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Feedback ChannelHere you can find and supervise us:TwitterWe will post specific progress updates and answer questions every 在游戏中,你将置身于一座超脱时间洪流之外的时空图书馆。作为犹格索托斯的造物与祂意志的寄托——星之钥,你将代祂跨越穷极之门,前往各个世界修补破碎的时空。 目前游戏已成功推出了4个探索类模组、1个文字模组、1个规则模组,以及备受期待的大型模组《卡森德拉的黑色嘉年华》,游戏文本总量已累积至66万字。 而且游戏主界面设有创作模式,玩家可以使用编辑器创建并发布原创模组。这是一个具有克苏鲁跑团味道的游戏 在各个模组中,你将作为一名调查员,需要收集线索、掷骰判定、触发剧情、逐步接近(或远离)事情的真相。如果你是新手玩家,《人格解体》可以帮你快速熟悉跑团流程,体验到独特的随机性乐趣。 我们的故事灵感来源于克苏鲁神话,可能怪诞惊悚、猎奇吊诡,但不完全是为了带来恐惧体验。为了获取真相,有时或许…可以不择手段? 你可以贿赂,偷窃,交易,安抚故事中的角色,采取的不同行动将造成不同的剧情走向。 获胜方式为什么一定要战斗?试试隐匿,对目标一击毙命,也可以通过恐吓让目标逃走。 如果你获得一些禁忌的知识,魔法将会是克敌制胜的关键。 (但或许会有额外的副作用嗬~=`の',请谨慎使用)这是一个主打收集要素的游戏 我们的收集内容涵盖了模组结局、角色特质、法术、伙伴以及神话物品。 在模组中探索禁忌知识,将使你的调查员角色掌握施展法术的力量。 在故事中,你将邂逅众多新角色,解锁他们的独特剧情。随着故事的发展,他们将成为你并肩作战的伙伴。 此外,每个故事都隐藏着独特的神话物品。收集并巧妙运用这些物品,将为你的角色带来超乎寻常的能力提升。 每个模组都有着不同的结局,一旦你达成这些结局,你的所有角色便能继承这段经历,从而解锁该结局下独有的角色收集内容。 你的调查员角色将经历独一无二的冒险,这些经历将转化为特质,赋予角色特殊的能力。这还是一个故事创作平台 游戏中内置了强大的故事编辑器,让创作者能够自由创作游戏内的所有内容。 如果你热爱文字创作,那么你可以利用编辑器打造视觉小说风格的文字模组。 如果你擅长构建游戏机制,那么创作规则类型的模组将是你展现设计的绝佳方式。 若你渴望创造一个更加自由、开放的游戏世界,那么探索模组的制作将满足你的这一愿望。 目前创意工坊中已有可游玩模组50+,定期模组共创活动正长期进行中!
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虚拟存在
2026-04-01 19:00:23 · 发布在 「人格解体」
EA版自定义角色模型
在没有创意工坊的日子里,利用游戏内已有模型小乐一下。 修改方法 先在游戏内新建一个角色,然后关闭游戏。(不关闭游戏会导致修改失败!)在“C: Users <用户名> AppData LocalLow MeowNature Depersonalization-Release <一串乱码>”下找到“GameHallData”文件。(AppData文件夹默认为隐藏状态,你需将隐藏文件夹设为可见状态) 接下来的操作可能存在危险,请先将“GameHallData”文件进行备份。 用“记事本”或者其他文本编辑器打开该文件,利用新建角色的姓名检索到文档里的对应位置。 修改“Custom_ModelRes”和“Custom_HeadIcon”这两个键。所有可选的键值会在下一节列出。回到游戏内,可以看到已经修改成功。可用角色 理论上你可以将上述步骤4中的两个键换为任何游戏中存在角色对应的键值(目前应该无法使用自建的模型),但事实上并非所有的模型都有着完备的动画。下方会列出在测试中表现良好的模型的键值: 亚南"Custom_ModelRes" : "角色/预制件/Model_Hero_000", "Custom_HeadIcon" : "UI/纹理/图标/头像图标/侦探肖像", 诺伊"自定义模型资源" : "角色/预制件/模型_NPC_006", "自定义头像图标" : "界面/纹理/图标/头像图标/图标_头像_诺依_默认", 艾琳"自定义模型资源" : "角色/预制件/模型_NPC_008", "自定义头像图标" : "界面/纹理/图标/头像图标/图标_头像_艾琳_默认", 诺拉"自定义模型资源" : "角色/预制件/模型_NPC_010", "自定义头像图标" : "界面/纹理/图标/头像图标/icon_head_nuola_default", 霍恩"自定义模型资源" : "角色/预制件/模型_NPC_035", "自定义头像图标" : "UI/纹理/图标/头像图标/角头", 乔治·霍华德"自定义模型资源" : "角色/预制件/模型_NPC_038", "自定义头像图标" : "界面/纹理/图标/头像图标/icon_head_Howard_default", 莎夜"自定义模型资源" : "角色/预制件/模型_NPC_046", "自定义头像图标" : "界面/纹理/图标/头像图标/图标_头像_雪莉_默认", 雪莉"自定义模型资源" : "角色/预制件/模型_NPC_047", "自定义头像图标" : "界面/纹理/图标/头像图标/头像图标_雪莉_差异_01", 猫猫"Custom_ModelRes" : "角色/预制件/Model_NPC_048", "Custom_HeadIcon" : "UI/纹理/图标/头像图标/icon_head_shaye_default", *自身无头像,用莎夜头像代替 金发少女"Custom_ModelRes" : "角色/预制件/模型_NPC_054", "Custom_HeadIcon" : "UI/纹理/图标/头像图标/创建角色/custommodel001_head", *自身无头像,用默认头像之一代替 廷达罗斯猎犬"Custom_ModelRes" : "角色/预制件/Model_NPC_079", "Custom_HeadIcon" : "UI/纹理/图标/头像图标/icon_head_muxisiha_default", 自身无头像,用廷达罗斯头像代替,仅供整活 鼠鼠"Custom_ModelRes" : "角色/预制件/敌人模型_001", "Custom_HeadIcon" : "UI/纹理/图标/头像图标/星之瑶头像图标", 自身无头像,用亚南头像代替,仅供整活 犹格索托斯"自定义模型资源" : "角色/预制件/模型_NPC_000", "自定义头像图标" : "UI/纹理/图标/头像图标/yog_head", 战斗时模型崩坏,仅供整活 亚弗戈蒙"Custom_ModelRes" : "角色/预制件/模型_NPC_024", "Custom_HeadIcon" : "UI/纹理/图标/头像图标/icon_head_yafugemeng_default", 无行走动画,模型周围有诡异光圈,仅供整活 廷达罗斯"Custom_ModelRes" : "角色/预制件/Model_NPC_057", "Custom_HeadIcon" : "UI/纹理/图标/头像图标/icon_head_muxisiha_default", 无行走动画,仅供整活 补充说明 上述角色模型几乎都没有对应的台词配音。 只有亚南和莎夜有开枪动画,其余角色使用枪支攻击的动画与近战无异。 若将"Custom_HeadIcon"的键值设为""或null,游戏可以正常游玩,头像会显示为一个黑影,但在进入模组处会产生微妙的bug。 若将"Custom_ModelRes"的键值设为错误的值或不存在的值,试图开始模组时游戏会卡死,只能强制退出。 若觉得本文中的模型不能满足你,可以在本地文件中的"Depersonalization-Release_Data StreamingAssets Game Charator"下寻找模型。唯一缺少的人物是模组【天空德尼特】中的管家,其模型编号为【Model_NPC_071】。这个模型有缺陷,无法在游戏内奔跑。
牛角面包
2026-04-03 10:00:24 · 发布在 「人格解体」
剧情流程攻略
An english guide to the current Seven Scenarios, including one Featured Scenario. Introduction Currently there are 7 Official Scenarios in this game. 1. All-in-One and One-in-All 2. Lies and Fraud 3. Soladnit 4. Welcome to Townsend/Tonson Town 5. Moonshade Monolith (Text Module) 6. Far Hope Park (Rules Module) 7. Cursenday's Black Carnival (Translated! In progress of writing... OwO) There are multiple Featured Scenarios, but this list is only for English Translated Modules. 1. The Enigmatic Vessel (Text Module) There will also be a summary of what you can get from the Scenario at the end, as well as generally where branches for endings take place and a brief description of the choices made to get there. Locations will be Underlined Mini Areas in Locations will be italicized Ending Branches will be underlined and italicized Well, at least I *try* to follow this format. No promises. There are way too many choices. Due to section text limit, some modules have been split into sections. The Lore section is there for people who want to delve more into the existing, established, fictional lore that is briefly mentioned/referenced in the modules. The Necronomicon is NOT real, okay? :P NOTE! This guide was written earlier, and the english translation keeps being updated. So your current version of the game might not match the module's Ending name, and perhaps some minor things mentioned before don't exist anymore. However, this still leads you to all the endings unless they added new ones. ...And if you need help, do go to the discord server. I don't get notified by comments here, it may be faster to ping me there. :) All-in-One and One-in-All This is the first module that everyone plays first. Anan is the only character allowed in this. Don't be surprised if all endings except the True Ending don't get recorded. For the sake of this module, these 'fail' endings contain extra dialogue and so are named after the dialogue for Anan's failing. Its not an ending that can be recorded. A word for you no matter where you are: If you see torches and candles, pick them up. You'll need them. Including water of any sort, that can douse fires. If not water, then a Fire Extinguisher! Castle: Young AnanMother's Bedroom There is only one person here; Anan's Mother, Grace. If you enter the room after a Man in Bandages enters it, you will encounter a Willpower Check. Failing it here will lead to the Empty Vessel Ending. Castle's Corridor On the second carpet you encounter Inspiration check. Passing it shows you stuff, failing does nothing. If you continue on without interacting with the photo for the secret path, a Man in Bandages will appear from it and go to Mother's Bedroom. Secret Path Listening gives Perception check, Success gives you some memories and dialogue. Knock, and the door will be unlocked. Entering it brings you to Secret Room. Secret Room Staying makes you do an Opposed Strength Check. Success allows you to stay and some extra dialogue, Failure makes you be pushed out(you can still enter it though). Note that if you stay, He moves further away from you, but if you get pushed out he stays near the door. The first option at least allows you to grab the gun on the desk! You will have to kill him to explore the room fully. Accepting defeat if you lose leads to the Original Regression Ending. The chest gives some memories if you pass the Inspiration check. The books on the bed give flavor text. Study Room Your grandfather, George Howard, awaits you. Providence: CampusDormitory Failing the Willpower check gives you a good dream! Oh, but success gives more dialogue and a creepy chant. You may want the parka in the wardrobe, and the money in the drawer. The desk has a thesis that references the Carcosa City(Ruled by Hastur, the King in Yellow). The horror fiction are books that Anan's friend, Amy, has recommended(pick them up and also observe them in the inventory for extra content! Observe check pass to find a Note, Fail and you lose the Note.) Carl's Room Talk to Carl to get A Key to a Ford. You will need this to progress the story. Campus gate If you go to the left, you will go to Providence: Urban Area. On the bottom right you will see the a Blond Haired Man Bullying the Black Hair man. Each time you re-enter this area, the storyline will continue. Requirements: 20 Gold, Success Craft Check on Mending Doll, Visit the area after each interaction. You will only need to visit the area a minimum of 3 times to complete this. The cat will run away if you get close to it. Caretaker: Will comment on how animals are afraid of you. Will give you a crowbar if you Checked the Manhole Cover after Talking to the man in the Library and getting the clue. Guitar Girl: Some music lines. There's some coin and a lighter on the ground next to the phone booth. Phone Booth: The phone list will give you two numbers to dial. Observing the insert coin location shows that its been tampered and might swallow coins. Failure just shows its been tampered with. Inserting coin requires you to pass a luck check to allow you to call. Railway Administration will give you a clue, the Strange Phone Number gives you a black market code. If you have a screwdriver you can open/fix the coin box! Manhole Cover: Crowbar to open. Talk to Caretaker for a crowbar. Left Notice Board: The right side shows that an antique collector is looking for a yellow badge. The contact for this can actually be found in the trash can to the left of this Notice Board. Trash Can: Pass the Observe check to get "10th Barn Street". Bat may appear here after you rummages through the can once later. Right Notice Board: The right side will tell you about a Mystery Discover Society. Campus Gate: Sewer To the right is the monster. If you read the Notice Board, you will know it is principal stone. Leaving Immediately gives you nothing. Keeping the Secret ends it at Discovering the Underworld. If you fight him, he flees, and in its place there will be an item: The Dream-Quest of Unknown. It gives Constitution +5 and Mysticism +20. Would recommend keeping the secret for storyline completion, however. Going back and talking to the man in the library will give you an item: Rabbit's Foot. Library Multiple People are here, Key Figures to Note: Amy: Responding to the note you got from the Horror Fiction Books will grant you extra dialogue(includes ending dialogue) and Trait: Ignorant Love. Talking about "10th Barn Street" will have her reference The Dunwich Horror story, and open a new location "10th Mariner Street" in Providence: Urban Area. Miss Julie: She gives you Ancient Research Data if you pass the Psychology Check. The Man Reading: Have the Mystery Discover Society Clue, and you can talk with him further. Should you choose to experience, you will get +10 Mysticism, and subsequently the Spell: Withering. Man near the police tape: Answer that it is not an Illusion for a clue, which will tell you to check the sewer. If you keep Principal's Stone Secret and talk to him again, you will be given an item: Rabbit's Foot. Mystery Writer: Only appears after you visit "10th Mariner Street". You might need the Thesis Item to trigger this dialogue, as Anan and the writer talk about Carcosa. Top Left's left Bookshelf: Oberve Check, Sports Check, +10 Sports. Top Left's right Bookshelf: Oberve Check, Concealment Check, +10 Concealment. Rightmost Desk: Magnifying Glass which gives Observation +20 on Equip! Providence: Urban AreaGrocery Passing Observe Check will grant you some dialogue.) Pharmacy If you're lucky, you can buy good medicine here if you pass the hidden dice check. You can buy alcohol here to sell... Talk to her about medicine to get herbs to the list. Passing diplomacy check if she says your condition is good actually gives you less items to buy from her, so fail it and show her your medicine diagnosis to get more items to the list. In Summary- HP Items: She shows sympathy to you. SP Items: Showing her your medical records after she says your condition is good after failing a diplomacy check. Herbs: Talking to her. Car Rental You can sell Alcohol here for a Tidy Profit, if you have it in inventory and talk to him. If you have the Black Market Code, a Dialogue will prompt here. 10th Mariner Street Short Dialogue that will grant an NPC into Campus: Library. She will be a women reading a book on a bench to the right of Miss Julie. Bridge Once you enter this area, you go to Covered Bridge. You will no longer be able to return to Providence! All-in-One and One-in-All: 2 ArkhamCovered Bridge You can take some materials from your car. You can do a concealment check at the bush in the bottom to avoid fighting 3 rats. If you move onwards without hiding, a perception check will occur. Success will then give a follow up concealment check to hide in the bush. Failure to hide will let the rats see you; hope you're fast enough to run away! Castle: PresentMother's Bedroom The right side has wood planks. You'll