Tales Within the Sand zones

From Arknights Terra Wiki
Jump to navigation Jump to search

A list of zones in Tales Within the Sand.

Combat

Zone Operations
Headquarters Headquarters
Campervan Forward Camp
Base Camp Gathering Grounds
Outpost Defending NatureDesolate Interception PointMountainous Interception PointWide-Open Interception Point
Resource Zone Cavern of ScreamsClash of ClansCritical DefenseCrossroadsExperimentation Site"Greeting Gallery"Ironsmelt CoreJagged JungleLogging TaxationLooking for LightingMasters of the ForestMineshaft CrawlNumbly HomeboundPeak DeviationRocky OutpostRugged Rock HillockShrubbery GaloreTrade-OffTreasure CoveTreasure in the Trees"Treasury"Vein GuardiansWithin RangeWitnessing Chamber
Hunting Zone Confusing QuagmireConsortium of CragpincersCrab Den IsleDomesticationDrinkwater as BaitGathering of FeathersHasty EscapeInvisible BoundariesOriginium Slug InvasionPrimordial SurgeRippling WastelandSacrificial SpotSquare ArenaStraight Into the AbyssThe Big Migration
Mountain Pass Emerald PassFirerock PassTowering Pass
Deserted Town Betabulli-ApkalliBurutabatumNamutumbatsimUhummish
Fortress Battle InstinctsTaxed With a ChoiceUninvited Guest
Conflict Zone CageEndless InfernoLost OrdersMercenary's AffiliationRestrained FuryRiverbed of SufferingSearching for a PathSkirmishWarrior's Vision
No Man's Land Alt Taraf of the Spring of FlightClinking CrystalsDeep Rift ValleyOlden Site of the ZümrütrüyasıPredestined EndSickness of the LandThe Lost Great WingbeastThe Lost "Zhayedan"Tovlama of the Rings of Fire
Other Field of GravelRugged TrailWindswept Ravine
Addendum
Field of Gravel, Rugged Trail, or Windswept Ravine will take place when a Raid is intercepted in non-combat zones.

Events

Encounters

Abandoned Shed

RA2 event-Adventure.png
A shoddily-built Columbian style metal hut gradually takes shape on the horizon. We get up close and knock on the door, but no one seems to be inside.
Option 1
◗ 1
Can we use this thing?
We'll pay 20 Crude Gold to increase our chances of discovering Buried Metal Chests for 3 days.
We open the rusty door about to fall off its hinges to discover a cute and innocent fowlbeast statue inside, with a sign saying "Insert coins here to control" next to it. We decide to drop some Crude Gold into the statue's mouth.
A strange noise emanates from the bottom, and an error-like sound plays. A secret compartment ejects from the statue's stomach to reveal a complex electronic component, along with a tool to open buried metal chests.
We lost some Crude Gold and obtained an encounter bonus for 3 days.
(Continues to Option x-1)
Option 2
◗ 1
Let's just tear it down
We'll obtain 4-7 Stone and 0-3 Iron Ore.
We take out a bunch of tools and dismantle the shoddy place without another word, but leave the fowlbeast statue in place. Good luck, fowlbeast!
We obtained some Stone and Iron Ore.
(Continues to Option x-1)
Option 3 Better go
There's so many broken huts around, why waste our time on this one?
Option x-1 Alright
Time to look elsewhere.

Apex Showdown

RA2 event-Mystery.png
We encounter a large Direswine herd on a rampage, but they're also a most excellence source of food. We should hunt them, so next we should...
Option 1A
◗ 1
Sneak in
Carefully sneak in
We crawl in the grass and slowly advance, finding some cover near them. Suddenly, someone steps on a branch, and the sound attracts the attention of our prey. We have no choice but to fight them head on.
(Continues to Option 1A-1)
Option 1A-1 Prepare to fight
A Direswine Raid has appeared near Headquarters.
Option 1B
◗ 1
Sneak in
Carefully sneak in
The hunt was a success! You obtain some Puffball Tenderloin.
Option 2 I don't want to get rammed by them
You can see their sharp tusks in the rearview mirror as the campervan speeds up and leaves the area.

Authentically Artisanal

RA2 event-Business.png
After a long time on the road, our starving stomachs come across a self-proclaimed artisanal restaurant specializing in local cuisine. The queue flows without pause, but the aroma is truly alluring.
Option 1
◗ 1
We haven't had good food in a while
We'll pay 50 Crude Gold to buy 1 decent Provision.
The queue moves slowly, and after two long hours it's finally our turn.
We languidly stare at the secondary menu we got from the waiter. Here, you can choose the quantity, softness, thickness, temperature, and even the amount of seasoning to your liking—totally unlike how we'd cook it ourselves—along with an additional thirty minute wait.
"You'd only need five minutes to cook this in Victoria!"
"Maybe that's why it's called artisanal cooking."
Our famished party engages in discussion to pass the time.
We paid some Crude Gold to buy 1 decent Provision.
(Continues to Option x-1)
Option 2
◗ 1
Let's join the crowd
We'll pay 20 Crude Gold to buy 1 Provision.
The queue moves slowly, and after two long hours it's finally our turn.
After a glance at the complicated menu, we give up and just tell them to go with the default on everything.
"Who cares about all that fiddly stuff when I'm about to drop dead from hunger?"
"It should be ready in twenty minutes. Thank you for your patience."
"Making this Sargonian specialty in Victoria would take only five minutes from kitchen to table!"
"Maybe this is how they treat their delicacies here."
We paid some Crude Gold to buy 1 Provision.
(Continues to Option x-1)
Option 3 Our own cooking is pretty good too
Let's see what we have in our bags. Our own food's pretty edible, so let's hurry on with our journey.
Option x-1 Alright
Time to look elsewhere.

Chance Meeting

RA2 event-Adventure.png
We are trekking on a path out in the plains when we crest a hill and spot a swaying traveler. You seem to have seem him somewhere before—at a certain tavern? Or behind a certain rock?
Option 1
◗ 1
Try yelling to stop him
We'll have an easier time locating Bushes for 3 days.
He slowly turns his head, and the stench of alcohol wafts over.
"You're... I think I know you." He seems a little delirious. "You know, I learned a kind of skill out in the wilds that day. I can kind of detect changes from a long distance. Actually, I noticed you early on, and my gut told me to wait for you here..."
"This fella's always like this when he's had too much to drink." With a straight face, Tuye picks up a bunch of still vibrating detectors from the suitcase he dropped.
"Ah... I've lost my connection with Terra..." He staggers and falls to the ground. "Oh, Terra, have you given up on the day we finally reunite?"
We ultimately decide to carry him to a nearby settlement to sober up.
We obtained an encounter bonus for 3 days.
(Continues to Option x-1)
Option 2
◗ 1
Tap him on the shoulder
We'll obtain 55-65 Crude Gold.
He suddenly turns his head, and the stench of alcohol wafts over.
"Ah, I remember your hand, I know you..." He seems a little delirious. "You're the one who paid for me at the tavern that day... I have to thank you for that." He digs into his pockets for a while. "This is what you paid that day, although maybe I already paid you back, can't remember... I still miss the days when the Elders and Ancients were united..."
We ultimately decide to carry him to a nearby settlement to sober up.
We obtained some Crude Gold.
(Continues to Option x-1)
Option 3 Maybe it was just a hallucination
We quicken our footsteps and avoid him.
Option x-1 Alright
Time to look elsewhere.

Chaotic Stream

RA2 event-Food.png
We pass a tiny, unremarkable stream and discover a group of locals squatting next to it as if waiting for something.
Option 1
◗ 1
Join the crowd
We'll obtain 7-10 Crab Claws.
We learn in conversation that Arsalan's proximity to the Foehn Hotlands means chaotic weather, which results in metal crabs being washed down this very stream. So the locals are merely waiting to pick them up.
We wait along with them and grab some for ourselves before leaving.
We obtained some Crab Claws.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Better go
Mystical Sargon will always have customs beyond our expectations.

