to get a glimpse of the land he once called home, even if no more than a small island. Now, this part of the ocean can hardly even be considered scenery.
There was nothing. Nothing but water, a boundless expanse of water. It bored him, annoyed him, enraged him, and finally forced him to look away. Nothing would happen there, and it no longer had anything to do with his fate. But for reasons unknown, the captain suddenly feels as if he has not seen enough of this nameless ocean. He decides that when this farce is all over, he and his chief mate will quietly watch the sunrise, just as they had done many, many years ago.

15-3: Gangway

You cross the gangway, the deck right in front of your eyes. No matter how terrible the wind and waves, the ocean will eventually return to calm.