need it. Observing the collapsed left side will give you a photo that you can examine for a clue. Castle's Corridor You may attempt to jump over the gap with a Sports check, or use an item: Wood Plank to make a bridge. Also, any holes with webs are best avoided. You may hide behind the large rock in advance to avoid rats. (Concealment Check) Continuing without hiding will force a Perception check that needs to be passed for a Concealment check to once again hide from rats. Observing the Sculpture Successfully brings you into a fight. Avoid! However, defeating it grants you 'Defeat the Greedy' Experience. Study Room Approaching the fireplace, a crystal will fall on you. Dexterity check fail will give you the item, passing it will cause it to explode! Observing left bookshelf successfully will gives you a Swift Runestone. Observing right bookshelf successfully will give you Spirit Rune. They're useful items! Reading the right notebook will lead you to the Vanish in the Stars Ending. The notebook has a small passage that is taken from the Necronomicon written in it. It teleports you to Calaeno of Pleiades. The left notebook reveals the name of Anan's Father: Ronald. You are spirited away into the Seam of History... Seam of History Go to the future, and Afogomorn kills you. This is the Peek into the future ending. Go to the past to progress the story. Castle: PastMother's Bedroom There is only one thing to care about: The locked Drawer on the bottom left. Killing it will lead the Through The Looking Glass Ending. Taking it will give you "Truth of Misfortune" experience. Castle's Corridor Remember the tip about getting fire and water? Burn the carpets. That is, unless you're a battle maniac. Run past the first carpet and burn it-before you walk onto the second, burn it! However, Defeating the two enemies does give you "Defeat the Ripper" Experience. If you don't burn the second carpet, Perception Check Success will lure you to look into a mirror and force you into a fight. Failure lets you skip the fight. Defeating it gives you 'Defeat the Greedy' Experience, unless you already got it beforehand. Secret Path A lone torch. Nothing else. Secret Room You encounter a message... If you shift your point of view, it will lead to the Aitsu ending. There is nothing else here, if you have already checked it before. Study Room Grandpa... Pick up his cane. Open the chest. Gain 'Truth of time' experience. Go to the castle corridor until you see an hourglass to progress the story. AfogomornApproach the Eldritch Being. The end is near! Tips: If you want to use Withering, it won't work if you have Oblivion stacked once on you-it decreases skill by 5 for each stack, so that would be -5 on Mysticism, meaning you basically forget your spells as you need 30 Mysticism for Withering! The only exception are equipment that gives you spells: Aka your Recita-Stick. Feel free to spam Glory of the Stars. Even weapons here will have limited use as oblivion stacks, because that means even the brawl/shooting skills will keep your skills in negatives. The only time you will want to use Future Prediction is when Afogomorn's next move is Flame Arrow, which you can predict because Afogomorn follows a very simple pattern repetitively: Flame Chain, Flame Chain, Flame Arrow. Use Future Prediction on the second Flame Chain, and you will dodge Flame Arrow next turn. You get Time Fluctuation Stacks each time your HP hits 0 or when you get hit by Flame Arrow, so keep your HP up as much as possible and dodge all Flame Arrow attacks! As soon as Time Fluctuation hits a stack of 7, you lose the fight. TLDR Good ways to keep HP up: spirit rune heals 3 HP at start of turn, all the HP medicine you can get. Weapons: Recita-Stick(pray it hits high damages). At the start, you may consider a Machete and Crowbar, but damage tapers as Oblivion Stacks. Magic: Withering at the first turn for max dmg, Glory of the Stars or Weapons onwards(but switch to magic as oblivion stacks), Future Prediction on Second Flame Chain cast to avoid Flame Arrow Time Fluctuation Stack. The best is to use Glory of the Stars though-unless your RNG sucks and you constantly hit less than 4 damage. PS: Don't bother Willpower Luck Rerolling to pass, its terribly hard to get a success. But upon success, you do get an additional lines of dialogue, which I'll disclose here for the sake of the curious everywhere... "Your obsession, unwillingness, and pain have all erupted at this point. Your will is like a bolt of lightning that illuminates the night sky. After that, the terrifying power vanished, and your spiritual power was greatly diminished. You lost traction and continued to fall, back into the lightless sea. Your consciousness gradually blurred and sank into the deepest recesses of your soul..." The easiest method is to literally confirm the dice roll as you keep failing, and you also get additional lines of dialogue that way. There is no additional dialogue if you use up all your luck before failing-you will just get the dialogue lines for failing. Sunless Abyss It doesn't matter what you reply here. Welcome to the world of Depersonalisation! Scenario Clear: The One-in-All ending. Aria Revolver Recita Stick Undead Pendant Atlach Doll Traits: Ignorant Love Endings: The One-in-All This is only one ending that will progress the story. The rest are bad endings and will make you reload your save! Empty Vessel Original Regression Vanish in the Stars Through The Looking Glass Aitsu Lore: Yog-Sothoth, Tawil at'Umr, Aforgomon, The Ultimate Gate and the Silver Key. In fact, the Library's Gate is very likely the Ultimate Gate, and Tawil at'Umr was guarding the Silver Key. The Dunwich Horror, and the Necronomicon. If you have seen the nightmare in providence dormitory where he chants "Ygnaiih", this is a reference to the start of an incantation to call Yog-Sothoth, of which is "Ygnailh... ygnaiih... thflthkh'ngha.... Yog-Sothoth... Y'bthnk... h'ehye - n'grkdl'lh..." Which can be found in The Dunwich Horror. Also, the passage from the right notebook is taken from the Henry Armitage's Translation of the Latin translation of the Necronomicon, which was translated by Olaus Wormius. The entire passage is too long to include in this guide. Celaeno is one of the seven stars of the Pleiades. Its fourth planet is the Great Library of Celaeno, which houses stone tablets containing secrets stolen from the Great Old Ones and Elder Gods. Therefore you've been literally transported into space and died via suffocation. :) Lies and Fraud ChurchThis storyline takes place entirely inside the church, and near it. Lobby Where you start off in. To the bottom left, a locked room that you can only access if you convince your client to escape and fight the enemies after him. To the top, the church's hall. Important: The guy on the bottom left near the door? Steal from him and pick the Note. You get your first clue. This note can be later used to recruit Walker, whom will be very important unless you are good at fights. Has torches around the area. Take them all-you'll need it. In fact, take every single thing that has flames on it. You will confront some enemies if you convince your client to escape. This immediately branches to three endings. Fight the enemies leads to Princess Rose, and telling him that you're leaving to get help leads you to the street, which can lead to either All that Have Been Settled or Flower of God's Blood. Hall To the left, a confessional hall. The top right, the Preparation Room. Bottom right, Cemetery. Near the entrance, you may take Water, which allows you to douse fires. There is a statue here you should be careful of passing checks on. Sometimes its best to leave things alone. Passing Erudition Check will allow it to make an Inspiration check. Passing Inspiration check does weird things to you. Multiple people are here. Here's what they do. 1. The Client Convince him to escape with Irene after you gained enough clues. This will lead you to the princess rose ending! Only two ways to convince him: Irene's Candy, or after telling him what happened in the Preparation Room. 2. Irene You will want to talk to her about the 'purple bottle' you will find in the Cemetery, for a Clue. This Clue can convince the Client. 3. Walker, the hunter Psychology check, you can calm him down. Afterwards, telling him to go to the confessional hall(and listening in on his talk with the head priest) does not do much. If you have the note you stole from the guy in the Hall, he will give you a crowbar, and you can invite him to join your team for battles. He has a bow in his inventory and his default weapon is the gun. He sucks at it, so swap him over to use the bow. 4. Sharpen Knife guy, to the right of the entrance. He has the key to the Cemetery. Steal or Fight him for it. 5. The guy who is reading a book. Pleasing him gives you the Holy Bible: Upon using it you get Trait: Interact with cult. You may also attempt to steal from him. 6. Gambler - The guy to the right of the book reader: He sells a dagger and holy medicine. Bribe him for a way to Altar Hall early. Bribe and Don't Gamble with him. Now you can unlock the Altar Hall Directly if you wish. If you do gamble and win, he kills himself. If you gamble and lose, he leaves with your money. 7. Insane Believer - The guy immediately to the left of the entrance to this area. If you have Item: Holy Medicine on you, you can give it to him for a clue(Directs you to cemetery). Rescue does nothing. Note: After the church is detonated, you can in fact walk through spores without getting parasites(sprinting will make you have them), and enemies in this area do not Aggro as long as you don't sprint. They also De-Aggro if you stop sprinting. If you have sprint on, its considered as sprinting! Service: Nora If you had killed Noel in the Cemetery after listening to her story, Nora shows up. Failing the willpower check kills you. Refusing immediately will lead into a fight. If you win, you will still go to Anantarya Cage. Saying that you will join gives you some time to either prepare for a fight, or get the other endings. Attempting to flee will immediately kill you, sickle style. You can loot your client for 10000 Gold and an Armor. You can pick to accept or resist. Accepting will lead to you having three endings. If you check on Irene before talking to Nora, you can look for a way to protect yourself. Passing a Diplomacy Check with her by looking for a way to protect yourself leads to the Wealthy One Ending, which gives you the Trait: Wealthy One. Looking for a way to repel her and passing the concealed check will give you a way to Pledge yourself to her religion, or decide not to in the end. This leads you to Anantarya Cage... and towards the The Glitch World After Glitch ending. Without checking on Irene, accept yourself to be Baptised by Nora. This leads to the Cult Leader ending. You automatically get Trait: Cult Leader. Confessional Hall Has candles you can take here, and an item on the wall you can read. Nothing else. Cemetery Has materials here you can take. Enter with the Cemetery key... or Walker's Crowbar. The table has two parts to inspect. The bottom has medicine(take for actual medicine items), a red bottle(just text to read), and the purple bottle. Inspiration/Intelligence check for what the purple bottle is for a clue! The top part has research material to read(gives you a clue), and Research Books. Passing the check for Mysticism for the Research Book will tell you its a book about the occult, and you may then take it. As you leave the room, if you read the research materials, you will be caught by Noel. You will then have a choice on if you want to escape or ask about her motives. This will branch into two ways! Listening to her and then killing her will make you join the service as it is too late to not join. This is the first alternate ending branch. Nora will show up to crash it. Agreeing to join the service with her will allow you to join the service. Nora does not show up, and it proceeds peacefully into the hidden underground room. This will go into the Flower of God's Blood ending. Escaping directly will not make you join the service. You may continue with your game for another ending. Preparation Room Can only access by having enough Concealment skill to pass the check, or by using Walker's Crowbar. Do not enter unless you are ready to fight a monster! This areas is abundant with food items! To the right there