Confusing Fable

RA2 event-Food.png
We pass by a tavern and meet a familiar storyteller drinking alone. He stares right at us, asking if we could buy an expensive Cartilage Chunk for him in exchange for a tale.
Option 1
◗ 1
Actually, we want to hear your story
Pay 100 Crude Gold to obtain 2 Cartilage Chunks.
We put the money on the table, and he opens his mouth to ramble:
"A long time ago, in the nexus of this great land, stood a gigantic structure so tall it pierced the clouds... back then there were no Catastrophes, no Originium, oh, how happy we were..."
"The madman's doing this AGAIN? How many times has it been?" The crowd whispers among itself.
"Now Oripathy blights the whole land! Catastrophes fall upon us all! The Foehn Hotlands make our lives hell!" He violently pounds the table.
"Take him away, quickly." The proprietor pats the storyteller's shoulder hard, and tells everyone to take him out the back door. He then turns to us and says, "Well, don't mind him, he just goes crazy when he drinks. I'll give you another Cartilage Chunk, on the house."
We obtained some Cartilage Chunks.
(Continues to Option x-1)
Option 2
◗ 1
That's enough drinking
We'll obtain some seasonings.
We slam our fist on the table and tell him to stop drinking.
He throws the seasoning jar from his table over, but misses.
He somehow finds some more jars to hurl over, and the tavern descends into chaos. He fumes and yells at the top of his lungs, "FOR TERRA!"
The crowd eventually gets him before taking him out the back door. We look at the tavern owner rolling his eyes before we leave, but before we go, Tuye feels her pocket and takes out a seasoning jar.
Well, that's that.
We obtained some seasonings.
(Continues to Option x-1)
Option 3 What a coincidence, I'm broke too!
We switched tables, and the tavern owner threw him out when he passed out drunk on the table.
Option x-1 Alright
Time to look elsewhere.

Culinary Exchange

RA2 event-Food.png
We arrive at a hamlet where the residents have freshly caught a leporibeast longhorn. They plan to make a stew with it, but aren't sure how much seasoning to add.
Option 1
◗ 1
Approach and guide their cooking
We'll obtain 3-4 Puffball Tenderloins.
The fragrance quickly pours out from the pot, and the locals thank us by sharing some slices of fresh meat.
We obtained some Puffball Tenderloin.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Just follow your gut
The most important thing in cooking is the process, and the result doesn't matter.

Domestication Project

RA2 event-Adventure.png
We set up camp near a pasture, and the nearby herders come greet us with some special drinks in tow.
Option 1
◗ 1
Visit and greet as a friend
We'll use 2 Seasoned Rations in a bid to encounter a Sandfall Crystalhoof.
They give a warm welcome and take us to a giant barn, where we discover it houses a herd of juvenile Sandfall Crystalhoofs. According to the herders, they're trying to domesticate the precious creature, but for various reasons they tend to escape when they reach maturity. This is but another page in their long history of failed attempts.
We talk about the creature's characteristics, local distribution, and other key information and thank them for the help.
We part ways, perhaps we can meet them again.
We used some food for a chance to encounter a Sandfall Crystalhoof.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Express thanks
The sky's getting dark, and we're not familiar with the place. We don't need any extra risks, so let's just thank them and go.

Evil Spirits At Night

RA2 event-Food.png
We arrive as a small settlement and discover a sign warning travelers of an aggressive "evil spirit" that appears at night to attack anyone that passes by.
Option 1
◗ 1
It's time to kill the "evil spirit"!
We'll obtain 1 Marrow Fungus.
We wait at the settlement until the twin moons rise, and the fog of the wastes gradually pervades the air, darkness present wherever moonlight is absent. Is Arsalan finally showing its primordial side to us?
Suddenly, you hear galloping in the distance—the first thing we see piercing through the fog is a pair of horns.
"It's a Sandfall Crystalhoof!"
We immediately take out all sorts of weaponry to greet the indistinct figure, and the clashing of steel on flesh quickly subsides.
The residents awakened by the noise gather around quickly, expressing their thanks, and even let us take away the huge crystalhoof.
"They rarely attack towns unprovoked. What even happened?"
We obtained some Marrow Fungus.
(Continues to Option x-1)
Option 2
◗ 1
Is there a better way to handle this?
We'll obtain some seasonings.
We consulted relevant sources and concluded it was a Sandfall Crystalhoof gone mad. It is said seasonings can calm such beasts down, so we borrowed some from the locals, sprinkled it onto some bait, and left it in a spot where it's often been sighted.
We wait at the settlement until the twin moons rise, and the fog of the wastes gradually pervades the air, darkness present wherever moonlight is absent.
A pair of horns first explores the mist before sniffing the bait, licking it a few times, and calming down soon after. It turns around and leaves.
"That's it?"
The residents stare at the retreating figure in disbelief and thank us. No one mentions the leftover seasonings we still have.
We obtained some seasonings.
(Continues to Option x-1)
Option 3 Sargon truly has everything
In a diverse place as diverse as Sargon, you can even die from a misplaced pitchfork, so we better leave.
Option x-1 Alright
Time to look elsewhere.

Exchange Trouble

RA2 event-Resource.png
We pass by a market flowing with people. Suddenly, a commotion forms in front of a stall, but the passersby seem to be strangely accustomed to this sort of dispute.
Option 1
◗ 1
Go and see what's happening
We'll obtain 55-65 Crude Gold.
The two quarreling sides are black market merchants, arguing over the Crude Gold's validity—they cannot identify which Pasha minted this batch. Seeing it spiral out of control, we intervene and offer to exchange their batch with some Crude Gold of our own.
They give us some extra Gold as thanks.
We obtained some Crude Gold.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Seems like an everyday occurrence here
We mind our own business and leave. The arguing gets only louder until a scream sounds.

Final Act

RA2 event-Resource.png
We encounter an ameeri camp, but strangely enough, it is completely deserted.
Option 1
◗ 1
Let's see what goods are inside!
We'll obtain 8-13 Wood, 4-7 Stone, and 0-3 Iron Ore.
We enter the camp to discover dust all over the place.
Only a mess of personal belongings and bloodstains remain—there is no food or water to be found, nor any equipment or weapons. They seem to have embarked on a path to their doom. Some letters from the past mention "treasure." Some are confessions to family members, and dismay at how the war was faring.
A wall even has "Do not trust those people" scribbled on the surface, with other words rubbed away and impossible to decipher.
Perhaps they suffered a major defeat here and will never return.
This is war.
The camp seems to have nothing but building materials, so let's put them to use.
We obtained some Wood, Stone, and Iron Ore.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 What if it's an ambush?
The camp remains silent, but who knows—enemies might just be lying in wait. We better leave.

Forest Hunters

RA2 event-Adventure.png
We come by a forest and run into a group of hunters on a hunt. Their leader emerges from the bushes and waves to us.
Option 1
◗ 1
Initiate conversation
We'll find the "Fowlbeast's Return" in 3 days—a kind of fowlbeast that needs healing.
Their leader invites us to their camp deep in their base. The place is refreshingly cool.
We learn from him that hunting locally has gotten difficult due to the rampaging ameeri armies, and they have to wander around for their quarry. The leader also needs to occasionally take care of his younger brother, who works as a carpenter.
Finally, he offers to teach us some hunting tricks, and we readily agree.
"Come find me again if you forget!"
We learned a few hunting tricks.
(Continues to Option x-1)
Option 2
◗ 1
Let's go over and say hello
We'll obtain 4-5 Fowlbeast Wings.
We chat briefly under the shade of nearby trees, and learn from him that hunting locally has gotten difficult due to the rampaging ameeri armies, and they have to wander around for their quarry, with fowlbeasts as their targets.
After we exchanged information on the ameeri armies, they gift us with some of their freshly caught game and wish us good luck on our journey.
"Let's meet again if fate allows it!"
We obtained some fowlbeast wings.
(Continues to Option x-1)
Option 3 Gotta go, we're busy
We wave back and turn to leave.
Option x-1 Alright
Time to look elsewhere.

Forging Folk Tales

RA2 event-Resource.png
We pass by a Sargonian forge, and, thinking of the local forging legends, can't help but stop by.
Option 1
◗ 1
Ask them to teach us the secrets of forging
We'll obtain 4-7 Iron Ore.
The artisans gladly welcome our visit, and share many historical stories related to their art, as well as their own collection of wondrous works. They also recount a fascinating ancient Sargonian legend of how gems are forged.
"If you want to understand the modern Sargonian gem industry, you can take a look at Menatehamay—the largest gem distribution center in the east!"
The forge's owner appreciates our interest, and gifts us some iron ore: "You can use these to get a feel for forging."
What an unexpected surprise.
We obtained some Iron Ore.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 What's so special about forging?
The pounding from within the forge never stops, and you can even hear it from far away.

"Fowlbeast Brand" Weather Wisher

RA2 event-Adventure.png
We pass by a tent with a huge signboard by the door, with "Arsalan Weather Control Bureau! The LATEST technology from COLUMBIA! Only THIRTY Crude Gold per try!" written in a gaudy typeface.
Option 1
◗ 1
Go in for a look
We'll use 30 Crude Gold to lower the current region's weather intensity.
A Columbian is adjusting his strange machine inside the tent. He is excited to see us.
"This is the latest invention from Trimounts! You only need thirty Crude Gold to witness the weather change!"
"How does it actually work?"
"We bought many shoddy metal huts across the Arsalan region to act as meteorological monitoring stations. So based on the data we have, we just have to fire a cannon into the sky and it will subtly change—just like what the Victorians experienced that day!"
Fine, let's give it a go, then—wait, the weather actually improved?
"Come again next time!" The Columbian before us says with pride.
We spent some Crude Gold and the weather improved.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 It's definitely a scam
Columbians always like to exaggerate their effectiveness, so we'd best stop wasting our time and hurry on our way.

Fractured Wings

RA2 event-Food.png
We set up camp in a decent spot and discover a dying fowlbeast with an injured wing. We try to be kind and give it emergency treatment, but it does not make it through the night.
Option 1
◗ 1
Take it away
We'll obtain 4-5 Fowlbeast Wings.
The locals tell us many flocks of fowlbeasts can be seen flying to east of the oasis this time of year, perhaps to a better nesting spot.
"Past the oasis is the fertile Menatehamay. A little further east, and you'll reach Siesta. Where will they build their nests? No one has followed them all the way, so no one knows. There are times when they can outfly even sandstorms, after all."
It is hard to imagine how hard the fowlbeasts have it, flying such a long distance. After more discussion with the locals, we decided to take this eternally sleeping fowlbeast away—maybe we can put it to rest in the east, or maybe it can carry us through tough times as a last resort.
We obtained some fowlbeast wings.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Bury it here
We pack up and leave.

Franchise Ending

RA2 event-Business.png
We pass by a street when a store catches our eye. A huge signboard hanging on the door bears yellow text on a red background and proclaims "Sunvalley Industries Franchise Store Clearance Sale."
Option 1
◗ 1
Look for any high-grade goods
We'll pay 50 Crude Gold to buy 1 leftover quality Construct.
The shopkeep unleashes his grievances on us. He may be a franchisee, but the company has its own salespeople in the area carrying the same goods, and they do direct sales as well. After listening to him grumble, we decide to buy some high-grade commodities to support his business.
"Yes, they're all over there." He points toward the remaining goods in the store.
We paid some Crude Gold to buy 1 high-grade Construct.
(Continues to Option x-1)
Option 2
◗ 1
Just buy something
We'll pay 20 Crude Gold to buy 1 leftover regular Construct.
The shopkeep unleashes his grievances on us. He may be a franchisee, but the company has its own salespeople in the area carrying the same goods, and they do direct sales as well. After listening to him grumble, we decide to buy something, anything.
"Yes, they're all over there." He points toward the remaining goods in the store.
We paid some Crude Gold to buy 1 regular Construct.
(Continues to Option x-1)
Option 3 Doesn't look like anything we need
Forget it, we'll just make them ourselves. If we can't, we'll go ask that salesperson we know if the franchise store prices are higher than his.
Option x-1 Alright
Time to look elsewhere.

Go With The Flow

RA2 event-Food.png
We accidentally entered an ameeri army camp, but strangely, they show no hostility and even beckon us closer.
Option 1
◗ 1
Go and see
We'll obtain 2-3 Leg Meat.
The leader brings us to the center of the camp. We learn they all belong to an eastern Sargonian tribe, but joined in the ransacking of a eastern merchant city and were exiled by the local Pasha to an area controlled by an ameeri army, where they were conscript by force.
"We were young and knew nothing, we just thought we could earn some coin. One small trip, and we've been here for a decade now. Now we're all veterans, and to be frank, the local Lord Ameer is pretty bad at tactics, but can command well enough to keep us fed. Basically, we don't want to fight anymore, but we don't know any other way to live."
He gifts us some standard rations—Leg meat—and divulges how the local army generally moves, hoping we might show them mercy if we ever meet on the battlefield.
We obtained some Leg Meat.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Better go
They aren't aggressive, but they're still our enemies, so we better move around them.

Gushing Spring

RA2 event-Resource.png
We painstakingly cross the scorching salt alkalies, and find a traveler prone on the ground behind a boulder, mumbling for water—unfortunately, we don't have much for ourselves either.
Option 1
◗ 1
Give him more to drink
We'll use 5 Fresh Water to obtain 10-20 Fresh Water.
He seems to gradually come to his senses, and wobbles upright as we hurry to help him up. He makes a series of gestures to say a pond lies close by to refill our canteens in.
But when we get closer to the pond we discover an ameeri camp next to it, although there are no sentries stationed. Maybe they're out on patrol? No matter, let's just get some water and get out of here.
The traveler parts way with us by the pond, saying he's following the footsteps of some King of Kings or something.
Good luck to him.
We obtained some Fresh Water.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Just bear with it
He seems to come to his senses, but has no strength to stand and merely waves his hands in a show of thanks, but also hints that we needn't care about him and that he'll be fine after resting.
He was still yelling as you departed:
"You know, I dreamt earlier that the Shah told me someone would rescue me while on their Khaganquest, and that's you!"
Alright, if you say so.

Laborious Nights

RA2 event-Food.png
As the sun sets we pass a village by a hillside and plan to ask for some water, but as we approach we find the villagers busy with the harvest.
Option 1
◗ 1
We can help out too!
We'll obtain 5-8 Rice.
Arsalan's seasons are very unique. They change constantly and are entangled with accidents and Catastrophes. This makes growing crops on the wastes perilous work, which is precisely the reason they are so expensive here.
This has turned their haste to sow and harvest into a tradition, and we join their ranks, although eventually everyone is too exhausted to continue.
The village chief smiles as he gives us some rice as thanks.
We obtained some Rice.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Best not get ourselves involved
We drink our fill, and everyone earnestly thanks the village chief before continuing on our way.

Musbeast Desert Chase

RA2 event-Mystery.png
We discover a pack of barrenlands musbeasts stealing our grain!
Option 1A
◗ 1
After them!
Get chasing!
We charge forward and find ourselves face to face with a dirt mound, the musbeasts having vanished into thin air.
(Continues to Option 1A-1 or 1-2)
Option 1A-1 They're inside the mound for sure
We immediately dig up the mound, and discover a strange object stashed away by the musbeasts. What's it for? It seems shiny, so maybe they took a fancy to it, like they do with other shiny things.
Obtain a strange Token.
Option 1A-2 I'm after musbeasts, not a mound!
So where's our objective?
We turn our heads and find no trace of the barrenlands musbeasts.
"Just you wait!" A line like this is always reverberating throughout the plains.
Option 1B
◗ 1
After them!
Get chasing!
We charge forward and find ourselves smack in the middle of a Originium slug breeding ground.
(Continues to Option 1B-1)
Option 1B-1 Come! Let us fight!
Are we surrounded by Originium slugs? No, it's the other way around!
An Originium slug raid has spawned near Headquarters.
Option 2 Hunger is only natural
Compliance is the most important thing in life.