is a table. It has a book and a dairy. Reading the book and passing the Erudition and Medicine Growth check will increase your Medicine skill. Reading the Dairy will give you a Clue that you can tell your Client about to convince him to escape. On the top near the table, the cabinet contains medicine. Take the medicine, and checking the cabinet again will let you check a cloth box. It will give a clue about Princess Rose. Corridor of Law and Sin Can only be accessed if your client has escaped, and you beat the people after him. Because they drop a key to open it. The room at the bottom left of the hall. There is some stuff you can get in the coffins along the way. You may ignite one on the left immediately to stop your pursuers, or hide in the coffin near the end towards the right. Moving forward, you will have to fight alone against a church believer. There will be a heavy wheeled door-failing the strength checks do not matter. Failing it thrice will still open the door, passing it just lets you open it once. Room of law and sin Utterly disgusting. Its a room that does not have much to take either. The tool rack has some weapons, the body is best left untouched or ignited. Attempting to search it without igniting and dousing it or passing a Dexterity check will cause you harm. On the body, there will be a flamethrower and an unimportant item. You do not need the flamethrower, unless you want it. Picking up the organs and throwing it into the pool will cause a large tentacle to kidnap you. Resisting it will cause a strength check-passing it will save yourself from the pool. Giving up will cause you to fully enter the Princess Rose Ending Lies and Fraud: 2 Flesh Room Falling into this area is a result of the above Room of Law and Sin. You will get a Trait: Panacea. The only thing you can do here is check the tentacles, the spores, the skeletons and talk to the mysterious girl. Do not inspect her closely, or you will die. This is also the place where you fight her if you pick the wrong choices! Having enough diplomacy to convince her to let you go earlier will give an alternate ending as you continue. She will give you a wreath. Choosing to stay is the only other option. Afterwards, talking to her only gives two options: Break the collar Wait Breaking the collar will cause her to immediately turn into a boss to fight you. Once you win, a dark passage appears behind her. Unfortunately you cannot bring her out. You see walker, if he went to the confessional/in your team, and end up in the Preperation Room. Waiting will eventually make her lose control as well as have a large explosion sound out, and she sends you away with a wreath as she goes berserk. Altar Hall Only can be accessed after the church is detonated, joining church service, or via Gambler's note and triggering the hidden switch. It does give additional dialogue. The Gambler's Note If you picked up the Note from the Gambler, you can enter this Area early. Its the table below the statue. Inside, as you go towards the top, you will get an Inspiration/Intelligence check to see if you'll respond, but the failing the check can also save you. Nothing happens if you don't respond. But responding to it makes you have a mysticism check, and upon failing, it forces Trait: Alienized Magic Seed. Passing this check gives you a choice to devote or reject devoting yourself for the 'Gift' of that Trait. The Gem will tempt you. You will have to pass a will power check to be able to refuse it. Refusing it gives you the Trait: Fortitude feeds on itself. If you pick up the Gem, it leads to the Flower of God's Blood ending. Because it forces you to attend church service. Church Detonation First, Note that if you put out the fire in front of the confessional hall you will get +10 Mysticism Growth! You will find the Haunter of the Dark guarding the way out. He fears the light-now is your time to use your flame items, it damages him massively when it attacks you and nullifies his damage to you. Try to attack him with an equipped torch/light weapons, and next turn you get a new action in Skills called 'Light up the battlefield'. It gives you Light stacks. Service: Noel You enter this area with Noel by agreeing to join the service with her. You can, in fact, insist to leave midway through this service if you pass a Concealed oppose dice Psychology Check and notice something is wrong. Going up will trigger the worship to begin. Choosing to chant gives you a Trait: Alienized Magic Seed and you will end up being driven away from the church to the street. If you do not, you can resist being driven away. But you can't stop the Wiseman, the priest. In any case you will end up on the street. StreetIf you have left earlier by convincing the mysterious girl, you will get out of the church by the front door. You will get the Trait: Windfall, from your client by talking to him after he ushers you out so that he may detonate the church. If you attended Noel's service, and ended up here, you get the Flower of God's Blood ending(Including leaving early). You will also get to this area after you are trapped inside the church. Your client will be here for you to get 500 fund and Trait: Windfall. If you kept Irene's secret, she will give you 30 luck. If you told your client you left to get help, you get two options when leaving the street. Actually getting people to help leads to Flower of God's Blood, and passing the Dex check will kill you first instead of helping you. If you just leave(Oh wow, cruel!) you get All that Have Been Settled. Anantarya CageTouching the Butterfly here gives you Trait: Deconstruction of reason. Not touching the butterfly and just going to the darkness kills you. Jumping off the Abyss will kill you here. Really make sure to loot your Client's body... Armor is very important here. Find items around the area to escape. Preferably things with no Malice. Like the bow at the bottom left! Ring on the right. The other 3 items will have to be approached in this order. Approaching Doll and Mask will trigger a battle. Doll Mask Wingless Bird Tips: Prepare your attacks(The literal skill), make sure walker is with you and he has ammo and uses bow. Noel will offer you a way out. Passing an Inspiration/Intelligence check will give you a choice. Failing it will trigger a fight with Sloth, a 80Hp boss that can use a move to stun all targets, and a skill that makes your damage to it be dealt to you. A tip: It doesn't seem like she does moves when you attack her sometimes, you you'll want to hit her at least once while another prepares their attack, preferably walker with a bow. Refusing will allow you to jump off into the abyss and exit this area safely. Accepting still triggers a battle with sloth. Defeating sloth continues the same storyline as Refusing to her taking a part of you. You'll end up in the Church Hall with the Bloated women. You can, in fact, choose not to engage and run out of the church to see an ending that can't be saved named Escape?!. Fight against Noya/Bloated Women. For the first round, you can do whatever-but you must grab a corpse for the second round, because she will use an instant kill attack. Afterwards, you'll want to have one character wake up Noel, and the other attacking or preparing an attack. From then on, she will occasionally end up cutting herself, so fight her! Cultes des Goules Flower of Blood Shining Trapezohedron Black Fan Traits: Panacea Interacted with Cult Windfall Alienized Magic Seed Deconstruction of reason Wealthy One Fortitude feeds on itself Cult Leader Endings: Princess Rose Flower of God's Blood The Glitch World After Glitch Rich Man (Wealthy One) Dust Settled (All that Have Been Settled) Cult Leader Escape?!(This cannot be saved, but can be read as an ending text. You die though. Happens to be one of those death endings that actually have a name.) Lore: This module focuses on Nyarlathotep. Anan even complains about him after Flower of God's Blood. He is also talked about in The Glitch World after Glitch. So these are the endings you may want to read, if you want more flavour text. His two avatars you will see here is The Haunter of the Dark, and The Bloated Women. The church here is possibly referring to The Order of the Bloated Women. Soladnit This module takes place throughout the Mansion and its areas. Its the holy ground for Spellcaster or High Mysticism Characters! You can get a gun and some ammo if you decide to open it, as you talk to Saya. The mirror, bed, and dairy can be checked. The rightmost drawer has items. Carter's BedroomOn the foot of the bed there is a table, passing the book's observe and mysticism check increases your mysticism. Left of the bed's drawer holds a portrait that the Banquet Lady wants. Check the bed for Notes you can ask someone to translate later. Observe check on the left side of the bed will give a Magic Runestone, the Right side of it(where paper is on the ground) will give you a Swift Runestone. Sherry will give you a Draft Design of the State here later on. She will then also give you the key to this room in the Second Floor Hallway. Study RoomThe top left bookshelf needs you to pass an observe check, and if you have the crystal from the car you investigated in Parking Lot and choose to fight, you will get Trait: Soul Redeem. Pass a Luck check to the left of the Desk, and you'll get Key to an Unknown Room. Bottom left bookshelf will have an Observe and Diplomacy check, passing both increases Diplomacy. Ace will be here after you checked on the Brown Crystal in Ballroom. Passing an Observe check will show that Ace hid something near the window. Check there will allow you to get the First Survivor Ending early. You will also get this ending if you tell Sherry or Saya that you're leaving. It is the only way out of the Mansion. If you tell Sherry at the last minute that you won't be leaving, you will have to pass a brawl check. This will thus lead to the New Bond Ending. Guest RoomPlace where you meet up with Saya and Sherry to progress the story. CorridorYou have to have the White Crystal from the Parking Lot to Watch the Mirror. Pass the Inspiration check, once you do, look in the reflection. Then you can find the Butler in the Ballroom. Second Floor HallwayHas a sword in chest(crowbar it). BallroomMost important area. Check all the crystals here. However, any crystal that gives something all require a mysticism check. Notable ones are: red one gives Trait: Flame Worship. Green Laurel gives a usable item. There are people around here. Key people to Note: 1. Butler (Standing by the corridor entrance) You can get a Crowbar and Key to the Study Room, if you recognised him after watching the Mirror in the Corridor and manage to stop him(subdue or threaten). 