Observation Platform

RA2 event-Mystery.png
We pass a strange structure, and a sign by it bears a message: "Lookout point. 50 Crude Gold per use."
Option 1
◗ 1
Insert Crude Gold
We'll pay 50 Crude Gold to light up 2 undiscovered zones.
We insert the Crude Gold, and the structure creaks and rattles, revealing a tiny telescope. We hurry to note down what we see through it.
After a few minutes, the telescope retracts into the machine, and the place becomes quiet again.
We paid some Crude Gold to light up 2 random Zones.
(Continues to Option x-1)
Option 2 Just bear with it
Isn't it better with a little bit of mystery?
Option x-1 Alright
Time to look elsewhere.

Roaming Carpenter Brothers

RA2 event-Resource.png
Several tents appear in the shade of trees on the horizon. While not clearly visible, a wisp of smoke rises from among them, seemingly implying the people there are taking a break.
Option 1
◗ 1
Approach and attempt contact
We'll obtain 18-23 Wood.
You approach to discover the campground's master is actually the same carpenter you met recently.
He inherited the family craft and migrates between the few logging sites in the Arsalan region. He is overjoyed to see us and gives us some snacks. He tells us of his brother who became a hunter and still owes him money, along with how the Arsalan forests are being destroyed by the ameeri forces.
When he learns of our departure, he insists on gifting us with bundles of wood, saying they're just leftovers.
He says, "We'll see each other again!"
Likewise.
We obtained some Wood.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 What if they're brigands?
People come out from the tents, and look at us as they wave their hands from afar.

Prosperous Legacy

RA2 event-Resource.png
You're driving on a path in the wastes when you encounter a burdenbeast cart stuck in a pit. The cart driver tries all sorts of ways to get the beast moving in vain, but the cart loaded with familiar goods refuses to budge.
Option 1
◗ 1
Offer to help out
We'll obtain 2 Lighting Ore.
The campervan quickly drags the cart out of the mire, and the driver thanks us.
In our chat, we learn that he was coming from the old city by the Narutabatim shores. Whatever guardians remained were driven away by the advent of ameeri forces in the area, so people are talking about looting the ancient ruins again.
We did not identify ourselves, but the driver quickly realizes his loose tongue, and hastily adds that he is merely a middleman transferring these leftovers. He buys our silence with some Lighting Ore and tells us many locals are doing the same too.
"Just look around, everyone's doing it!"
Perhaps so.
We obtained some Lighting Ore.
(Continues to Option x-1)
Option 2
◗ 1
Approach and ask where the goods come from
We'll obtain 1-3 Lighting Ore.
We ask the driver where these goods come from, as they resemble the possessions of the nearby tribes, and he spills the whole truth in fright: they come from the old city by the Narutabatim shores. Whatever guardians remained were driven away by the advent of ameeri forces in the area, so people are talking about looting the ancient ruins again.
He tells us he's only a middleman, and doesn't know where their final destination is. He stuffs all the Lighting Ore he had into our hands as he says a late delivery will only bring him misery.
We let him go.
We obtained some Lighting Ore.
(Continues to Option x-1)
Option 3 You must be responsible for your own life
Our campervan drives past them, leaving the stranded driver with his own vexations.
Option x-1 Alright
Time to look elsewhere.

Roaming Grocery

RA2 event-Business.png
We pass a tent with "Arsalan Roaming Grocery" written on a signboard, with ads for various equipment placed all over the entrance. The bombastic style strongly entices you to take a look.
Option 1
◗ 1
Just buy whatever
We'll pay 20 Crude Gold to obtain 1 low-grade Tool.
The shopkeep welcomes us as we enter.
We quickly interrupt his longwinded introduction and buy some recommended necessities.
We spent some Crude Gold to obtain 1 low-grade Support Item.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Nothing we'd want to buy
We left quickly and saw the merchant stepping out of the store, but we didn't turn back.

Roaming Grocery Round Two

RA2 event-Business.png
We pass a tent with "Arsalan Roaming Grocery" written on a signboard, with familiar looking exaggerated ads at the entrance. We hope the store doesn't disappoint us this time.
Option 1
◗ 1
Buy something good
We'll pay 50 Crude Gold to obtain 1 high-grade Tool.
The shopkeep recognizes us from our previous visit, and, after restraining himself from a further slew of introductions, proposes we take a look at some of the "good stuff."
He does not disappoint—he takes something valuable from the bottom drawer and even gives us a discount.
As we leave, he asks that we help advertise his shop—to everyone but the desert thieves, of course.
We paid some Crude Gold and obtained 1 high-grade Support Item.
(Continues to Option x-1)
Option 2
◗ 1
Just buy some random thing again
We'll pay 20 Crude Gold to obtain 1 low-grade Tool.
The shopkeep welcomes us as we enter.
We don't wait for him to speak and get straight to the point, asking him for any necessities.
We spent some Crude Gold to obtain 1 low-grade Support Item.
(Continues to Option x-1)
Option 3 Still nothing we'd want to buy
We left quickly and saw the merchant stepping out of the store, but we didn't turn back.
Option x-1 Alright
Time to look elsewhere.

Side Effect

RA2 event-Adventure.png
In a tiny river valley, we encounter a strange man covered from head to toe in protective gear, minding his own business as he places some cans ceaselessly spewing strangely colored smoke around the place.
Option 1
◗ 1
Approach and inquire
We'll use 15 Rice in a bid to encounter a Spined Shellbeast.
He doesn't seem surprised when we approach, and instead proudly introduces his latest inducer experiment.
"The scope of my previous experiments was too broad, and the side effects too powerful. It didn't just affect the Spined Shellbeasts I was after, but could drive Sandfall Crystalhoofs mad too."
"Where did you conduct your previous experiments?"
"Throughout the entire Arsalan region! By the way, could you give me some ingredients? I just need a little more for my experiment."
We give him some.
"Awesome, you guys are reeking with the inducer right now, so that'll increase your chances of meeting a Spined Shellbeast!"
We gave away some ingredients for a chance to encounter a Spined Shellbeast.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Sargon is full of eccentrics
We quickly pass by the strange area, even as the smoke gradually engulfs the entire valley.

Silent Vestiges

RA2 event-Mystery.png
We pass by some ancient ruins. Although the side structures show signs of surviving a Catastrophe, the main body remains miraculously intact.
Option 1
◗ 1
Go in for a look
Explore deeper
We go through the front hall, and see a courtyard long reclaimed by trees and weeds, with insects flying everywhere. A draft scrapes through the decaying building, letting out a piercing screech—it seems like the place is about to collapse at any moment.
(Continues to Options 1-1A/1-2A/1-3, 1-1B/1-2A/1-3, or 1-1C/1-2B)
Option 1-1A Keep moving forward
Explore deeper
We trudge our way across the courtyard and arrive at the main hall. But as we're about to push the doors open, we hear the sound of an ameeri army past the doors!
(Continues to Option 1-1A-1)
Option 1-1A-1 We have no choice
A Lord Ameer's Assault has appeared near Headquarters.
Option 1-1B Keep moving forward
Explore deeper
We trudge our way across the courtyard and arrive at the main hall. But as we're about to push the doors open, we hear the faint sounds of fowlbeasts past the doors. The roof boasts a gigantic hole, with sunlight sliding down onto a flock of fowls building their own paradise.
(Continues to Options 1-1B-1 and 1-1B-2)
Option 1-1B-1 We just so happen to be lacking food
We'll obtain 6-8 Fowlbeast Wings.
We catch some of them, but leave the nests and young hatchlings alone, and leave the place quietly.
We obtained some fowlbeast wings.
(Continues to Option x-1)
Option 1-1B-2 How wonderful
Stop and watch
We silently watch the young fowlbeasts clamor for food, and then quietly leave.
(Continues to Option x-1)
Option 1-1C Keep moving forward
Explore deeper
We trudge our way across the courtyard and arrive at the main hall. We push the doors open to face a sight contrary to our expectations. A neatly furnished campsite is laid out, but the thick dust tells us no one has been here in a long time.
In the depths of the hall, we find something that gives a hint to the camp's owner—a thin manual. On the last page is a written note: "If anyone sees this manual, I hope you can place a fresh meal in the center of the camp. You can take this booklet in return. I hope it will help you on your future journey."
(Continues to Options 1-1C-1 and 1-1C-2)
Option 1-1C-1 Do as he says
Consume 1 Sous Vide Meat to obtain 1 Token.
We take the manual away, and solemnly place a provision in the center of the camp before gently closing the hall doors, so as to not disturb the place again.
We used 1 Provision to gain 1 Token.
(Continues to Option x-1)
Option 1-1C-2 Forget it
We lightly closed the doors so as to never again disturb the serenity here.
(Continues to Option x-1)
Option 1-2A Forget it, let's stop here
We'll obtain 8-13 Wood.
We decide to leave this frightening place, and take some materials lying on the ground on our way out.
We obtained some Wood.
(Continues to Option x-1)
Option 1-2B Forget it, let's stop here
The scene is too disturbing, so we decide to leave the frightening place.
Option 2
◗ 1
Wait and see
We'll obtain 8-13 Wood.
The entrance to the ruins is dead silent, with only a huge tree lying in the mud alone. We decide to drag it back to camp for construction material, and load it on our van.
We obtained some Wood.
(Continues to Option x-1)
Option 3 and 1-3 Better go
It seems unsafe, who knows if we might run into an ameeri army inside?
Option x-1 Alright
Time to look elsewhere.

Slightest Effort

RA2 event-Business.png
We come across a group of homeless refugees, their home destroyed by unknown forces among the chaos. According to them, they're planning to join the nearest friendly tribe they can find, and their leader hopes we can help them out a little.
Option 1
◗ 1
Offer some cheap food
We'll sell 5 Crab Claws to obtain 90-110 Crude Gold.
We gave them some supplies for free, and they purchased five Crab Claws from us for a symbolic fee. According to them, this is how the local tribes express their gratitude. We show them the way to go and bid them good luck.
We sold some Crab Claws and obtained some Crude Gold.
(Continues to Option x-1)
Option 2
◗ 1
Offer some high-grade food
We'll sell 3 Puffball Tenderloins to obtain 110-130 Crude Gold.
We gave them some supplies for free, and they purchased three Puffball Tenderloin from us for a symbolic fee. According to them, this is how the local tribes express their gratitude. We show them the way to go and bid them good luck.
We sold some Puffball Tenderloin and obtained some Crude Gold.
(Continues to Option x-1)
Option 3
◗ 1
Give them a free ride
We'll obtain 55-65 Crude Gold.
We gave them some supplies for free, and drove them near their destination. Their leader insists on paying us in Crude Gold, and we reluctantly accept it as we wish them well on their travels.
We obtained some Crude Gold.
(Continues to Option x-1)
Option x-1 Alright
Time to look elsewhere.

Starting Over

RA2 event-Business.png
We pass by the leftovers of a recent fire, with a crowd gathered around cleaning up the place. They're discussing how they should rebuild their home. Tuye thinks of the materials in the campervan, and suggests we help them out.
Option 1
◗ 1
They should rebuild their homes, of course
We'll use 10 Wood to obtain 110-130 Crude Gold.
We bring some wood down from the car and the locals quickly come to us—perhaps they thought us to be merchants hungering for business. We eventually "sell" the wood at a lower price.
We used some wood and earned some Crude Gold.
(Continues to Option x-1)
Option 2
◗ 1
Let's give them some heat-resistant rocks
We'll use 8 Stone to obtain 150-170 Crude Gold.
We bring some stone down from the car and the locals quickly come to us—but they're critical about the price. We lower the price even more and manage to "sell" our stone.
We used some stone and earned some Crude Gold.
(Continues to Option x-1)
Option 3
◗ 1
Let's put in some effort
We'll obtain 55-65 Crude Gold.
We join a stream of people wielding tools as they dismantle and clean up ruins. It is no easy work, and we seem spend the whole day just to clear a small area. The locals pay us a small "wage" for our efforts.
We obtained some Crude Gold.
(Continues to Option x-1)
Option x-1 Alright
Time to look elsewhere.

Street Stall Tactics

RA2 event-Business.png
We pass by a market, and in a corner sits a ring toss stall filled with all sorts of prizes, with children crowding the front. It's twenty Crude Gold for one try. How about it?
Option 1
◗ 1
We can try
We'll pay 20 Crude Gold to obtain 1-100 Crude Gold.
We gleefully join in the fun and obtain some modest prizes, joy all around.
It's just a game, so why not have some fun?
We spent some Crude Gold and obtained some Crude Gold.
(Continues to Option x-1)
Option 2
◗ 1
There's a trick within
We'll obtain 55-65 Crude Gold.
With wrinkled brows, we take a closer look at the top prize and discover it is way bigger than the ring hoops given to play with.
We approach the vendor, and he looks at our retinue's outfits before offering to pay us some Crude Gold and guarantee he won't ever repeat this sort of "design."
Naturally, we just let him speak and leave.
We obtained some Crude Gold.
(Continues to Option x-1)
Option 3 Playing around at your age?
We're too busy with grown up matters to play around.
Option x-1 Alright
Time to look elsewhere.

Structure Engineering

RA2 event-Resource.png
A stack of stones lies at the entrance of a wasteland settlement, and the engineers are mulling their heads over a new fortification project to fend off ameeri assaults.
Option 1
◗ 1
I'm familiar with this
We'll obtain 8-13 Stone.
We introduce ourselves, showing our qualifications to the residents and engineers and proposing suggestions based on their current conditions. They come up with a new plan, and save a whole bunch of stone.
To express their thanks, they give us the leftover stone as a gift.
We obtained some Stone.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Stop wasting time
The campervan speeds up and leaves the settlement.

War and Peace

RA2 event-Adventure.png
We pass a small town freshly plundered by an ameeri army. Crowds gather in the ruined streets, their anger nearing the boiling point.
Option 1
◗ 1
We'll have time later, let's appease the people
Enemy Raids will ease up for the next 3 days.
We stand in the square at the end of the street, advising the residents not to take up arms against the ameeri army. Peace is the best option for regular people. Keep your heads down, and a disaster like this won't return. We promise to drive out the ameeri army, though it'll take time.
"The ameeri forces are just looking for something, not you people! Think about your own safety, and don't be rash. Believe us!"
The angry crowd gradually scatters.
Our act is discovered by ameeri scouts, and for some reason news of this spreads throughout Arsalan.
Raids will have fewer enemies for 3 days
(Continues to Option x-1)
Option 2
◗ 1
Ask them to reinforce their defenses
Enemy Raids will intensify for the next 3 days.
We stand in the square at the end of the street, encouraging the residents to take up arms. Only by engaging in combat can they properly protect their homes. We discuss with the town leader how to resist the next assault, and provide some equipment. Most of the residents form a self defense force, pledging to tear any invaders into shreds.
Our act is quickly discovered by ameeri scouts, and for some reason news of this spreads throughout Arsalan.
Raids will appear more frequently for 3 days.
(Continues to Option x-1)
Option 3 Our intel says the Lord Ameer will not return
Towns like these are ultimately a common sight. Enemies won't return after confirming their high value target isn't there.
Option x-1 Alright
Time to look elsewhere.

Water From Afar

RA2 event-Resource.png
We crossed a small hillside, the heat of Sargon's scorching sun keeping our lips sealed. Suddenly, someone breaks the silence with a shout: a plume of black smoke is abruptly rising from a building in the distant woods. Something's on fire!
Option 1
◗ 1
Put out the fire immediately!
We'll obtain 8-13 Fresh Water.
The high temperatures only intensify the flames, and everyone quickly joins the stream of people felling trees to isolate the area, managing to rescue the people trapped in the building. Everyone watches as flames consume the structure whole, but the fire ceases to spread and eventually dies out.
People begin to take out different equipment to handle the ashes and remaining embers—and finally, a firefighting truck arrives at the scene.
The grateful residents ask what we want. Tuye thinks it over and points to the truck, saying, "Some water would be nice."
We obtained some Fresh Water.
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2 Believe they can handle it
An orange flame soon dies out, leaving only a wisp of green smoke drifting off into the horizon.