2. Lady (Dining on a table) Playing the game with her and passing the Opposing Dice Observe check yields a quest. Giving her the portrait from Carter's Bedroom completes it. 3. Architect (window guy) Having the Draft Design of the State and talking to him will tell you that there is a room underground the Parking Lot. 4. The Old Man (Magnifying glass guy) If you have the Notes from Carter's Bed, you can translate them here for some text. If you Bribe him, he gives you +5 Erudition! CourtyardLots of flowers around. Has a well. To the top left will be a maid that has the Key to the Madame's bedroom, and the Top right will lead to an area called Storage Room. Well Look at it at nighttime, and you will suffer. Staying in it will toss you into a special area named Time Fracture. You will be able to go to the bottom of it. Checking around gives you some gold and items, as well as find out Madame's clothes are here. Afterwards, a hoop will glow: you need to pass a Craft check to get an item. If you pass this, you fight Color out of Space. Tip: Using the same item you get from the craft check instant kills it. You need to pass a Sports check to get back up. Low sports characters, do not worry; there is a rope you should get from checking around. It gives Sports +50. Alternatively, craft one. Time Fracture If you go to the rightmost side you get some cool flavour text. Pick up the phone, you will have to pass a constitution check or die, then run away(or fight the creature). Go left to get out of here. Storage Room Small area to meet with Sherry and Saya after Sherry has a stomachache. That's it, and some items. Crucially you get a Tablet that temporarily Increases CON by alot. Parking LotHas a well hidden basement area on the bottom right, underneath the black car. You can investigate this Black Car for a useful White Crystal you will use in Study Room for a Trait, and the Mirror for the Key to Study Room. Other cars have some materials. You can also attempt to leave the mansion, and Ace will try to stop you. Leaving the mansion by this path is an Instant Death Ending, no matter at which point in this module. Secret Room You need to know that this place exists from the Architect, and have Key to the Unknown Room to enter this area. This place has a Mana Can item(heals all MP each turn! It is also accessible after Carter comes back. It is where Ace is after you see her beckon to you to the parking lot. This is the branching area: You decline or follow after Sherry. Branch EndingsOnce you enter the Guest room to progress the story, you'll end up in Ballroom. DO not fail willpower check. Its instant death. Go to the parking lot, and then the Secret Room to continue the story. Study Room Declining Sherry, you will end up here. Now you have a choice to leave or stay. Leaving gets you the First Survivor ending. Staying will cause Saya to attempt to force you out. Failing the Brawl check leads to the First Survivor ending. Passing will stop Sherry, she will leave you behind after you both talk to Ace. This will lead to the New Bond Ending. Courtyard Well to get to this area you have to fight Color Out of Space. Heal up before entering. Tindalos will show up, this is where the game branches into two endings. If you win against Tindalos, you get Beautiful Reality Ending. If you lose against Tindalos, you get After the catastrophe Ending. Yithian Gun Beasts in the Shadow Unaussprechlichen Kulten The Soladnit Traits: Flame Worship Soul Redeem Endings: Beautiful Reality After the catastrophe New Bond First Survivor Lore: The great race of Yith and The Shadow Out of TIme. In fact, the lady that gives you the gun might have been possibly temporarily taken over by a Yith. Hounds of Tindalos. They seek out time travellers. The Color out of Space, The story tells of this alien being tethered to the well. The Cats of Ulthar(Potentially. Sherry is Snow, and implied to have kitty powers. In this story, cats have gained sentience, but not a human body. They're implied to have devoured humans that killed their species). He supposedly looks like a giant ball of fire and is served by Flame Creatures, and is known to be a Elemental spirit of Fire. The Green God, for the piece of leaf given by then emerald laurel. For more dialogue, you will want to complete Beautiful Reality and After the catastrophe. Welcome to Townsend/Tonson Town West StreetThis place has Hotel, Nana's House?, and Grocery Store. Materials around the area. There is a bicycle to the right end of the street, you can climb up here to get additional materials and some clovers(an item that you eat to increase luck) Hotel Second Floor, Guest Room There are items in the drawer. In the corridor, you can enter the storage room, grab a key/follow merry in later. As you go down the stairs, she will be seen heading up to this room. Second Floor, Storage Room More food items, a flower pot, and at the bottom right where merry will be checking you will find Ryan's key. Use later to open a safe! You will want to check this room before you meet up with Horn in the slums, for the second time. Particularly that flower pot for a very important Story Item: Black Egg. First Floor Merry's room is behind the counter on the top right. You will have to come back here before you meet with horn for the second time in the slums, to save merry. Without the Origami Paper, you will have to fight her. With it, you can try to wake her up instead and not die while trying to do so. First Floor, Merry's Room Inside the drawer, you can find the storage room's key. The wardrobe also has useful items, like gloves. Nana's house? This house is just to the upper right next to the Hotel, and Left of the grocery store. Inside, you can observe the picture for a Clue, investigate the piano for a letter, and look through the stacks of musical score notes. This can be used later for a trait! Grocery Store The place you will see Merry enter. A man looking at the lottery will be here. Buy a lottery and talk to him to get a Clue. Alot of food items can be found here, including Merry's money. Take them if you wish. Central FountainThis place gives way to the North, East, South and West Streets. You can get water from the fountain. A man here will be hoping for a broadcast. You get a Key here. Please the old man for a clue. South StreetIn the Hobo corner you can investigate for some clues, but there doesn't seem to be much to do for him. Comforting him lets you buy items from him: If you are bad at observation checks, you may want to buy a Crowbar for later. You can get a black seed underneath his bed. Merry and Nana's Slum House The house on the left that you will find Merry in. There is a dagger under the top bed's pillow, and investigating near it will give show you some text about their past. Tyler's House You don't have to pass the corpse's medicine and SP checks. Body search him for an origami paper that wards away evil. If you don't want to fight Merry later on... You will also find the monster here if you let him out. East StreetIt has two areas: Police Station and Cliff. Police Station Has two offices, one on the right, the other on the left, as well as a prison containing a monster. Use the Crowbar or Sheriff Key to let the monster out for additional events. Right Office Lots of clues here. Most importantly, you can find the Lottery here(and write it in if you bought the lottery), and with some checks you can switch on the broadcaster. Read the plan for 1000 Gold. As you would expect, talking to the lottery guy in Grocery Store and the man at Central Fountain afterwards will now give you a black seed each. Left Office Horn will be here. If you have Ryan's key, you can open the Leftmost safe. Fountain Key(Mechanical Lock Key) for the Rightmost. Around the Table, you pass an observation check for the Sheriff's Key(If you don't have a crowbar to open the monster's cage). Progress the story by reading Ryan's notebook. Cliff You can find the musician here. If you have investigated Nana's House thoroughly, he will give you a Trait: Famous Song and a black seed. Pleasing him gives Erudition +5. North StreetThis place only has one area to go to: Wende's House. Ryan will be here, and if you have seen the monster at Tyler's house, he will fight and weaken Ryan for battle, should you decide to attempt fighting Ryan. He will have 40Hp if so, and 70Hp otherwise. His first pawstrike does not hurt too badly, but you may want to avoid his Batter or even Normal Attacks after-it is DEVASTATING(He does multiple dice). Defeating him gives you a black seed. Wende's House To the rightmost there will be two bookshelves that you can use to attempt to increase your Medicine and Erudition skills, after you pass their observation checks. The rest are flavor text to read about. If you let Horn kill Wende when meeting for the first time, it is game over. Make sure to take this if you want to have a chance at saving Wende later on. If you're on path to the Faded Eternity ending, you will visit this house a third time. This branches off to if you can save Wende, or not at the end of it. Killing her saves her, and allowing her sacrifice prevents her from showing in the Faded Eternity Ending. Tips: Equip Merder, and have Trait: Famous song. NestThere is only two ways to reach this area: Beating Ryan, or not. The story branches out here. If you have beaten Ryan, Horn will succeed in leaving a gift for Tonson-namely lacing the house with explosives and exploding it. You will fall, and reach this area. If you did not talk to Wende for the 'Signet Pendant', spider monsters will attack you. If you have not, Ryan will lead Tonson to the slums. Horn will be attacked by you involuntarily due to what Tonson had done to you, and citizens in the town will be in the Nest. Tonson takes you and everybody to the nest You decide to wait and see what happens when Tonson catches you and horn with Ryan. If Merry was saved, Ryan will attack the enemies, and after fighting them with Horn you get the Life is like a dream Ending. Nobody is saved in this ending, except you. If Merry was not saved, You die. Reload :) Resisting Tonson's Merder You have to have a spare cleanser, and Ryan must not have been killed for this to have happened. Horn will be your teammate in this fight. Fighting against Ryan and winning will lead to you having beaten Ryan and falling. For having beaten Ryan and falling This area has the Spider Stone Statue... pact. Black Seeds: Musician, Ryan, Lottery Guy, Fountain Man, Under the bed of Hobo. Black Egg: Storage Room's Flower Pot You can jump into the abyss-and reach the Life is like a dream ending, one that you can also get in the other branch ending. If you do not have the 'Signet Pendant' that Wende gives you if you visit her, monsters in this area will attack you. Summary Pearl of Nacha Pact of Kadath Badge of the King Merder Traits: Famous Song Blessing of the Spider God Endings: Faded Eternity Life is like a dream Lore: Atlach-Nacha as Spider God(Rather Obvious, the Pact to Kadath book mentions Atlach), and Hastur, the King in Yellow. It might not be obvious, but Wende uses a skill called Call to Carcosa(Hastur's Home) in battle, and the man calling her is in yellow(Hastur). Moonshade Monolith Inconsequential choices may not be written down, such as choices with extra dialogue of no relevance to affect the story plot, and searching for items/materials unless it might be of exceptional help, or just straight up nothing happens. High Constitution characters will find it easier to survive, and the opposite of this should ensure as many items with armor on them or an alternative way to not die(such as high damage). Items in NPCs inventory(Certain story points, they may be changed, interestingly enough) ----- Helene - Bandage 2 Tranquilisers Four Leafed Clover Harkins - Rabbit's Foot Brass Knuckle Screwdriver Byrd - Stimulant Saw Crowbar ----- Jungle Area- To Site Entrance You are allowed to only pick two Options total. Weapons (Pistol, Dagger, Ammunition Chest) Food (HP Recovery Decoction, 2 Water Bottle, 2 Food) Equipment (Shield, Protective Suit) Talk to Helene about Teammates Clue: Helene's Research Talk to Harkins about Greymatter Site Clue: Harkin's Lie Byrd Option Unlocks - About Harkins (Needs Clue: Harkin's Lie) Clue: A Felon's Past Talk to Byrd to progress the story. Lab Entrance- Stay Vigilent (Progresses Story!) Inspiration Check Clue: Black Tides Check the Chests Clue: Ferried Workers Check File Cabinet Clue: Unregistered Removal To Security Room Check Pass: Item: Key (For item box in Storage Area) Clue: Unused Weapons Options unlocked after Check the Chests - Report (Progresses Story!) - Follow the Blood Removes Stay Vigilent Option, Adds Check Elevator Entrance -Check Elevator Entrance Check the Ceiling Clue: As Nimble as a...? ElevatorCheck Pass Item and Clue: Black Dagger Failing gives you nothing Storage- To The Storage Room - Check the Room Say Nothing Item: A Portentous Pocket Watch (Useless. Time is slower because its broken, hah!) - Open the Chests (Needs Item: Key) Item: Magnetic Storm Grenade, Bulletproof Jacket, Machete (The Following below options lead to the same location in the end, just works out differently.) - Explore Around (Progresses Story!) Clue: Black-Blooded Monster Clue: Experiments in the Lab (Needs Clue: Helene's Research) Leads to Location: Control Area - Collapsed Area (Progresses Story!) 1st Check: Pass, Allows you to progress. Fail, Option not Available. 