Rally Points

Aid

RA2 event-Mission.png
We chance on a hamlet struck by disaster, and after helping out with emergency rescue operations, most of the residents have been appropriately resettled. The village chief asks us to stay for a few days to make sure the injured are well enough before we leave, and we'll get some rations in return. Perhaps we can help them?
Option 1 Send more people
Send 6 Operators and consume 2 Energy Drinks. After 3 days they return with 2 random Provisions.
Option 2 Dispatch experienced Operators
Send 2 experienced Operators and consume 1 Energy Drink. After 3 days they return with 2 random higher quality Provisions.
Option 3 Leave
We have other options.

Chance Caravan

RA2 event-Mission.png
We chance upon a caravan heading toward a distribution point where one might be able to buy wondrous and useful goods. Do you want to send some people to take a look?
Option 1 Send more people
Send 6 Operators and consume 2 Energy Drinks. After 4 days they return with 2 random Support Items.
Option 2 Dispatch experienced Operators
Send 2 experienced Operators and consume 1 Energy Drink. After 3 days they return with 2 random Support Items.
Option 3 Leave
We have other options.

Desolate Cliffs

RA2 event-Mission.png
We receive news we would arrive at a desolate cascade of cliffs after crossing the wastes before us. The locals say the area has plenty of Stone and Iron Ore, but the precarious terrain makes rescues hard in emergencies. Getting what we want might not be so simple.
Option 1 Send more people
Send 4 Caster Operators and consume 2 Energy Drinks. After 3 days they return with 8-13 Stone and 4-7 Iron Ore.
Option 2 Dispatch experienced Operators
Send 2 experienced Caster Operators and consume 1 Energy Drink. After 2 days they return with 8-13 Stone and 4-7 Iron Ore.
Option 3 Leave
We have other options.

Forest-Like Trail

RA2 event-Mission.png
We take a rest in the wilds, and wake up to find ourselves in a strange environment. Scratches left on the sandy ground and fallen beast horns suggest things are not as simple as they seem. A passing ranger tells us where the paths lead, and we need to make a choice.
Option 1 Send a dispatch to the lake
Send 6 experienced Operators and consume 2 Energy Drinks. After 2 days they return with 8-13 Crab Claws.
Option 2 Send a dispatch to the forest
Send 2 experienced Operators and consume 1 Energy Drink. After 2 days they return with 5-6 Puffball Tenderloins.
Option 3 Leave
We have other options.

Fountain Flavor

RA2 event-Mission.png
Heat, thirst, exhaustion... We learn of an emerald oasis ahead of us with clear spring water and many merchants resting with travelers. Does a sweet spring like that really exist, or is it just a mirage? We can only confirm it with our own eyes.
Option 1 Send more people
Send 4 Medic Operators and consume 2 Energy Drinks. After 3 days they return with 10-20 Fresh Water.
Option 2 Dispatch experienced Operators
Send 2 experienced Medic Operators and consume 1 Energy Drink. After 2 days they return with 10-20 Fresh Water.
Option 3 Leave
We have other options.

Hunt

RA2 event-Mission.png
We pass by a forest hunting ground, and a hunting party asks if we want to follow them. We need to replenish our supplies, but can't stay here for too long. Time is limited, and opportunities don't come easy. If we follow them, we can't leave empty handed.
Option 1 Send more people
Send 6 Operators and consume 2 Energy Drinks. After 2 days they return with 4-7 Fowlbeast Wings.
Option 2 Dispatch experienced Operators
Send 2 experienced Operators and consume 1 Energy Drink. After 2 days they return with 6-8 Fowlbeast Wings.
Option 3 Leave
We have other options.

Neverending Fields

RA2 event-Mission.png
We cross the wastes and find ourselves on populous land. People have settled here long ago, and they seem hostile toward us. However, wood, stone, and iron ore—gifts from nature—do not belong to anyone, and perhaps we can get what we want.
Option 1 Send more people
Send 4 Defender Operators and consume 2 Energy Drinks. After 3 days they return with 13-18 Wood, 4-7 Stone, and 3-4 Iron Ore.
Option 2 Dispatch experienced Operators
Send 2 experienced Defender Operators and consume 1 Energy Drink. After 2 days they return with 13-18 Wood, 4-7 Stone, and 3-4 Iron Ore.
Option 3 Leave
We have other options.

Ore Vein Woods

RA2 event-Mission.png
We receive news we would arrive at a quarry in a forest after crossing the wastes before us. The locals say the area has plenty of Wood and Iron Ore, but robbers often show up to loot caravans in the area. Getting what we want might not be so simple.
Option 1 Send more people
Send 4 Supporter Operators and consume 2 Energy Drinks. After 3 days they return with 18-23 Wood and 4-7 Iron Ore.
Option 2 Dispatch experienced Operators
Send 2 experienced Supporter Operators and consume 1 Energy Drink. After 2 days they return with 18-23 Wood and 4-7 Iron Ore.
Option 3 Leave
We have other options.

Plain-Valley Path

RA2 event-Mission.png
We take a rest in the wilds, and wake up to find ourselves in a strange environment. Hoofprints left on the muddy ground and grain fragments suggest things are not as simple as they seem. A passing ranger tells us where the paths lead, and we need to make a choice.
Option 1 Send a dispatch to the plains
Send 6 Operators and consume 2 Energy Drinks. After 2 days they return with 8-13 Rice.
Option 2 Send a dispatch to the ravine
Send 2 experienced Operators and consume 1 Energy Drink. After 2 days they return with 4-5 Leg Meat.
Option 3 Leave
We have other options.

Sandbank Lights

RA2 event-Mission.png
We notice some merchants and ameeri forces rushing toward the sandbank ahead, and ask about it. We learn that the place "shines brightly day and night." It's not too late to head over, and we might get some precious Lighting Ore for ourselves.
Option 1 Dispatch several experienced Operators
Send 6 experienced Operators and consume 2 Energy Drinks. After 3 days they return with 1-3 Lighting Ore.
Option 2 Dispatch a few experienced Operators
Send 3 experienced Operators and consume 1 Energy Drink. After 2 days they return with 1-3 Lighting Ore.
Option 3 Leave
We have other options.

Sandbank Ores

RA2 event-Mission.png
We receive news about an exquisite ore vein near the sandbank. The dried up riverbed reminds us that unpredictable risks lie in wait, but we might be able to get some Iron Ore there.
Option 1 Send more people
Send 4 Sniper Operators and consume 2 Energy Drinks. After 3 days they return with 8-13 Iron Ore.
Option 2 Dispatch experienced Operators
Send 2 experienced Sniper Operators and consume 1 Energy Drink. After 2 days they return with 8-13 Iron Ore.
Option 3 Leave
We have other options.

Sandbank Stones

RA2 event-Mission.png
We receive news about a towering mount near the sandbank. The rugged road reminds us that unpredictable risks lie in wait, but we might be able to get some Stone there.
Option 1 Send more people
Send 4 Guard Operators and consume 2 Energy Drinks. After 3 days they return with 18-23 Stone.
Option 2 Dispatch experienced Operators
Send 2 experienced Guard Operators and consume 1 Energy Drink. After 2 days they return with 18-23 Stone.
Option 3 Leave
We have other options.

Sandbank Woods

RA2 event-Mission.png
We receive news about a lush forest near the sandbank. The billowing heatwave reminds us that unpredictable risks lie in wait, but we might be able to get some Wood there.
Option 1 Send more people
Send 4 Vanguard Operators and consume 2 Energy Drinks. After 3 days they return with 35-45 Wood.
Option 2 Dispatch experienced Operators
Send 2 experienced Vanguard Operators and consume 1 Energy Drink. After 2 days they return with 35-45 Wood.
Option 3 Leave
We have other options.

Stone Shoal Forest

RA2 event-Mission.png
We receive news that we would arrive at a stone shoal in a forest after crossing the wastes before us. The locals say the area has plenty of Wood and Stone, as well as some metal crabs and sand fleas lying in wait for their prey. Getting what we want might not be so simple.
Option 1 Send more people
Send 4 Specialist Operators and consume 2 Energy Drinks. After 3 days they return with 18-23 Wood and 8-13 Stone.
Option 2 Dispatch experienced Operators
Send 2 experienced Specialist Operators and consume 1 Energy Drink. After 2 days they return with 18-23 Wood and 8-13 Stone.
Option 3 Leave
We have other options.

Timely Market

RA2 event-Mission.png
We pass by a market carrying an amalgamation of the most popular goods from the surrounding towns. Perhaps we can buy a sturdy and reliable Construct here. Shall we send someone to look?
Option 1 Send more people
Send 6 Operators and consume 2 Energy Drinks. After 5 days they return with 1 random Construct.
Option 2 Dispatch experienced Operators
Send 2 experienced Operators and consume 1 Energy Drink. After 4 days they return with 1 random Construct.
Option 3 Leave
We have other options.

Deserted Towns

Betabulli-Apkalli Doubts

RA2 event-Quest Mission.png
Other than that astonishingly abundant iron mine here, Betabulli-Apkalli's most conspicuous attraction is related to the legend of the Sage's Tome—A sage who followed the King of Kings met their end here, leaving a book somewhere in town, yet to be found even today.
Some say it records the Shahanshah's achievements, his speeches, or his own manuscripts. They all say that perhaps the book will be found when all the iron has been dug up.
People come to and fro to extract iron alongside the truth of the Sage's Tome. The mineral deposits are still plentiful, and the legend still unverifiable.
Option 1 Dispatch experienced Operators
Send 3 experienced Operators and consume 1 Energy Drink. After 6 days they return with 12-18 Iron Ore.
Option 2 Send more people
Send 6 Operators and consume 2 Energy Drinks. After 6 days they return with 12-18 Iron Ore.
Option 3 Leave
We have other options.

Burutabatum Crossing

RA2 event-Quest Mission.png
We meet an amiable porter along a wide, dried-up river. They tell us this is Burutabatum—forgotten by the sweetwater—where their grandfather used to be the strongest barge puller around, as the rocks can attest to.
However, it no longer has a river, boats, or homes. Only a steady stream of sand flows over the rocks that remember everything.
The porter says we can mine the rocks if we want—better us than an ameeri army.
Perhaps we can take the rocks from here, along with the memories gradually sinking into the sand.
Option 1 Dispatch experienced Operators
Send 3 experienced Operators and consume 1 Energy Drink. After 6 days they return with 20-28 Stone.
Option 2 Send more people
Send 6 Operators and consume 2 Energy Drinks. After 6 days they return with 20-28 Stone.
Option 3 Leave
We have other options.

Namutumbatsim Survey

RA2 event-Quest Mission.png
"Spotting Namutumbatsim within the sands is like spotting clouds covering the scorching sun." We've heard this proverb many times.
Everyone who goes to Namutumbatsim dreaming of witnessing the wonders of the vast oasis returns with obvious disappointment on their faces, but they also accept the joke played on them by time and sands.
The oasis used to be unfathomably large, and forestry and quarrying brought both prosperity and disaster to the area. Even with the oasis's gradual desiccation, the conflicts over the land have yet to cease.
As we look across the desert now, can we still see the same clouds shading the sun that the travelers did back then?
Option 1 Dispatch experienced Operators
Send 3 experienced Operators and consume 1 Energy Drink. After 6 days they return with 56-64 Wood and 5-7 Stone.
Option 2 Send more people
Send 6 Operators and consume 2 Energy Drinks. After 6 days they return with 56-64 Wood and 5-7 Stone.
Option 3 Leave
We have other options.

Uhummish Whispers

RA2 event-Quest Mission.png
We arrive at the forest near Uhummish to see axe handles and wooden wheel hubs scattered everywhere.
Our guide tells us the last residents here were engulfed by ameeri clashes, leaving only the hot Sargon wind muttering through the forest.
Immediately after, we hear whispers coming from the precipitous trees, and discover the source to be an armed gang squatting overhead for the long term. We drive away these strangers and stay in the forest for a while. Let's not get too complacent here, for there will always be someone coveting the area.
Option 1 Dispatch experienced Operators
Send 3 experienced Operators and consume 1 Energy Drink. After 6 days they return with 28-32 Wood.
Option 2 Send more people
Send 6 Operators and consume 2 Energy Drinks. After 6 days they return with 28-32 Wood.
Option 3 Leave
We have other options.

Mountain Passes

Dense Mist Intoxication

RA2 event-Adventure.png
We walk forward and reach a place enshrouded with thick fog. We try to get through it, but our efforts only result in the fog getting denser, and an unsettling feeling lingers on our minds: This is the desert, so why does it feel so damp here?! A strange shade of green seems to permeate the mist before gradually appearing before us. Suddenly, a natural rock formation obstructs our path. Tuye signals us to stop and says: "I don't think we can go any further."
Option 1 Indeed
Time to look elsewhere.

Highway Robbery

RA2 event-Adventure.png
We walk into a narrow place, running into a group of menacing strangers. They request 50 heaps of rice if we want to pass through.
Option 1
◗ 1
Fine, just take it
We'll fork out 50 Rice.
We gather the rice, and place it before them. Their leader nods in satisfaction after counting them, and motions his men let us pass.
"It's just business. Since you've been so honest, let me tell you something. Continue on this path and you'll get to the salt flats in the south, but a treacherous pass stands in your way. I wish you the best of luck."
(Continues to Option 1-1)
Option 1-1 Alright
Time to look elsewhere.
Option 2
◗ 1
What for?
We'll face a Raid. We refuse their terms, and insist on pressing on. Both sides begin to jostle each other, and a battle seems imminent.
Option 3 No intention of going over
We turn around and walk another direction, causing them to howl in laughter at us.

Scorchsmelt Realm

RA2 event-Adventure.png
We walk up the mountain until we encounter an utterly scorched "blackforest"—whatever foliage used to grow here has been burnt to soot and ash by a strange power. We try to cross this sooty cemetery, but the surrounding heat only increases with our efforts. It hits us, bites us, making us aware of the hidden dangers ahead. Suddenly, a natural rock formation obstructs our path, its silhouette warping in the heat. Tuye signals us to stop and says: "I don't think we can go any further."
Option 1 Indeed
Time to look elsewhere.

Questline events

A Note

RA2 event-Adventure.png
I'll head out first to survey for resources! I left a Planting Box Group for everyone. It can produce Rice to temporarily alleviate the camp's food shortage. You should raise Headquarters to Level 2 to unlock more Constructs, and that's why we need to go gather more resources~
—Note from a Rhodes Island Operator
Option 1 Thanks
We should pick up the pace too.

Acrobats? No, Robbers!

RA2 event-Adventure.png
We stop by a small town on our way north. The residents rush to the square at night to watch a visiting acrobatics troupe.
Their exciting performance draws bursts of applause, especially the troupe leader's fire-breathing act.
Among the crowd we spot some pickpockets stealing belongings, treasures, purses... Everyone is so focused on the performance that these thieves go unnoticed.
As you see someone reaching for an old woman's purse with their filthy hands, you feel a surge of anger and cannot help but yell out.
Option 1
◗ 1
Stop them from moving an inch more.
Stop right there, fluffy robbers!
Option 2 Leave for now
We have more important things to do.

Dehydrated Riverbed Difficulties

RA2 event-Adventure.png
We catch up with the warrior who calls herself Kestrel on high ground. She looks toward the mining camp in the distance from behind a boulder.
The camp is located not on simple desert, but on the dried up riverbed of the Narutabatim river. The Foehn hotwinds turned the rivers into salt flats—the Narutabatim Alkalies we know today—revealing the treasures once hidden in the waters, and attracting the covetous local lords ameer to converge in conflict.
In the dark of night, the camp lights shine brightly as the overseers endlessly flog the slowest miners, the air stuffed with unbearable gasps.
Kestrel's solitary figure gradually melts into the shadows that even the dazzling lights could not dissipate.
Option 1
◗ 1
Catch up to her!
We'll arm ourselves lightly and advance. It seems like a clash is about to begin.
Option 2 Leave for now
We have more important things to do.