2nd Check: No Damage to Self, Damage if Fail 3rd ??? check: Pass, No Battle. Check Monster Clue: Black-Blooded Monster Clue: Experiments in the Lab (Needs Clue: Helene's Research) Extra Dialogue based on Clue: Black Dagger Contact Teammates (Progresses Story) NPC appears: Nila Check Pass: No HP Damage Check Failure: Leads to a ??? Check, where fail = HP Damaged, pass = no Damage(She slaps you) Leads to Location: Control Area Control Area- Absorbed Harkins (Needs Clue: A Felon's Past) Be Trustful Clue: The Rebellious Clue: Voluntary Human Subjects? Be Suspicious Nothing happens Options Unlocked - Check Monoilith (Needs Clue: Black Dagger) Clue: Terror of Monolith - Pondering Helene (Needs Clue: Experiments in the Lab) Pass Check Clue: Letter from the Deceased - Wait Silently (Talking to Nila fully)(Progresses Story!) You need Clue: The Rebellious and Clue: Voluntary Human Subjects? for the check to appear. Passing allow these Options. Without passing, it will automatically be as if you chose to Remain Silent. - Raise Your Concern Extra Dialogue, no battle. LOCATION UNLOCK: Beach - Remain Silent Battle and some Dialogue LOCATION UNLOCK: Beach Beach- Talk to Harkins Attack Battle (Winning gives his inventory) Appease Check: Pass = No Battle, Fail = Battle (Winning gives his inventory) Go to the Dark Jungle LOCATION UNLOCK: Dark Jungle Option Unlocks - To Stone Reef (Needs Clue: Don Quixote's Spear)(Essential, do this once you have Clue) About Experience before death Regardless of which you choose, its extra dialogue. I prefer The Ghost though. Dissect Harkins Clue: Dorothy's Digital Card (This is absolutely needed for an ending!) Dark Jungle- Talk to Helene Appease: Pass, Clue: Helene's Medical Kit. Fail, Nothing. - About His Intention Doesn't matter which choice. Check: Pass, No HP Damage. Fail, HP Damage. Talk to Maninitue - About the Way Out Area Unlock: Lab in the Mountain, Teammate: Maninitue Option Unlocks - About Helene (Needs Clue: Helene's Medical Kit) Area Unlock: Swamp - Go to the Swamp Goes to Swamp Location (Recommended to do this first!) - Go to lab in Mountain Goes to Lab in the Mountain Location Swamp- Track Footprints Check: Pass, Find Helene. Fail, watch monster approach Helene: stop monster = enter battle, observe = no battle. Talk to Helene Clue: The Leaving Medic Item: Frostbite (Frostbite is item that immediately kills black blood monsters.) Options Unlock - Talk to Helene (Needs Clue: Letter from the Deceased) (If you want Extra dialogue and saving Helene, you MUST use this option with this Clue.) On how to leave Clue: The Returned Medic Teammate: Helene (Note that she now has 2 Frostbite items in Inventory) Lab in the MountainTalk to Harkins Some dialogue Talk to Maninitue - About Monolith Clue: Monto's Note Area Unlock: Mountain Pass Check Lab - Check Cabinet Check: Pass, Item: Hero Medal(Needed!). Fail, nothing. - Search Around (Kinda useless unless you need the items) Check: Pass, Item: Corrodent, Sticky Stuff, Body Enchancer, Tablet in Tests Using? (Consitution Tablet) Mountain PassCheck: Pass, no battle. Fail, Battle. To Hillside (Unlocked by: Find out the attacker) ??? Check: Pass, no damage. Fail, Maninitue HP Damage. Options: Rush: ??? Check: Pass, no damage. Fail, HP Damage. Get back to Safety: No point, ignore if you intend to find out the attacker. Talk to Byrd: Check: Pass, Item: Special Shield. Fail, options: Make your move before he does(Battle)(He dies.) Clue: The Fallen Soldier Leave him at the moment(No battle) Option Unlock: - Show hero medal (Only If you left him be, or passed the check above)(Needs Item: Hero Medal) Clue: The Returned Soldier (Essential!) Teammate: Byrd - Go to MountainTop Location to MountainTop MountainTop- Look up at the Sky (Needs Clue: Black Tide) Clue: Master of the Moonshade Talk to O'Quill (Appears after Look up to the sky or Observe the Pit) Unlocks options: To the Hidden Cave, To the Spiral Stairs Option Unlocks Illusion of Harkins (Clue: The Rebellious, and Clue: Voluntary Human Subjects) - No way Nothing - Maybe he could Clue: Don Quixote's Spear (Beach option unlock)(Do IT, its really needed) - To the Hidden Cave Monto Stuff. Goes to Hidden Cave Location - To the Spiral Stairs Goes to Spiral Stairs Location Hidden Cave- Examine Body Clue: Monto's Plan - Talk to Maninitue Truth Option Unlocks: Open the Trapdoor Silence No Option Unlock - Open the Trapdoor Item: Blasting Device Clue: Demolition Device for Monolith - Enter the Tunnel Check: Pass, Option Unlock: Secret Tunnel. Fail, Nothing. - Enter Secret Tunnel Location: Pit Bottom This is the recommended way to reach Pit Bottom Location, aside from entering it via MountainTop location and accessing it through Spiral Stairs option and location. Spiral StairsIf you can't go through the secret tunnel, then this is the only other option. - Be Tough Battle. Enemies 2. - Be Tactical Check: Pass, no battle. Fail, Battle with 3 enemies. Leads to Pit Bottom Location. Moonshade Monolith: 2 Pit BottomGet ready for battles ahead. - Observe the Pit Inspiration Check: Pass, Extra Dialogue. Fail, nothing. Battle: 3 Enemies. Relatively simple. Prepare your attacks properly and successful collision attacks moves positioning of teammates hit to the back. You may want to kill the minions first. Check: Pass, nothing. Fail, Maninitue Leaves the Team(He Faints). Mini Boss Fight! If you kill Nila, O'Quill does +10 more damage. But leaving her alive isn't a good idea, because she casts withering and her willpower checks are often successful. Take your pick of the lesser evil. O'Quill will regenerate all HP on any death of teammate via one of his attacks. DO NOT allow any teammates to die, it is optimal to have everyone wear armor to prevent accidental death and allowing him to heal. Kick out squishy characters, and if your main character is squishy, either use Flesh Ward magic or items in this module such as Bulletproof Jacket and Special Shield. Do not attack with any teammates close to death, counterattacks from O'Quill count to regenerate his health if your teammate dies during it. Fear gives penalty dice. All Fear stacks are automatically removed upon attacking, dispel fear skill is useless unless your mage is casting and is being fear stacked on. O'Quill has acceleration stacks, and is vulnerable to Voorish Sign. Voorish Sign can cancel his actions, but you will have to outspeed him to do so properly. (Ending branches start from here onwards, depending on choice and clues gathered.) - Check Stone Platform Check the Slab Sense platform (Needs Clue: Master of the Moonshade) Respond Ending: Escape the Nightmare (It does have more dialogue than just picking To The Rift at this point.) Give up Nothing happens - To The Rift Leaves area. Ending: Escape the Nightmare - Destroy Monolith (Needs Clue: Demolition device for Monolith, and Clue: The Returned Solider) Picking this leads to the alternate ending. Boss Fight Ibom is a Great Old One. He has an instant kill skill. All damage against him is halved, and long range attacks against him are given bonus dice. Win with the power of Clue: Dorothy Digital Card, activated by... losing all your HP(an eventuality considering Ibom's instant kill skill: Counter-Current). Oh, you don't have the Clue? You're dead, there really isn't a way out of this one unless you're super overpowered somehow. In the attack button section, you get this cool skill called Knight Charge. Instant win button! Or just hit Ibom once, he's done for. - To The Rift Well, looks like you get to live after all. Note that based on either Clue: The Leaving Medic or Clue: The Returning Medic, there will be different Flavor Texts. Helene will not be saved for Clue: The Leaving Medic though. Ending: Let the Sun in Drowned Blood Slab The Eye of Dark Dimension Traits: None Endings: Escape the Nightmare Let the Sun in Lore: First, Let the Sun in has extra flavor text after you completed it, talking about Ibom and his motives with the Segnas. Ibom's ingame description is shown as 'Ibom, the dark one, the stoic, the great dark one, the father who was abandoned by the segnas'. Yog-Sothoth mentions that He is part of the Dark Dimension. The Segnas are Ibom's children, and He longs for them to return to Him. The Segnas, however, refused. Considering what the endings looks like, it would seem that they have returned to Him in the end... This may be related to 'The Black Stone' short story, written by Robert E. Howard. To preface this, this module is located on an unnamed island that cannot be found, and the residents seem to do rituals on the monolith that is located at the mountains. The theme of Fear as a debuff, and mentions of nightmares in the module correlates closely to this short story, as in the story there is a superstition that any who sleeps near it has nightmares for their entire life, even located at the mountains there is a Monolith. There is even a surge of black water, and the short story has a mention of 'rather than hears, the flowing of some dark subterraneous river in the night'. There are even some residents conducting rituals to the monolith! However, Ibom does not look like the toad creature(Master of the Monolith) mentioned in the story, so perhaps they might have the same origin, or the module is inspired by it. The last words of the story mentions '—what nameless shapes may even now lurk in the dark places of the world?', so there is suspicion that both are from this Dark Dimension. At the very least, the Monolith might be some 'key' to dimensions. Far Hope Park Will not have information related clues unless for story progression. Highly recommended to get all clues in one run and then try again before getting other endings. This module is special in that if you do not get the Perfect Ending, you can Try Again once you reach an Ending. This allows you to save Clues, but not Events, which may help with progressing story at an easier pace, as it has a time system. The time system: At different times, different events may occur. Actions that progress time is noted with an Hourglass, and any Movement to areas progresses Time. The moment it is supposed to reach 0, the Module ENDS.(So do not progress time when it is at 1). This guide will not show which options uses Time. Red Fog will come at DUSK, so make sure to get a certain Item by then. DoorSearch Scene -(T1)Search ticket booth lockers -Investigate ticket booth tables Starstone +2 -DUSK option: Search in Truck Starstone +3 SquareSearch Scene -(T1)Search in Fountain Starstone +2 Item: Keeper's Key -(T1)Pick up the great sword Clue: Greatsword in the Stone Item: Giant Sword Item -Talking to the clown Thrill: Horror House Relaxing: Ferris Wheel NOTE: You should follow the clown if you want an easier time at two story items(scarlet shard and memory fragment, but it is recommended to first have Clue: Lady's Stoneheart Death). Keep talking to him and following him. He will eventually run off to the Ferris Wheel once you Tell him the Truth. DUSK: Clown Enemy. Immune to damage for first 3 turns. +2 starstone, crowbar, Scarlet Shard, +State: Forced Smile (Immune to [Fracture], upon death: Restore to 1 HP and remove state) -DUSK option: View Red flower Trait: Symbiotic Illusion Flower Ferris WheelClue: Ferris Wheel Started (Clown) -Search the Stall Strange spice (When Red Fog appears at DUSK. Prevents Madness from being applied when moving around at DUSK. Must get.) -Ride Ferris Wheel Dialogue if Gioia is with you Clue: Route To manor(Not needed if you know it already) -If clown is here after running away 1. Go to the operation room, stop the ferris wheel, then talk to the clown(Alex). +State: Forced Smile, +state: Madness 1, Scarlet Shard, Memory Fragment -TRICK the cabin (Clue: Stopped Ferris Wheel) According to tkh280, if you escort Gioia and escape from Executioner, you can ambush him here for 1 Scarlet Shard. -DUSK option: Red Mist, View Stele, Read Text If Gioia is with you Item: Memory Fragment Horror HouseSearch Scene -Explore Deeper Unlocks: Open Compartment -Open Compartment Use: Keeper's Key. Area unlock: Hidden Compartment Wait/Hide choice Wait: Prompts a fight with Executioner. 72 HP boss! Has instant kill move. (Keeper's Key, Machete, Starstone +2, Scarlet Shard) Hide: Teleported to Manor. -Search Metallic Sources Clue: Horrible Executioner (An executioner hanging corpses: Fight Executioner) -(T1)Explore Surrounding Rooms Scroll of Red Sign and Scroll of Enchant Knife. (This is needed if your character is not magic, for a fight later) -View the Statue of Terror -Insert Stone Sword (Clue: Greatsword in the Stone) Starstone +2, Clue: Glass Heart Hidden CompartmentSearch Scene -Search Item Box Shattered Mask ) -(T1)Investigate Girl NPC: Gioia Accept or Reject choice Accept: Clue: Girl's Commission, Clue: Route to manor Reject: Scarlet Pendant, Clue: Enigmatic Girl (Without Gioia, the Stele in Ferris Wheel does not give Memory Fragment.) Food Zone-Search Statue Unlocks DUSK option later -Check out the prize locker Rabbit's Foot -Ask him for the ring (3 Starstones) Item: Old fashioned ring (Alternatively during DUSK, if you fight and win against him he will give you 1 Starstone for his Trades and give you the ring for free.) -Trade O'Lucky (Trades are random until you use enough Starstones and untill you cannot trade with him for more items, and it'll show up) -Launch attack at O'Lucky(You heartless monster...) Hint: You can jump into his portal when he tries to escape. o.o It teleports you to a random area, if you need that for any reason. Kill: He runs away Let go: Trades with him go from 3 Starstone to 1. Manor-Investigate Bungalows Unlocks: Mansion -Go Deep Finds a tomb, has dialogue with Gioia Clue: Alessio's Grave -DUSK option: Check out the abnormal red mist, Check red mirror Item: Memory Fragment Mansion-Investigate Bedroom Clue: Lady Stoneheart's Death -Examine Body Destruction of Route back to Manor If Gioia is with you: Item: Scarlet Pendant, Clue: Enigmatic Girl !Search Portrait (PROGRESSES STORY) Wraith as an Enemy Bring something with magic damage, she is immune to normal and blast damage. If you have the scrolls, this should be easy. Red Sign for Magic Users, Enchant Knife for Melee Users. If you are a Shooter, consider bringing the Yithian Lightning Gun from the Module Soladnit. High Willpower characters will have an easier time against her Willpower attacks. Branch EndingsThe way this Module branches endings is by Story Items. Below is a quicklist. Scarlet Pendant (Gioia) Shattered Mask of Fear (Item Box search in Hidden Compartment) Old Fashioned Ring (O'Lucky) 3 Scarlet Shards: 1 from DUSK: Clown in square OR DAY: Clown at Ferris Wheel 1 from Executioner in Horror House 1 from completing the Treasure hunt(Angel Statue triggered in Food Zone) 4 Memory Fragments: DUSK: Ferris Wheel, Food Zone, Manor Endings below are without considering Scarlet Shards and Memory Fragments. Return in Vain Ending: Run out of time to complete the Module. A Glimpse of light Ending: After defeating the Wraith, and you don't have the Old Fashioned Ring. White jade slightly flawed Ending: You have the Old Fashioned Ring. Here is where Scarlet Shards, Memory Fragments and the rest of the Story Items are included(Mask, Pendant). Note that you need at least 2 Scarlet shards and 3 memory fragments to continue. The below endings includes the items mentioned. You get Item: Energy Injected Ring, if you have enough to progress. Now that you have at least the Story Items (Mask, Ring, 2 Scarlet Shards, 3 Memory Fragments) you unlock a continuation. Area Unlock: Lake. Lake-Fight the Madness Incarnation 3 Madness Incarnations as Enemies. Tips: Do the opposite of their Debuffs on you. Tip: You can stall and win by using Flower of Blood... Intended way: Middle: Debuffs you to be unable to heal, eat items that heal to damage Back: Instant Kill based on if you fail Willpower check, pray for successful roll Front: Will have 120HP if you kill the two guys, and will now take damage normally Delirium Ending Ending: Lose to the Madness Incarnations(5+ Madness stack) Crazy Truth Ending: Win, but don't have the Scarlet Pendant The below requires the Scarlet Pendant(+items mentioned above). Then this will take place after you fought the Madness Incarnations. -Girl Gioia as Enemy Considering the chatter though, you may need some information clues. You probably have them, just in case though... Clue: Alessio's Grave Clue: Lady Stoneheart's Death Memory Return Ending: Win the Gioia Fight Space Mead Madness Mask Scarlet Memories Traits: Symbiotic Illusion Flower Endings: Return in Vain A Glimpse of light White jade slightly flawed Delirium Ending Crazy Truth Memory Return (True Ending) Lore: ??? Blood red moon, red mist, I have no idea. It links to madness and primal desires. Could be missing things as currently translation is not completely done for english. Cursenday's Black Carnival In progress of writing, please be patient :D Traits: Endings: Lore: The Enigmatic Vessel 1 This is a Featured Text Module scenario. Unimportant choices will not be mentioned. Note that any storage crystals/card can be used in inventory for additional lore dialogue. Shuttle-Open Storage Box: Ion Sword, Rail Pistol, Outer Space Worksuit -Stare at the Vessel Observing: Perception Check for a Clue: Dangers Lower Deck- The device on the floor Erudition check for Clue: Power reserve of a scanner Will give Story Item to progress. -Exchange your findings with Randy Craft Check: If you fail, you use a bomb. Otherwise, you don't use it. -Use the Lift Area: Weird Hall Area: Bridge Corridor E-Distribution Room-The device on the wall(Fix Distribution boxes) Craft Check. Clue: Burn marks on the cables Requires Temporary Cables. Make it from craft menu with Randy's help if you don't have high levels of the abilities needed. -Middle Column(Endgame Locked Option) -Suspected Device(Repair Controls) Erudition Check. Clue: Translation Template -Activate the device Can use the lift in Lower Deck now Weird Hall-Observe Figures Clue: Temporal Stasis Bridge Corridor-Search the Room First branch for ending is the following two options in this area !Leave Away Leaving ends the game early with the Ending: The beginning of the End. You get the Trait: Parasited and Trait: Severe Defeat. !Stay Here Continue on. -To the hall Area: Hall -Use the lift(Locked) Requires: Elevator card for the 3rd Floor Area: Command Room HallMost important area as it connects to every other area ingame. -Investigate the Debris Wreckage: Craft Check. Storage Crystals(1) Corpses on the ground: Battle, unlocks Storage Compartment Storage Compartment: Storage Card(2), Portable Thermite Grenade, Battery, Ammo -Middle Obselik Mysticism check. Clue: What are they afraid of? -Inspect Corridors Left Corridor: Requires Clue: The door was blown Right Corridor: Strength Check. Easier clearing on pass perhaps? Area: Right Corridor -Inspect Doors Strange Door(To the Chamber isolated by the Bonat) Area: Isolation Chamber The door to the North(To Crew Corridor): Requires Access Card(1) Area: Crew Corridor To Cryo Chamber Area: Cryo Chamber To Lab(Hidden, open lab door from Command Room) Area: Lab Right Corridor-Further Investigation Dexterity Check. Dodges ambush. -The infected Alien Access Card(1) -Try to open the Unseal Door Craft Check. Area: Cargo Cargo-Shelf A Medical Drone Set -Search Shelf Dexterity Check. Rapid-Fire plasma cannon -Shelf B(broken) Choice between Powerful blue rune and another Portable Thermite Grenade and ammo Stealth check: Avoid battle Crew Corridor-Try to open the door at end of corridor Strength check pass or Access Card(2) to open door. Area: Remote Maintenance Room -Open the Door(To the door) Craft Check, opens door. Area: Dormitory Room. Otherwise, -2hp and Locked Door -Enter Blasted Gap(Locked) Requires Clue: The Door Was Blown Sports check. Pass to dodge, fail and randy gets hit. Battle either ways Arsenal Access Card Dormitory Room-The Bloodstains Mysticism Check. -SP if pass. -Take the card Access Card(2) -Check Alien's Body Battery Remote Maintenance Room-Retrieve the Data Logs Clue: Original point of the vessel's incident Cryo Chamber-Middle Device Craft Check. Clue: The whole vessel was overloaded -Sample Can Perception Check. Notice creature, Battle. -Data Panel Clue: The truth about spores Isolation Chamber-Temporal Shield Device(Requires Clue: Original point of the vessel's incident) Clue: Illusions of a terrifying monster, -SP -The middle machine Area: Isolation Chamber? at the end is in the past areas. So I will group them together here without a heading, don't be confused. Isolation Chamber? -Leave Isolation chamber Area: Hall? Hall? -Left Corridor Area: Left Corridor? -Crew Corridor(Requires Access Card(1)) Area: Crew Corridor? Left Corridor? Luck check. Clue: Security Robots -Dissemble the security unit Elevator card for the 3rd Floor Crew Corridor? -Doors beside corridor Perception check. Hear sounds behind door to give option to open it. Opening door will use Randy's detonation charges. Perhaps using it earlier may lessen damage, not sure. Clue: The door was blown -Talk to the mist Pick a check, passing allows -Try to communicate Clue: Death, Hounds, Xenos This is pretty much it for the time machine section. If you blasted the door, the Left corridor is now open for you, and also the Crew Corridor option is now unlocked. So now we go back to the Bridge Corridor and use the Elevator card to 3rd floor. To be honest, just avoid the blasted gap in the Left Corridor, it only gives you the Arsenal Access Card via a battle that you can open in the Command Room anyway. Command RoomStealth Check: Avoid Ambush. Option to throw Thermite Grenade or Straight Ambush. Straight Ambush = Battle Thermite Grenade = Avoid Battle Operate Controls -Open the Arsenal Door Opens the Arsenal door in left corridor -Open Lab Door !Story Progressing. Opens a lab door in Hall, under the Inspect the Door. Left corridor-Try to get in Arsenal Arsenal Access Card or Open Arsenal door from the Command room. Area: Arsenal Arsenal-Further Investigation Do this first, destroy the robots. -The Racks If you didn't destroy the robots in the above option earlier, they will come to you now. Dis-Bomb The Enigmatic Vessel 2 Lab!This is the endgame area. Two options. -Take a gamble(Only seeable if you have a Portable Thermite Grenade.) Willpower check. Passing lets you drop the Portable Thermite Grenade in its JAWS! Fail, and you die. Avoid boss battle. Really. Maybe you shouldn't use it on the command room robots if you have only one. You can get up to two total for both though. 1. Storage compartment the first time in hall 2. Shelf B, in Cargo room. -Let randy inject you with the tranquiliser Battle. Be ready to fight Xhamen-Dor. I guess you want the challenge since you skipped the grenade, huh. !Tips Xhamen-Dor summons minions. Use that civilian shield to nullify some damage if you need to not die faster Focus on Xhamen-Dor first. The faster you kill them before they summon minions, the easier the fight is, because later they summon infected yith, by which I mean annoying 45hp minions that also self heal, so seriously kill Xhamen-Dor ASAP Flame worshipper trait; using cleave with summoned minions. The burn will make killing the minions faster later If you want the easiest way out, two enchanted blades will solve Xhamen-Dor for you... with Red Sign(but if you're playing this module, you can out DPS the boss, no?) Xhamen-Dor heals as well, just hit em like no tomorrow. -Data Base Storage Crystals(2) -The Damaged Fence Leave it = Trait: Unyielding Willpower/Fortitude feeds on itself -Treatment Bay !Final Stage story progression! Contest check, but not sure what it is. Randy smacks you into the treatment bay. Brings you back to E distribution room Energy Core -Plant Dis-Bomb Requires: Dis-Bomb Story branches here. You can get Ending: Run for Life here if you did not collect enough Clues about how the incident occurred. This can be done the moment you first reach hall by just going straight to the time machine to Left corridor? for the elevator card, going to the Command Room to open the Arsenal Door, going to the Arsenal door to get the Dis-Bomb, then going to the lab to fight Xhamen-Dor and then planting the Dis-Bomb. You don't get interrupted to fight Tindalos. Reminder to get a portable thermite grenade from the Debris, corpse on ground, storage compartment in hall to skip Xhamen-Dor fight. This is easily speedrunnable. Otherwise, you need Clue: Original point of the Vessel's incident, or just get all available clues. Plant the bomb, and you'll be interrupted by our time hunter... Be prepared to fight Lord Tindalos. !Tips You need to be able to deal more than 10 damage in one turn, because Tindalos heals around 10hp every start of turn. Throw the dis-bomb at the dimensional rift once you get Tindalos's HP low enough that it gets a buff where its drawing energy from the rift. Until you do this, all attacks are nullified against Tindalos. It'll show up under your attack option once Tindalos is around, say, 40hp. Celestial Surge is better for Anan to use. If you have it via bringing Recita-Aria along, it'll do okay. Don't bother with Red Sign, Tindalos will kill you every turn just as Anan revives you every death with Truth buff. And don't let forsaken by time reach 7 or you lose. Yet another DPS check fight. Tindalos has 8 Armor, use spell damage. The core of the Yith Shield Dimensional Thorn Traits: Parasited Severe Defeat Unyielding Willpower/Fortitude Feeds on Itself True Love Endings: The beginning of the End Run for Life After the Disaster (True Ending) Lore: This module is set in the 