Elevated Vestiges

RA2 event-Adventure.png
After lunch, the enthusiastic guide takes everyone out to see a towering tree a dozen meters tall. It has been growing in the oasis for hundreds of years, beloved and revered by the locals.
Although you had somewhat expected it to be big, everyone is shocked by the sheer spectacle of it. But you notice some damage along the tree's trunk, and the guide tells you they are marks left by wild beasts.
On your way back, you wonder what kind of beasts could even leave a mark on such a tall tree.
Option 1 We'll keep going.
Perhaps there are other clues waiting for us ahead.

Gemini Gembeast

RA2 event-Adventure.png
According to the treasure hunter's description, a pair of gembeasts live in the cave, with truly dazzling gemstones on their bodies, that can magically scare off the other creatures inside. As long as you hold one in your hands, the entire cave network will be safe for anyone to mine.
It is certain this was the treasure the thieves were looking for.
Before setting off, the treasure hunter reminds us of the gembeasts' ferocity, and advises us to avoid a direct confrontation. Perhaps we can defeat them with some cheap trick.
Option 1
◗ 1
We have no choice but to look for them.
There's no time to lose. Let's go.
Option 2 Leave for now
We have more important things to do.

Gigantic Shadow

RA2 event-Adventure.png
You are startled awake one night by a flock of fowlbeasts crying out. You look out your tent to find nothing amiss, other than one of the twin moons quietly hiding behind a mountain and turning your surroundings dimmer. You calm down and fall back asleep.
But when you wake up, you suddenly recall there are only low hills in that direction, with no mountains at all.
Option 1 We'll keep going.
Perhaps there are other clues waiting for us ahead.
(Continues to Elevated Vestiges)

Lost Letter

RA2 event-Adventure.png
The weather has been fickle lately, so we have no choice but to stop by a temple next to the oasis to wait out the heavy rain.
The Cihuateopixqui notices our boredom, and shares her collection with us. A letter from it catches our eye—it's a record of a gigantic disk—a cultural relic with a long history—but locals have been using it as a millstone.
According to the author's research, the disk seems to be the key to unlocking the doors of an ancient ruin. We think it might be related to another local treasure. In addition, the letter also notes some local ameeri army routes.
We ask the priestess about this, but she says it is not her work, but was left by a passing archaeologist, who is also the aforementioned "strange feline" who left just a few days ago.
Option 1
◗ 1
We'll pursue the letter writer.
We should catch up to her once the rain stops.
Option 2 Leave for now
We have more important things to do.

Strange Pool

RA2 event-Adventure.png
After splitting ways with Passenger, you and the others follow the guide deeper into the oasis. It is damp and stuffy, teeming with bugs. You're eager to set up camp after being on the move all day.
You keep away from the river rapids and find a quiet pond to rest by for the night. Energy replenished, you continue moving on. Halfway up the hillside, Tuye pats your shoulder and signals to turn your head back.
At this point you realize that, from this height, the shape of the pool seems strange, like a gigantic footprint.
Option 1
◗ 1
We'll keep going.
Perhaps there are other clues waiting for us ahead.
(Continues to Gigantic Shadow)
Option 2 Leave for now
We have more important things to do.

Vanished Millstone

RA2 event-Adventure.png
Rain falls from the sky that night, and we stay in a little desert town for shelter. The village chief warmly welcomes us, and speaks of the village's past under the eaves.
There was once an old stone statue in the small village square. Three months ago, ameeri forces took it away. The villagers were furious.
Soon after, a strange girl came to the village, and the villagers were wary of her at first. The next day, she suddenly offered to buy half of a broken stone disk by the village gate for a high sum. The villagers were baffled, but soon accepted their windfall and quickly forgot their vexations over the statue being stolen.
As they chat with us, they enthusiastically extend an invitation for us to return, but with our light coin purses decide not to read between the lines.
Option 1
◗ 1
We'll keep an eye on this.
Who would buy half a disk at such a high price?
Option 2 Leave for now
We have more important things to do.

Base Camp conversations

Characters
Eunectes
Eunectes We've established preliminary reconnaissance. I have a good grasp of the basic information and the ameeri army's movement. If you have any questions, ask away.
<Dialogue branch starts here>
Doctor I want to know more about the regional divisions here.
Eunectes Szubat-Arsalan is roughly divided into five regions. To the west is the Rabum-Arakeeshtu Jungle, otherwise known as the Yellow-green Forest. It's rich in basic resources and has suitable ecological environments. It's a great place to start an exploration.
To the south is the Barren Salt Riverbank. From what I've heard, it has an abundance of stones, and it is connected to the jungle.
There seems to be an oasis to the east, and supposedly there are large iron deposits, but getting there is a problem.
As for the northwest, rumors say that the place is full of danger. Further investigation is needed before we know anything more.
We haven't started surveying the Circle of Gitmalutu to the north yet. The moment we learn anything new about it, I will share it with you.
<Dialogue branch>
Doctor We're here to thank you for all you've done.
Here are some Woodchip Fungi that we gathered.
[The player loses 1 Woodchip Fungus.]
Eunectes Thanks for your gifts, but I need to get back to work now.
<Dialogue branch>
This conversation branch is only available after the player had given a total of 5 Woodchip Fungi to Eunectes through the second conversation branch.
Doctor This place has changed.
Seems like there's something else?
Eunectes Guilty as charged. It's my turn to give you a gift.
This is my Jungle Battleaxe. Hope it'll be of help to you.
[The player receives the Jungle Battleaxe.png Jungle Battleaxe.]
<Dialogue branch>
Doctor Thanks, but we got other things to do.
<Dialogue branch ends here>
High Priest
High Priest What? You want more Jungle Bizarre Strange Flavor Candy? You'll need two Strange Mixtures for that!
Doctor Yes, we need more!
[The player loses 2 Mystery Mixes and receives a Rainforest Strange Flavor Candy.]
High Priest Let's call it here...
Kestrel
Complete Warrior of Freedom
Kestrel Thank you for accepting me and my siblings. I'll tell you all that I know about Arsalan.
<Dialogue branch starts here>
Doctor What do you know about the oasis?
Kestrel All I know is that there's a priestess there you shouldn't mess with. The terrain is treacherous with a lot of swamps.
I suggest you go during dry seasons, when the swamps dry up.
If you insist on going at other times, you should be prepared to fight in the water.
<Dialogue branch>
Doctor What do you know about the northwest regions?
Kestrel I'm not too familiar with the area, but legends say it's a land of lava and fire.
It would be easier to navigate the region during the rainy season.
<Dialogue branch>
Doctor We don't need anything right now.
Kestrel I hope you enjoy your time here.
<Dialogue branch ends here>
Liaison
Liaison Hello! I finally found your haven by following your directions. I don't have any new goods right now, though...
Doctor Are you enjoying the place?
Liaison I never imagined I would find such an enjoyable place around here. Please, accept this token of my gratitude.
[The player receives Goldseeker.png "Goldseeker".]
Doctor Thank you for the gift.
The following conversation takes place after the Liaison is talked to for the first time.
Liaison Arsalan Quiz! Arsalan Quiz! Want to play?
Pay the entry fee of a few Crystalline Shards, and you stand a chance to win the grand prize! But you can have a free round on me.
Doctor Spin
Liaison Congratulations! Crystalline Shards can be found in the Strange Territory. I really should pat myself on the back for thinking of such an ingenious way to retrieve this rare material. Trust me, it's a fair deal!
The following conversation takes place in subsequent conversations after the above conversation.
Liaison Ready to play Arsalan Quiz? We have some new prizes here! Take a gander! Every roll costs one Crystalline Shard. Ten for ten times!
<Dialogue branch starts here>
Doctor Roll ten times
Liaison Man, pretty good luck there! Be sure to come back!
<Dialogue branch>
This option is only available if the player didn't trigger the first conversation.
Doctor I'm just here to ask how you're feeling.
Liaison I never imagined I would find such an enjoyable place around here. Please, accept this token of my gratitude.
[The player receives Goldseeker.]
Doctor Thank you for the gift.
<Dialogue branch>
Doctor I'll pass. Still got stuff to do.
<Dialogue branch ends here>
Pepe
Pepe Long time no see. I happened to be passing through and decided to drop by.
Here's a little present for you.
[The player receives 1 Crystalline Shards.png.]
Pepe No need to thank me. I'll be going now!