29th Century, and humans have flown to the stars as well as started investigating time. This scenario contains mentions of the Yith, Tindalos, and Xhamen-Dor. Of particular note is Xhamen-Dor who actually controls minds of those who know of its name or its true nature, turning them into undead servants-the idea is that it is now a 'meme infection', a kind of illness that spreads just by making eye contact with the infected. Lore states that Xhamen-Dor is from Carcosa, as a residue left behind by Hastur and that it feeds the living beings turned undead servants to Carcosa. Meanwhile, the Yith was investigating this infection with the use of time but it went... sideways. Traits Effects Brackets like this are: (Just additional comments from the author, or other people) that may be useful currently. Comments from the author have no (Name: Comment). Scenario TraitsThese are Descriptions of the Traits you can get from the Scenarios only! Panacea Wake After each battle ends, your HP will restore to the maximum. Sleep You are immune to bleed effect. Interacted with Cult Wake Max SP -10, Erudition -10, Mysticism +10 Sleep Intelligence +10 Windfall Wake When you luck increase, cash +20 Sleep When you luck decrease, cash -20 Alienized Magic Seed Each time you failed in POW check, the seed will grow up. You will gain a special trait when the seed mature. (Gives Trait: Ritual Modification, after failing 3 Willpower/POW checks, and also keep this seed trait. Confirmed by Ash.) Ritual Modification Legendary Creature state makes you immune to poison, fracture, and bleed. Wake Gain [Legendary Creature] state. Can't eat any food item Sleep You will not affect by [Ritual Transformation] (Ash: cannot use any items with the keyword "eat" which includes the pills that temp increase CON along with some other meds and sp restore items.) Deconstruction of reason Wake When you obtain a new [Experiences] trait, restore 1-3 SP. Sleep When you obtain a new [Experiences] trait, POW -5, Mysticism +5 Wealthy One Wake When entering the Scenario, Money +2000 Sleep Your diplomacy skill check will add one penalty dice. Unyielding Willpower/Fortitude feeds on itself Wake Your damage bonus increases by 1-3 Sleep Cult Leader Wake Mysticism +20, CON -10, when you acquired this trait SP -15 Sleep CON +10 Flame Worship Passive: When you equip a normal or agile weapon, your attack will apply burning effect to the target. (This trait works regardless of whether it is awake or asleep) Wake You will deal 1-4 more damage to the target under burning effect. Sleep When you use a melee attack to deal damage to the enemy, you enter the burning state. Soul Redeemer Wake Speed +20 Sleep For each enemy that moves ahead of you in battle, you will add 10 skill points when you do your action. Famous Song Whenever an enemy target's action causes your SP to decrease, +5 SP if in a state of Weakened or Exhausted. Blessing of the Spider God Wake Whenever a battle is won, consume 3 SP and obtain 8 luck. Sleep Whenever a battle is won, restore 1-3 SP. Symbiotic Illusion Flower In your chest, there is a strange flower that only you can see. Wake For each time your bleeding effect is triggered, you gain 1 level of [bleeding] and recover 3 SP Sleep You are always in [poisoned] during the battle and recover 3 HP at the beginning of each turn Parasited You have been parasitized by Xhamen-Dor. Wake Xhamen-Dor has seized control of your will. (-25 Willpower) Sleep You dominate your will and share a facultative symbiosis with the spores. (Heal yourself each turn) Severe Defeat Death did you apart. Wake You remain trapped in the suffering of the past. (-25 Willpower, -10 Dodge) Sleep You look forward, shedding the weight of failure. (+15 Willpower. +10 Dodge) True Love You are certain of someone who truly loves you, and you feel the same. You know they would devote themselves and their love entirely to you. Wake Willpower +15 Sleep Willpower -20 Interlude TraitsTraits that you can get from failing in increasing an ability in the interlude section. Indolent After long hours of intense study and work that exhaust your body and mind, you approach the next task in a perfunctory manner. Wake Your threshold for [Energetic] is reduced by 10. Add two penalty dice to all your ability checks in [Energetic] Status. Sleep Your threshold for [Frail] is increased by 10. Constitution +5, Willpower +5, Brawl +5. Puppet Mastery You have been controlled by others, manipulated for their gain, with no means to resist. Wake When making a contested check, your skill value in the contest decreases by 10 points. Sleep When making a contested check, your skill value in the contest increases by 10 points. Accidentally Injured You have been hurt by an accident. Perhaps the wounds will heal quickly, or perhaps they will continue to affect you... Description only Reduce your HP to 1 when you obtain this trait. When you obtain this trait for the third time, gain [Scarred - Awakened]. Antisocial You isolate yourself from the outside world, rarely if ever engaging is social interaction. Wake Reduce 1-3 SP when you fail a Diplomacy check. Sleep Restore 1-3 SP when you succeed in Diplomacy checks. Brackets like this are: (Just additional comments from the author, or other people) that may be useful currently. Comments from the author have no (Name: Comment). After entering the scenario, character gets extra items [Recita-Stick], [Aria-Revolver]. An Undead Pendant When you first time dies in the battle, you will be revived but your body will be changed a little. (Upon Death, revives and grant you [Ghoul Constitution] state with infinite duration. Ghoul Constitution: Mysticism +20, INT -30, you cannot equip weapons, unarmed attack damage becomes [4-9] and attack three times in a single turn. When hit, there will be a chance to make target bleed and expose a weakness.) Atlach Doll It cannot remove after equipped. When you equip it, your POW, INT, and DEX halved, and CON and STR doubled. Also increase the upper limit of CON and STR by 20. Shining Trapezohedron INT +20. (Grants [Resonate with his aura] state. ) Cultes des Goules Acquire spells [Voorish Sign] while equipping. When you use a melee weapon on your main hand for an active attack and the attack check is a hard success then you will cost 7 SP to make an additional check without an additional check. (You can only activate this effect once in your attack for each action) Flower of Blood At beginning of battle each turn, absorb 3 HP from the enemy with the lowest HP. Black Fan Equip: Diplomacy +15, Psychology +15, Constitution Limit +10. When in a state of Energetic, diplomacy check will always succeed. Yithian Lightning Gun The weapon of Yith, it can deal spell damage to the enemy. For people who are erudite can make better use of it. Two Handed Weapon. Uses Shoot and Erudition for attack skill check. 7-14 Damage which may also apply Unconsciousness to target. Has 10 charges. Beasts in the Shadow When you make a POW or SP Check, you will get a penalty dice. If your POW is greater than 10, your life will not reduce less than 1. For each time you trigger this effect, your POW is reduced by 5 forever. (Aryleon: Which seems useful if you have Alienized Magic Seed, and have too high of a Pow.) Unaussprechlichen Kulten Acquire spells [Create Barrier] and [Dominate] while equipping. Equip: When you cast a spell, you consume luck rather than SP and the cost is halved(rounded up). (Aryleon: Is glitched atm, if you equip it, you lose the ability to cast. The cost is halved, rounded up). (Vivi: Currently luck is not consumed on casting of spell, yet the MP cost is still halved. OP item~! But this seems to only apply to Lies and Fraud? Luck was deducted in Townsend) The Soladnit The effect of your bonus dice and penalty dice will be exchanged. In any check, there will be one bonus dice that will substitute by a penalty dice and recover 3 SP. Merder Immune stun effect. If any enemy has a debuff in the battle, you can add one bonus dice when you attack. Bade of the Old King When you use a melee weapon for an active attack, the Mysticism skill value is added to the skill check value. The Pearl of Nacha Occultism +10. Every time you start a battle, Summon a spider monster at your front position. Pact of Kadath Speed +40, incoming spell damage decreases by 3. Space Mead Restores 2 SP after use, and makes the target immune to any damage and unable to deal direct damage for 3 turns Madness Mask Armor +2, +10 to all skill values for each negative status you have in battle, and gain [Erosion] effect whenever you enter battle Scarlet Memories Intelligence Limit +10, 1 extra mana point restored per turn. If you are the last to act in your turn, spells cast this turn do not cost SP and must deal maximum damage The Eye of Dark Dimension Acquire the magic [Fear Infusion] when equipped. After you perform a magic action, if any enemy has a negative status, expend 3 Spirit Points(SP) and deal 8 Spell Damage to those enemies. (Implant Fear: All Enemies gain 2 stacks of Fear. Does not affect the Great Old Ones.) Drowned Blood Slab Acquire the magic [Nightmare Summoning] when equipped. Speed of all friendly summons +30. (Nightmare Summoning Spell: Summons a nightmare creature in front of yourself)
master
2026-04-01 13:00:09 · 发布在 「人格解体」
教大家怎样练暴力法师
后面顺便写了点攻略 职业用学者 魔法 核心魔法是刀锋祝福术或刀具附魔术,以及赤印术。神秘学要点到80,可以学到5个魔法,除了第一个固定是枯萎术,其他的都是随机的,可以反复刷。创好角色就进除了天空尼德兰的两个副本,一进去就看学到了什么法术,不满意就删角色重来 战斗的时候敌人弱就直接双刀上去戳,敌人强或者有多个敌人就先放个赤印术,然后上去戳,简单粗暴 刀锋祝福术可以直接召唤附魔刀,技艺型武器,伤害很不错而且是法伤,还有敏捷与力量特性,可以追击/横劈,攻击时用博学与神秘学联合判定。走这条路线建议将【博学】属性点到70,基本不会损耗武器耐久。刚进入副本时打造两把武器,之后就不用担心武器问题了,节省下来的材料可以用于制作防弹衣和符文。 刀具附加【魔术】效果后,可获得【斗殴】+20以及锐器伤害转化为法术伤害的加成,持续三场战斗。 当然,同时具备这两种能力也可以,想用哪个就用哪个。 剩下的法术建议配备一个防御类法术(如【障壁创造】或【造雾】,【血肉护盾】扣血较多,法师不太适用),以及一个控制类法术(我使用的是【致盲】,对付莱恩之类的非支配者BOSS会比较轻松,开局释放【赤印术】,之后持续控制即可。【心灵操纵】和【维瑞之印】我没有使用过,不太清楚效果。旧日支配者闪避为0,不用控制,由于速度和特殊体质问题一般也控制不到,直接上去攻击就行了。 诅咒眼也挺好用的,算在控制类技能里,能同时削弱敌人的攻击和防御。我又练了个新的法师,学习了造雾、诅咒眼、祝福之刃、赤印术,打除了旧日支配者之外的怪物时,就给对方上诅咒,给自己释放迷雾,反击都能把对方打死。配合汤森镇蜡烛的奖励骰简直无敌。 属性、技能点 我用的属性加点(大概): 力量20,敏捷80(速度快、闪避高),意志70,智力70,体质40。 也可以最开始体质20,去打汤森镇(战斗比较少,而且除了莱恩那场都不怎么危险),打完在幕间使劲泡温泉,没钱了就去赚钱。有开局就失败的风险,但是挺过来收益很大。技能点不太记得清了,大概是:斗殴60,观察70,交涉40,心理学30,博学70,神秘学80,其他不变。 【能工巧匠一定要保持50,配合学者的书和螺丝刀,制作物品可以快速恢复理智值,理智值超过70就能快速恢复魔法值且有额外成功率,达到100时相当于全技能点+30,非常划算】 【隐匿和观察之类用于躲避的技能不是很需要,毕竟战斗力很强、速度闪避高且全是法术伤害,基本上可以横行无阻,什么野怪都不怕】 楼下有详细的新攻略,建议查看那个。主特质可以选择【遭受遗弃】,就是有幸运兔脚的那个。学者精神值基本都是满的,成功率本来就高,就算失败了,重来一次基本也能过。用这个特质可以节省不少幸运值,用来制作符文。主特质用【双面人格】的话,学者的理智值一直很高,能完美发挥这个特质的优势。【充沛】能使临界值下降10,相当于成功率增加10,而【精神衰弱】基本不会触发,非常划算。剩下的特质按个人喜好选择即可,经历选择正面的就行。我从没见过探索时会改变苏醒/沉睡状态的情况,可能是因为精神值一直很高。只知道幕间故事里的转折可以改。 幸运roll个60以上的就行,反正从来没不够用的。 最终版详细攻略。 本篇算是一个总结,而且包含练的详细步骤。 (虽然在排版上比较靠前,但实际上是最后写的一部分,可能和后面的内容有重复) 先来几张楼主练的王牌法师。 (又刷了刷,体质刷到95了,用邪教首领弄得)除了旧日支配者打得慢一点,其它都能轻松应对,而且适用性非常强,一个人就能满足队伍的技能需求。 开局的属性点:力量35,体质20,敏捷80,智力80,意志55(后面会说明力量和意志如此分配的原因)。 开局的技能点:隐匿50,观察70,心理学50,博学60,神秘学80,医术40,其他保持不变。 开局的特质:双面人格(配合学者高san值的特性,相当于稳定全技能+40,技能值达到50就能满成功率,50的技能值配合百科全书还能恢复san值);店铺经营(转变后可以获得负债累累);获得真爱(用于提升意志)。(法师就别想着不存在的人和救赎天使了,没有精力充沛的每回合回魔,赤印术放个两三轮就不行了,而且低san值会损失额外技能值,法师回san值又方便,没必要锁san值) 开局的法术(推荐在教堂或者汤森镇的地图反复刷,不满意就重建角色):赤印术,刀锋祝福术,造雾术,邪眼术致盲术 刀锋祝福术和赤印术就不用多说了,是输出用的。剩下的两个是配合高敏捷使用的,邪眼术能削减对面成功率,造雾术能增加自己闪避成功率,反击都能把对面打死。战斗的时候,如果对面开局攻击就隐匿,施放这两个法术以后准备一轮直接带走;如果对面开局隐匿/诱敌/对抗技能就直接给他上邪眼术,他大概率会失败。注意在墓园里不要读研究记录,否则会因花费时间进入另一条路线【诺伊线】,同行时的神秘学检定可以通过;如果没有叫猎人去忏悔,进入准备室会遇到血舌,需做好心理准备(以及物理准备);搜到的火把不要拆解,对抗夜魔时会用到。 要获取的特质: - 【天降横财】:委托线必拿,记得出教堂后寻找谢尔曼。 - 【服食灵药】:在罪律室被触手抓进池子后,哚哚会喂你东西,醒来后即可获得。 - 【接触邪教】:教堂大厅里有个看书的教徒,取悦他会得到一本《繁星圣典》,阅读后获得,推荐在处理完所有事情、离开之前再阅读。 可进行的成长:准备室的书能提供一次医学成长,其他暂时没有。委托线的核心分支:进入准备室击败血舌后获取日记,或在墓园拿到紫色糖果,获取其中任意一个后让谢尔曼离开,在门口选择自己拖住教徒。进入罪律室会被触手抓住拖入,在血肉房间里可以选择独自行动或与哚哚同行(若同行需先拆除项链,之后要对抗神之血)。离开后前往教堂大厅讲台处的密道(注意点燃必经之路上的白色孢子,踩火比被感染更好)。是否帮助诺拉均可(选择帮助需进行两场战斗,不帮助则要出密室一趟,多踩两次火)。接着熄灭蜡烛与夜魔战斗(第一轮用主手装备火把攻击,第二轮出现【点亮周围】选项,点击一次后施放赤印术,再使用身上所有能发光的物品即可获胜)。最后启动机关离开教堂,记得向谢尔曼索要报酬,并阅读繁星圣典。第三次幕间:接触邪教→沉睡,然后进行成长(我是进行了两次市井流浪),前面体质没满的这里可以泡到60,完结。关于怎么刷体质:先获得【苏醒】状态的“邪教首领”(教堂诺伊线选择与诺拉妥协,然后上去接受洗礼)以及“病痛缠身”(市井流浪成长失败),然后去泡温泉将体质泡到60,再将这两个特质沉睡,体质就可以达到95。注意!!!在汤森镇的祭坛献上黑色种子的时候,恰好有3个可以学会【邪眼术】、【恐惧注入术】、【心灵支配术】,少一个种子就少学一个魔法,多一个就变成赐福了(虽然4个不一定给特质),既然现在可以重复进副本了,建议大家都去学一下,3个魔法也太香了 (晒卡环节) 游戏发布了这么久了,大家估计都已经把三张图全摸透了,就没必要写新的攻略了,所以就让我来晒一下卡吧!(刚刚把医生的体质刷满,莎夜还差一个接触邪教的特质没拿) 练了两支队伍了,都是战士+法师+射手的组合(射手用的莎夜和亚南模型,因为这俩都有开枪动画),两队的战士都拿了神话生物体质,什么时候开放组队了就直接上 女生队:学者(法师)+侦探(食尸鬼战士)+警察(射手)对付莱恩这种能秒人的敌人,可以使用隐匿和赤印术进行消耗,或者先施放赤印术,隐匿后再准备一轮直接将其击杀。(刷不到这些法术也不必强求,我为了刷这几个法术花了整整一天时间) 不过邪眼术可以在汤森镇下方的祭坛学习,献上3个黑色种子即可。开局建议将邪眼术换成致盲术。 继承特质可以随意选择(我选的是理性解构,这是教堂诺伊支线中的特质,走主线无法获得)。 最好继承邪教首领或大富豪特质,邪教首领能刷体质,大富豪则不用担心钱的问题。两个都是诺拉线里面的,向诺拉妥协的两个结局给的特质(大富豪要调查艾琳,邪教首领直接上去),没有的话也可以删经历重进副本打。在创意工坊里下载【character unlock】,按照评论里的方法把文件都移到游戏文件夹里就可以反复进了,相当省事而且不影响经历。发现一个刷法术的好方法,继承一个影响神秘学的特质(比如探寻神秘),创建完角色就会自动跳出来学到的法术,不需要跑到图里去看了。(楼主用这种方法,继承邪教首领特质,练了一个专门用法术的医生,效果还挺不错的)直接修改代码也可以,在存档文件中查找角色名,然后往下查找【MagicUnlockRecord】即可找到。对应的编号:枯萎术1,造雾术7,邪眼术6,刀锋祝福术3,赤印术12,致盲术11 (注意,以下内容包含部分剧透) 第一张图:天空尼德兰 注意开局千万不要下井,不然20体质加惩罚骰,大概率直接死里面 下井的话不要捡手机,直接往左跑就能出来了 要拿的特质:烈焰崇拜(用神秘学检查大厅右侧四个柜台里的那个红色宝石),救赎灵魂(和黑色卡车互动拿晶体,检查镜子,在大厅找最左边那个男服务员拿书房门卡,进去调查最上面的书架,选坚持) 进行的成长:卡特房间书堆有一次神秘学,书房左下书架有一次交涉,收买大厅的考古老先生有一次博学第二天将花园里的药草和花朵全部采集,向花园的女仆获取夫人房卡,调查莎夜放置的窃听器,随后下井拆除铁环(现在可反复使用),使用铁环能直接击杀星之彩。前往花园右侧小径,会触发莎夜与猫猫的事件,在那里可以拿到实验药片;大厅右下角有一名倒地的女仆,也能从中获得实验药片。服用实验药片后,10轮内体质+75,在挑战卡特和廷达罗斯之前服用一片基本足够。其他部分正常探索即可。汇合后,取来莎夜的2000块钱和猫猫的医疗箱,将药草和花朵制作成肾上腺素。让猫猫随行,在挑战卡特前将其放出,让她站在最后承受廷达罗斯的伤害(记得放出后给她穿上一件防弹衣)。地下室的古书交给莎夜,与廷达罗斯战斗时,第一轮让她释放障壁创造术,之后进行准备和射击即可。主角释放赤印术后持续攻击,主角和莎夜的肾上腺素各分配一半,视情况使用。遇到卡特时选择直接动手,获胜后可获得一万块,但需进行二连战。第一次幕间:此时应有12000块以上,先转换特质:店铺经营→沉睡,负债累累→沉睡,店铺经营→苏醒。然后通过泡温泉将体质提升至60,或者进行运动成长(第二次幕间会用到),之后继续泡温泉直至时间结束。(雨夜山村的故事不要触发,经过多次尝试,除死亡结局外只会获得“接触邪祟”特质,苏醒状态下释放法术需额外消耗san值,沉睡状态则会降低10点神秘学,这两种情况都得不偿失)。第二张图:汤森镇,没有特别需要注意的地方。要拿的特质:传世名曲(探索完旅馆边上的音乐室,搜完警局以后去边上的悬崖找音乐家),蛛神赐福(北街打败莱恩以后去找温德,拿完护身符在祭坛献上黑色种子,最好多收集一点黑色种子) 进行的成长:温德家有两个书架,下面的有一次博学,上面的有一次医学;取悦音乐家有一次博学(要在对话之前取悦,对话之后他就消失了) 别的正常探索把警局笼子里的蜘蛛放出来,然后前往南街21号(蜘蛛会去攻击莱恩)。拿到老人手上的护身符后去救梅漓,在旅馆二楼拿到黑球后直接前往北街与莱恩战斗。击败莱恩后进入内部找温德拿护符,同时获取梅尔德(获取前必须先拿到清洁剂,并且调查过流浪汉的垃圾箱)。之后与霍恩汇合,先献上黑色种子,再献上黑球,最后是否与温德战斗均可,若战胜温德,他会变回人类。 第二次幕间:获得【真爱→沉睡】,此时意志和力量均为35,进行5次荒野求生(需通过5次运动检定,建议保留较多幸运值)。5次之后,意志和力量都将变为60,随后获得【真爱→苏醒】,意志变为95。 第三张图:教堂特色是靠食尸鬼侦探的弱点暴露和警徽的打断进行控制,学者辅助、清小怪、探索 (本来射手想锁san用天空德尼特的,但是想想两支队伍里都有侦探,奖励骰就浪费了,于是就正常练了) 男生队:医生(法师)+侦探(射手)+打手(战士)特色在于依靠侦探暴露弱点和医生的药物(非支配者使用昏迷药物,支配者使用肾上腺素)来辅助双截棍打手进行输出。打手配备了强直不屈苏醒能力,搭配黑手套和双截棍,基础伤害可达(6~14)×4,这还未计入烈焰崇拜带来的额外伤害加成,简直就是霰弹飞踢。此外,还有一只负责卖萌的猫猫(旅者职业),依靠高闪避、造雾术和邪眼术施展反击流,武器选用鞭子。目前版本中,制作部分武器时大成功会有额外效果。大部分锐器会添加锋利效果,相当于直接增加伤害;部分锐器会添加淬毒效果,击中敌人后使其中毒;大部分钝器(例如双截棍)会添加破甲效果,攻击时概率无视目标护甲;盾牌等具有耐久度的物品会添加耐久效果,相当于直接增加使用次数;还有一些其他效果,比如斧头和指虎会添加毁甲效果。(弓和鞭子无额外效果)收益还是相当不错的,建议拿个螺丝刀使劲刷,能工巧匠不够就先做个斧头 这游戏的骰子是不是灌铅了啊,密密麻麻的,我70的神秘学成长连着扔了4个失败,不行了啊 教堂里贿赂赌博教徒,再拒绝和他赌博可以拿暗门的线索,进去靠近雕像会听到召唤,灵感检定成功并且回应会获得异化魔种特质,意志检定失败3次后会获得一个新特质,变成神话生物体质但是不能食用东西(可以通过转换取消); 检查雕像上的宝石会进行一次意志检定,成功并且不拿宝石会获得强直自遂特质,不能装备神话物品但是基础伤害增加1~3(不知道具体怎么算的,反正80力量的伤害加成变成3~6)。适合对抗高敏捷敌人(例如蜘蛛,闪避率约80%,近战攻击会很棘手),群体作战能力尚可(拥有扫射技能),但对抗旧日支配者毫无优势(此类敌人闪避为0,近战攻击必定命中,远程攻击反而可能失手)。 打手职业应主加力量、敏捷、体质,选择战士路线。武器推荐双截棍。注意,【天空尼德兰】的【烈焰崇拜】必须获取,对输出提升极大。该职业优势在于单体输出极强,【黑手套】、力量加伤、火焰加伤效果,配合双截棍的4次攻击与追击,一轮造成70左右伤害很常见。缺点是惧怕群战、高敏捷敌人和物理免疫敌人,且双截棍所需材料较多(从零开始制作需45份材料,打手自带木棍可节省10份)。在【汤森镇】开局时可与霍恩战斗,抢夺他的双截棍(开玩笑)。打没有物理防御的旧日支配者效果极佳,即便有物理防御也不用太担心(我三轮就把廷达罗斯给秒了)。该职业对斗殴技能的要求不像警察对射击技能那么高,毕竟没有惩罚骰,装备黑手套的话,就算没打中也不会遭到反击。 剩下的三个职业都偏向辅助,战斗中建议多使用技艺。旅者的优势在于鞋子能增加闪避率,其他人最多40,他能达到60。侦探收集到足够线索后,战斗开始时可以暴露敌方弱点,配合梅尔德输出效果还不错。医生拥有医疗箱,战斗中的治疗必定大成功。打BOSS时可以扔燃烧瓶,然后使用隐匿和诱敌技能,慢慢等待即可。不过打旧日支配者时比较乏力。建议走战士路线,使用近战敏捷武器战斗,远程武器不一定能找到,法术更是不用想(神秘学被60点属性限制,比起学者少两个技能,去掉枯萎术的话相当于少一半技能) 上面的话当我没说过(悲伤),实际尝试后发现,侦探的单挑能力比打手还强,攻击经常大成功,弱点暴露加上梅尔德相当于两个奖励骰,准备一轮就能直接把莱恩打趴下,同样用三轮干翻廷达罗斯。制药改成使用医术之后,医生也变得非常强力,有医疗箱的话相当于制作所有基础药物数量翻倍,制作肾上腺素则是四倍,在 Boss 战之前直接制作一堆肾上腺素,战斗时喝着玩,这谁能顶得住啊 关于组队的想法 顺便说一下目前版本的属性极限,大概是505,参照我的这张500的角色卡。意志可以通过【病痛缠身】苏醒和【获得真爱】沉睡刷到115,体质通过【先天病症】刷到150,初始属性全加力量、敏捷、智力。算上接触邪教后的沉睡,最终极限属性为力量70、敏捷80、智力90、意志115、体质150,或者力量80、敏捷80、智力80、意志115、体质150。这个算是有利有弊吧,除了双截棍战士,别的不怎么推荐拿,毕竟有用的神话物品还是挺多的。也可以拿了以后沉睡,每拿一件神话物品,意志-5,力量、敏捷+5,收益没那么高但副作用比较小。 天空尼德兰展览厅里,右侧红色宝石有火焰崇拜的特质,暴力法师可以用得到。 有的经历联动起来很强,比如负债累累(沉睡)+天降横财(苏醒),幸运提升能拿钱,拿了钱又能回san,不过负面特质会导致第一局比较折磨。 技能点越高越难成长,而且不能用幸运重骰,建议经常存档免得错过成长。 教堂的一个重要分支是检定紫色糖果(智力),成功进入委托线(主线),失败强制进入仪式线。又打了一遍,发现分支点不是糖果,而是阅读上面的资料(资料中也提及由于耗费了时间,剧情会发生变化)。仪式线中,在开始仪式之前击败蓝发修女可以进入仪式线的主线(七宗罪线),若未击败则会强制进入沙耶之歌线(可视为坏结局)。 (碰到修女时,如果直接动手可以回到委托线;若听她解释之后,无论是否动手都会强制离开委托线。) 初始副本的那个不死者吊坠,在战斗中死亡后会使角色变成食尸鬼,此时无法装备武器,徒手攻击伤害变为4-7且可连续攻击三次(有点像莱恩),攻击还有概率暴露对方弱点。虽然有一定收益,但变身前要仔细考虑,因为螺丝刀之类的道具也将无法使用。法师基本没有收益,射手有极大的负收益,战士敏捷未达到50时会有一些收益,超过50后不如直接使用双截棍。 (不过目前该效果只能持续一场副本,感觉不太合理,就像是从食尸鬼变回人类一样。) 大部分医疗用品可以直接使用,也可以通过医术使用,使用医术能恢复更多生命值。小部分物品只能由医术职业使用,比如肾上腺素。神秘学数值掉到80以下会遗忘法术,回升到80后会重新学会,法术本身不会因此发生变化。幕间故事里的最后一个情景似乎存在bug,建议暂时不要进行相关操作。虽然好像已经修复了,但我还是不敢尝试。与尤格索托斯对话时可以携带三件物品,但仅限一次副本,副本结束后需要重新支付时空点数才能再次使用。在天空尼德兰最后击杀卡特可以获得一万块钱。和莎夜组队后可以从她身上拿到2000块钱(开玩笑的)。汤森镇的音乐家记得去互动,可以获得特质【传世名曲】,非常有用。献上黑色种子可能会获得【蛛神祝福】特质,该特质会在战斗结束后降低san值,除学者职业外建议不要使用。其他内容我想到了再补充。游玩时遇到问题也可以来问我。有关结局 三个副本的真结局路线(大概) 教堂:告诉霍尔曼真相,然后自己留下,杀进黑色钥匙房间最深处那个铁门,然后在池子那边被触手抓下去,解除小女孩的项链,然后打败召唤出的神话生物(挺好打的,几回合就秒了),回到教堂以后去圣坛上的密道,进去看到两个怪物互打(我是帮了那个修女,打败牧师以后她又反水了,然后被我也干掉了,这几个怪都挺菜的),启动机关结束。机关两侧各有六个蜡烛,全部熄灭以后会出来一个旧日支配者,没有特殊防御,但是第二轮有即死攻击,建议用双截棍战士打,第二轮一定要先攻。打赢了会给一个神器骰子,打输了不会进死亡结算结局玫瑰公主 天空尼德兰:一直不要离开庄园,离开就会失败。最后在宴会厅打败星之彩,追到井边可以选择是否打卡特(打败卡特可获得一万块钱,但后续 boss 战会更困难),然后打败封面的这位旧日支配者。这一战个人感觉是最难的,把猫猫放在最后面承受伤害,控制好 boss 的血量,不要让它释放即死技能,用医疗包给莎夜,让她替主角回血,主角释放赤焰术后全力输出,比拼双方的输出速度。 结局美好现实 汤森镇:在警局里放出那个蜘蛛,它是死去老人的儿子。放出后前往老人的房间,蜘蛛会去找莱恩报仇,并将其打到 45 血。然后直接上前击败莱恩(如果有致盲或维瑞之印,就开局释放赤焰术,然后持续控制直至其死亡;如果没有这些技能,就先给双方上几轮增益/减益效果,然后在攻击准备完成后一轮将其秒杀)。进入后找到温德,获取香薰蜡烛(后续对抗旧日支配者时可免疫眩晕),她还会给予一个护符,持有该护符掉下洞穴后蜘蛛就不会攻击你。献祭黑球后回溯,进入温德家与她所变成的旧日支配者战斗。建议先学习传世名曲,否则战斗一段时间后理智值就会耗尽。开局释放赤焰术,然后全力攻击,几轮就能将其秒杀。结局为褪色的永恒。 各职业点评 我又尝试了其他职业,这里简要点评各职业的战斗特色: 学者:主加智力、敏捷、意志,属于法师路线。优势是有控制/削弱效果、具备输出能力、能提供增益 buff,且全部为法术伤害,自带武器节省材料。缺点是在第一张图时较为脆弱(幕间休息可通过泡温泉提升状态),法术需要反复刷取,过程繁琐,并且战斗节奏较慢(不过稳定性较高)。在持久战和群体战斗中优势明显,单挑时则比较拖沓,害怕能够秒杀的敌人(例如莱恩)。注意事项此处暂不赘述。 警察职业建议主加敏捷、体质、意志属性,选择射手路线。优势在于远程攻击无视对方闪避,连射输出能力强大,射击还可打断敌人行动。缺点是惧怕物理免疫的怪物,需要消耗材料制作弹药,并且武器获取较为随机(自身无法制作枪械,若捡不到合适的枪,就只能使用手枪或弓箭)。务必想办法将射击成功率提升至 90%,这样大失败的概率仅为 1%,连射时基本不会出现大失败,最多只是未命中目标。在连射前准备一轮,可以抵消掉几乎所有的惩罚骰。不过也没必要追求极限属性,刷半天也就多那么一点点,打普通和神话生物这点属性基本没影响;打旧日支配者,碰到即死技能还是得死,非即死技能差点体质、意志之类的也不会被打死,属性总和过400基本上就够用了。 由于组队还没开放,所以目前还停留在理论层面。 我想到的比较厉害的组合是侦探(食尸鬼体质、近战)+医生(法术)+警察(远程)。核心思路是利用食尸鬼和单片眼镜的弱点暴露效果,配合警徽的打断能力,对敌方实施无限控制,医生则负责制作麻醉药和肾上腺素提供辅助,必要时也可进行急救。 对抗旧日支配者时,因其没有闪避能力,可直接将警徽交给侦探,让他持续发动抓捕。单人挑战生命值较高的旧日支配者时,可叠加近10层弱点暴露效果,后续攻击基本都是大成功。再配合警徽在困难成功及以上时触发的打断效果,只要获得先攻权就能牢牢控制住对方。此外,空手状态有加速效果,再加上警徽的加速、80点基础敏捷、救赎灵魂苏醒、强直不屈沉睡、卡达斯之契以及迅捷符文,速度可达到220以上。若速度仍不足,可让医生制作肾上腺素,这样的速度面对任何敌人基本都能获得先攻权。对抗闪避高的敌人时,可让医生制作麻醉药,或由警察直接射击。面对群体敌人,医生使用赤印术配合警察的扫射/点射。必要情况下,警察可负责诱敌,医生施展造雾术、邪眼术等技能,侦探则进行隐匿或观察。此外,食尸鬼体质的徒手攻击算作锐器,能够配合刀具附魔,即便对方物理防御较高也无需过于担心。若仍觉得战力不足,警察还可装备弓并附加刀具附魔,以此造成法术伤害。这样的配置,估计应对三个廷达罗斯之犬都能取胜(确信)。 队伍的技能配置也十分均衡。侦探擅长斗殴、隐匿、感知、观察和交涉;医生掌握心理学、博学、神秘学(依靠继承邪教头目能力提升)、能工巧匠及医术;警察则精通射击、运动(同时具备感知和观察能力)。在探索方面基本没有问题,可以说相当全能,战斗与探索两者兼顾。所以说什么时候开放组队,我已经等不及了,快点端上来吧 文字团【封闭空间】攻略以下内容涉及剧透,会一定程度上破坏游戏体验,建议先自己玩一遍,卡在坏结局上了再来看 (还有很多剧情、选项与关键点没写,写了以后再补充) 轻度剧透: 本作骰子很多,不过大部分都是为了符合逻辑与渲染剧情设置的,没什么用,真正用来推进剧情的比较少 坏结局分两种,探索关键点检定未通过导致的,以及主线未完成/支线选择错误导致的。支线选择错误有时不会直接进入坏结局,而是进入死亡分支。此时会因身处险境而进行大量关键点检定或选项,全部通过可脱离险境,回到正常路线(可能会损失生命值或理智值),若失败或选错任意一项则直接进入坏结局。 开头与第一天(刚刚苏醒的那一天)没有设置线索,唯一的坏结局是第一天最后意志检定未通过导致的,算是导入部分。(梦中女孩那段属于第二天) 中度剧透: 有两条比较重要的主线,一条是【认清现实】,也就是发现封闭空间的部分重要线索(最后会在第四天揭晓全部真相)。 另一条是【梦中女孩】,需要确认梦中女孩的身份,以及和露之间的关系。 通过主线的方法是在解答环节选对所有选项。(之后) 结论:似曾相识 统合结论:外来的“模仿者” 最终结论:对你来说【重要的人】 完成主线:【梦中女孩】 解锁选项:【询问关于梦中女孩的事】 解读:梦中女孩的真实身份是:主角的好友【小雪】(在开头出现过的那个) 她在医院中看到了发生车祸后,被担架抬着的主角,想冲上去但却被医生拦住,眼睁睁地看着主角被送进一个偏僻、奇怪的房间。 她当天夜里一直坐在房间的门口,直到一个医生(玄云)过来和她搭话,私下告诉了她这一切的真相,以及他准备毁掉这一切的决心。她立刻决定要进入这个空间,想办法救主角。玄云一开始很犹豫,因为在这个虚拟空间中死去,会导致现实中的脑死亡,他不想让别人再白白送死。不过他后续想到了办法,即只分离一部分的意识进入,死亡后只会导致脑功能的受损。风险仍然极大,但在小雪的执着要求下,还是进行了对她的意识分离。 由于仅仅携带了一部分的意识,小雪无法在空间中稳定维持自身原有样貌。于是玄云选择了此时在空间中的一个女孩【露】,复制了她绝大部分的形象,作为小雪意识的载体,这就是【梦中女孩】长得像露的原因。但是即使这样,她的精神状态仍然很不稳定,除非受到极大的刺激,否则极难想起先前的记忆。她唯一隐约记得的,只有救主角所带来的执念,这也是她一直跟着主角的原因。 不过,这样的‘幽灵’形态也有特殊的好处,即【瞬移】的能力。在主角喊出她的名字后,小雪受到极大的刺激,先前的记忆恢复,并且爆发出全部的潜力,将主角(以及洁)从火海中的1F转移到安全的2F。 【认清现实】: 第一部分:空间的性质 1.这里是【生前】还是【死后】的世界?(生前) 2.这里是建立在【现实】基础上的,还是某种意外的【超自然】现象?(现实) 3.你被卡车撞击的事件是【真实】还是【幻觉】?(真实) 4.这个空间到底是【实体】,还是【虚幻】的?(虚幻) 5.你的肉体,现在还是【实际存在】的吗?(是) 结论:意识空间 第二部分:与现实的联系 1.这里是架设在【海平面】上的吗?(不是) 2.与【露】存在关联吗?(不存在) 3.与【洁】存在关联吗?(不存在) 4.与【小绯】存在关联吗?(存在) 5.与【凌月】存在关联吗?(存在) 6.与【小绯的专业】有直接联系吗?(是) 7.实际位置是【小绯的学校】吗?(不是) 8.与【小绯的实习】有直接联系吗?(是) 结论:医疗机构 统合结论:医用意识分离技术 【博学】、【灵感】检定,成功则在第三部分给予关于【缨】的线索(开头迷迷糊糊听到的那段对话,以及开篇中的描述) 第三部分:现实中的位置 1.是你听说过的地方吗?(是) 2.是你曾经去过的地方吗?(是) 3.与你在现实中的好友有关吗?(是) 4.就目前的情报来说,能确定与【小雪】有关吗?(无法确定) 5.就目前的情报来说,能确定与【缨】有关吗?(可以确定) 6.与【缨】的病情有关吗?(是) 结论:缨所在的医院 统合结论:意识分离技术的受害者 第四部分:正在发生的事情 1.是非法的吗?(是) 2.是非道德的吗?(是) 3.是你能够接受的事情吗?(不是) 4.是完全违反人性的吗?(是) 5.有逃避的办法吗?(……) 6.接下来该怎么做?(……) 结论:囚笼 统合结论:反人类医学研究计划 最终结论:残酷的【真相】 完成主线:【认清现实】 解锁选项:【我已经猜到了】 解读:封闭空间的真相是【自相残杀】。 在几年前,凌月辞去了(小绯所在的学校中)作为医学教授的职位,与学生玄云一起前往(剧情中的)三甲医院,进行意识分离技术的研发,同时搭建起了一个用于容纳分离出意识的虚拟空间模型,即现在的【封闭空间】。凌月研发的初衷,是将病人的意识转移到这个空间内,使他们能够暂时摆脱肉体的痛苦,并在此获得精神上的慰藉,从而使治疗的效果提升到最大限度。以这项划时代的技术为基础,配合其它先进的医疗技术使用,可以在最大程度上挽救危重病人的生命。 但是,这项技术在开发完成后,却被医院的院长用来牟利与满足私欲。在此之前,这家医院就已经在暗中进行了相当多的非道德人体实验,其中就包括了对露的药物实验。(露的实际形象是身高1米8的兽耳娘,可以变化成身高3米的熊女。药物的影响与身体结构变化带来的痛苦导致了她严重的记忆丧失,对自我变化后的印象几乎消失殆尽,所以在空间中的形象是正常的女孩。由于无法消除丧失记忆的副作用,并且发生了几起露攻击医生的事件,医院终止了这一失败的研究计划,并将露当成废品送入了封闭空间进行处理。 院长原先计划直接抢夺凌月的研究成果,但由于医院的技术人员无法读懂凌月与玄云写的谜之代码,只好保留了两人的职位,同时暗中控制住两人,胁迫他们按照自己的要求对空间进行重写。 玄云曾进行过激烈的反抗,试图揭发医院的恶劣目的,但所有的举报都被院长在调查局的同僚压住而石沉大海。以此为缘由,院长最终确定了封闭空间中【自相残杀】的规则,即只剩下最后一名幸存者时,那个人才能回到现实,并将玄云作为第一批受害者之一送入了空间中。在凌月的苦苦哀求下,院长默许他给空间中的玄云提供帮助,并使得玄云成为了第一次自相残杀的获胜者。 在此之后,为了不让自己的爱徒再次受到生命威胁,凌月被迫制止了玄云所有的反抗计划。玄云因为杀人患上了严重的创伤后应激障碍,而院长不仅没有消停,反而更加变本加厉。为了“娱乐”效果,他命令凌月修改了空间的大部分结构,安装了生命体征地图,并且添加了许多隐藏的摄像机,将封闭空间改造成了一个充满恐怖与压抑的金属牢狱。关于受害者的个人信息,以及他们进行探索、发现各种线索、陷入绝望与精神崩溃,械斗、强奸、谋杀、死亡等的影像,都被记录了下来,每两个星期(重启之前)由专人整理一次,做成极度猎奇的自相残杀记录片在暗网上高价售卖。受害者的尸体如果无家属认领,还会被继续保存下去,作为黑市中贩卖器官的来源。这一黑色产业给医院带来了相当可观的利润,所得资金大部分被院长纳入囊中。 随着时间的推移,对于进入封闭空间的管制逐渐放宽,后续甚至取消了进入人员的登记。不强制要求收集所有线索,线索的主要作用是帮助了解剧情信息;以及在进行关键选择时,持有对应线索会提示正确的选项(未找到的话会由于缺失关键信息,变成要连续猜对好几个选项的情况)。两条中的任意一条没有完成都会导致【坏结局】。院方对凌月的限制比较宽松,因为他一直以来都没有什么出格的举动,并且作为主治医师享有盛誉;由于平时的与人为善以及精湛的医术,他在同事中的口碑也相当好,甚至常常被视作院长的亲信。但他内心对此极度厌恶,这种被迫的伪装以及毕生心血的成果被窃取、滥用的痛苦,使他长期处于巨大的压力中,才40多岁就已经头发灰白。 封闭空间内部的核心操作系统与外界的网络和设备是隔绝的,必须进入其中并使用控制台才能修改系统。在封闭空间被院长接管之前,凌月还曾经设计过紧急释放内部全员的代码,但由于使用后必定被发现,并且很可能为自己与玄云招致严重后果,因而从未使用过,也从未告知过进入空间的人员。以防万一,凌月甚至没有告诉玄云这一代码的存在。 在成为幸存者返回现实后,玄云知道一切已无法挽回,便利用先前留下的资料,暗中研究破坏封闭空间核心系统的方法,最后瞒着所有人研发出了终结指令。无法忍受过去的痛苦与创伤,玄云决定瞒着凌月再次潜入封闭空间,在空间内的控制台中输入终结指令,以自己的生命为代价摧毁一切。支线关键选项: 【寻找2F密码】: 如果没有通过寻找密码的一系列检定(从与洁互动的心理学开始,然后是意志,通过后选择【拒绝】,然后是观察、灵感、博学、观察),会进入失败分支,回到主控制室发现空无一人。 此时会有一系列选项,连续选择9次【等待】相关选项可回到正常分支,自行输入密码会进入死亡分支 解读:(真实原因是,小夜一直躲在主控制室某个厕所房间连通的密道里等待猎物,如果能确保自己不被其它人发现就会下手。输入密码后整个空间会因为重启而停电,如果主角是孤身一人就会被小夜偷袭,在漆黑中暴露位置就会被杀死。小夜最后从门口离开是为了掩盖密道的存在,返回密道可能会引起主角怀疑,并可能导致密道被发现,所以就算锁了门也防不住。 【探索2F密道】: 选项比较杂,选【等待伙伴】或【与伙伴一起探索】相关的选项即可,随后选【带她们继续前进】。【自行探索】且一直不返回会进入死亡分支。【警告同伴远离密道】或【带她们原路返回】(即放弃探索)会导致主线【梦中女孩】强制失败。 解读:失败原因:主角一行人没有真正意识到密道的危险性,因而并没有采取封锁密道的行动。后续会发生意外,梦中女孩在惊慌中误入密道,并被血手杀死。(如果封锁了她就会往2F剩余的区域跑,那里很安全) (血手与被贯穿腹部的女孩其实是呆了很久的幸存者,知道【自相残杀】的真相。她们进入2F后没有在重启前离开,重启导致2F的门重新关闭,她们就被困在2F了。血手被困在2F控制室(即密道的尽头),另一个女孩被困在剩余的部分,由于2F入口处左手边的防爆门也是需要解锁的,两人被这扇门隔开了。电力恢复后那个女孩试图离开2F,但由于早已对地形生疏而错将密道当成出口,进入后被埋伏的血手杀死。主角如果独自进入也会遭到攻击,和同伴一起进入的话,血手会由于人数的差距而选择继续潜伏。梦中女孩独自进入也会遭到攻击,由于她的状态很差、意识一直不清晰,会在反抗之前被杀死。 【小夜】: 选择【保持沉默】→【我为什么要相信你?】→【拒绝】即可,否则进入死亡分支。 解读:(事实上,小夜是相当一部分事件的始作俑者,包括露的消失与黑暗中偷袭主角。她和小绯基本上是同一时期进入封闭空间的。凌月是疾病研究中心的主治医师、封闭空间的主设计者,而小夜是他的侄女,因此进入封闭空间前就已经知晓【自相残杀】的事,并一直为了自己的离开而杀死其他人。小夜进入封闭空间的原因是:她潜入缨所在的三甲医院寻找姐姐,却意外遇到一直纠缠自己的院长儿子(也是她的同学)。该同学以向院长告发此事要挟小夜发生关系,结果被小夜打成重伤。小夜逃离医院后,因激怒院长而遭到其私人保镖追捕,被抓后便被送入了封闭空间。 驱使小夜前进的理由是离开封闭空间,并找到被进行药物实验的姐姐露。但具有讽刺意味的是,在主角进入封闭空间的第一天,小夜就已经杀死了露。在第五天,小夜会通过小绯转述的委托得知这个真相,并在最后选择自杀。 文字团【梦中的倒影】攻略未完成【认清现实】会导致第四天主角由于得知事实后的震颤,忽略掉关于梦中女孩的问题,导致无法完成【梦中女孩】;未完成【梦中女孩】会导致第四天主角(还有洁)被大火包围后得不到救援,最后被烧死。【认清现实】的线索主要是在与小绯互动的检定中获得的,【梦中女孩】的线索主要是在多次目击梦中女孩的检定中获得的(主要是睡觉时候的检定)。推理看似选项很多、难度很高,但其实涉及的重要线索没几个,只要正常探索,主线相关的骰子不失败,很轻松就能拿齐所有的提示。还有三条支线,【寻找2F密码】、【探索2F密道】与【小夜】,只要规避对应的坏结局即可,一般会在通过对应检定后给予提示。 关于支线的小提示: 在进行任何行动之前,最好与信得过的队友结伴(前提是【信得过】,不要和形迹可疑的人组队),可以最大程度上减少威胁。探索时不要冒进,但也不能一味退缩,否则可能会缺失线索,或者发生意想不到的意外。 涉及结局的部分选项: 主线回避坏结局: 我已经猜到了(解锁成功)→询问关于梦中女孩的事(解锁成功)→喊出她的名字!!!(解锁成功) (注意,这几个选项要通过主线的推理部分解锁,否则会变成:【?(未解锁) 在此之后,成功进入第五章 进入结局【永远盛开的花】方法: 苏醒后选择【继续调查】,随后与亚弗戈蒙的对话中选择【即使这样……!】(这条线有一定风险,需要进行大量意志检定,后续还需进行灵感检定,但会获得亚弗戈蒙给予的许多临时奖励骰)重要线索对应的检定:【梦中女孩】:线索【身体特征】:(第一晚做梦)【感知】、【观察】线索【突然消失的女孩】:(第二晚做梦)【感知】、【敏捷】线索【似曾相识】:(第三天探索完密道休息时)【心理学】【认清现实】:线索【‘重伤’】:(第二天第一次和小绯交谈)【灵感】线索【凌月的去向】:(第三天晚上重新搜索凌月相关资料)【意志】、【观察】线索【关于缨的记忆】:(第四天进行第三部分推理前)【博学】、【灵感】(这几个线索拿齐了,就能获得全部的提示了) (骰子没过就尽管用幸运吧,线索会给幸运的,后面主线过了也会回的) 重度剧透: 失败后即死检查点: (除了死亡分支,下面会说如何避开,进了自求多福) (第一天)看到露的生命迹象消失后,发癫时的【意志】检定 (第四天)玄云输入封闭空间自毁指令后,主控制室爆炸时的【敏捷】检定 主线选项答案: 【梦中女孩】: 第一部分:与露之间的关系 1.她与露之间存在关系吗?(是) 2.她是露吗?(不是) 3.存在相关的【证据】吗?(存在) 4.是通过【外在衣着】确定的吗?(不是) 5.是通过【内在气质】确定的吗?(不是) 6.是通过【举止神态】确定的吗?(不是) 7.是通过【身体特征】确定的吗?(是) 结论:似是而非 第二部分:女孩的特质 1.她是【实体】还是【幻象】?(实体) 2.她处于【清醒】还是【混乱】的状态?(混乱) 3.她属于【正常】还是【异常】的范畴?(异常) 4.她拥有【特殊能力】吗?(是) 5.根据你的观察,她的特殊能力体现在【战斗】上吗?(不是) 6.根据你的观察,她的特殊能力体现在【技艺】上吗?(不是) 7.根据你的观察,她的特殊能力体现在【探索】上吗?(是) 8.在探索方面的能力,属于【交互】还是【移动】?(移动) 结论:‘幽灵’体质 统合结论:露的‘灵魂’,或是‘模仿者’ 第三部分:与你之间的关系 1.理论上来说,她认识你吗?(是) 2.实际上来说,她认识你吗?(是) 3.理论上来说,你认识她吗?(是) 4.实际上来说,你认识她吗?(不是) 5.理论上来说,你们第一次见面,是来到这个空间【之前】还是【之后】?(之前) 6.实际上来说,你们第一次见面,是来到这个空间【之前】还是【之后】?(先挖个坑,新建文件夹.jpg) (剧情还在构思,等上一个写完再说ww)

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