Crime and Punishment may appear in the 2nd floor as well as the 3rd floor.
Fishing in a Dry Pond and See the Big Picture can only be entered by angering the Rogue Trader (by repeatedly pressing the "Touch the goods tentatively" button after investing 100 Originium Ingot) and choosing "'Bargain' with Cannot" when prompted, at which the player will be forced into either operation depending on their progress:
If the player is in the 1st to 3rd floors, they will be forced into Fishing in a Dry Pond.
If the player is in the 4th to 6th floors, they will be forced into See the Big Picture.
The Dreadful Foe in the 3rd floor is randomly chosen between Course Correction, Eternal Wrath, Requiem Aeternam, Route Revision, Separation and Unity, and Two Forms, One Heart; said operations will never appear as (Emergency) Operations depsite being coded "ISW-NO" in-game.
Eternal Wrath, Route Revision, and Two Forms, One Heart has an increased chance to be the 3rd floor's Dreadful Foe at lower Light.
Curse of Cognition is the default Dreadful Foe in the 5th floor; "Fate's Favored Child" replaces it when the player has the Breath of the Tide.
If the player also have Regressed Rocinante however, the Dreadful Foe will be reverted into Curse of Cognition.
Encounters[]
A Faint Spark
The devouring dust has already blanketed the entire city, digesting the products of civilization in an orderly manner to turn them into sustenance for the Seaborn's progeny and evolution. You trudge through the dissolving ruins, searching for any supplies that might still be usable. Unintentionally, your attention is drawn to something glowing from beneath a patch of dust.
Option 1
Take the risk to go retrieve it
Lose 3 Life Point, but obtain the Collectible
Outcome
After risking life and limb to remove the dust, you find a severely corroded lantern. Even so, the flame inside still shines with a warm light.
After scrounging together some valuable items, you leave in a hurry. A few hours later, there is no longer a city remaining.
Result
+5 ; leaves the Encounter
A Passion for Work?
ThatPerro showed up again, except this time, he's standing in front of you as if trying hard to tell you something. Unfortunately, he stands there hesitating for what must be eons, not uttering a single word. You let out a sigh, and go up to grab the piece of paper from his hand yourself... Alright, let's take a look... It's a self-rights and responsibilities contract... from Duck Lord?
Option 1
Who wants to work for that goddamn duck?!
Is there no limit to your pranks?!
Outcome
You have every reason to suspect that the guy in front of you is messing with you, and the damn sobbing makes you even angrier.
You sigh, make up some platitudes to fool him with, and send him on his way. It's not easy to find a job these days, let alone for such a taciturn person.
Advance Squad
You locate the Rhodes Island squad that sent out the original distress signal. Its members have been scouting the surrounding areas before you made contact. You exchange information, and they share some of their resources and experience with you.
Option
Exchange information
Obtain a Promotion Voucher
Outcome
You have learned much from the squad, and it is time to continue your exploration.
You search around for the riches buried here, but the treasure has been concealed by vegetation and soil. How are you supposed to get at it?
Option 1
Sound the horn
Is this really worth it?
Outcome
After hearing you sound the horn, the awakened "locals" come out to "warmly welcome" your arrival. Surely they will be willing to help you find the treasure after you defeat them.
You decide not to go looking for trouble. Safety first, after all.
Business Empire?
Duck Lord appears in front of you with his new employee, and he wants you to leave this place for a simple reason–his "business partner" takes issue with you, and your presence is preventing him from making money.
Option 1
You and what army?
You're still in my way
Outcome
This duck's really pushing his luck. Time to teach him a little lesson.
After seeing you acquiesce to his demands, Duck Lord swaggers away with his underlings in tow.
Caerula Animus
This Encounter will only appear from the 4th floor when the player has the Bishop's Research.
A gargantuan corpse lies at the location marked at the map. A large colony of Sea Terrors gathers around it, devouring its forever-growing remains. Mizuki leads you around them, towards the inside of the corpse. After fumbling around in the darkness for a long time, the two of you finally find traces of civilization. A dust-sealed laboratory long lost to time awaits its guests. Mizuki cannot open the heavy, worn doors, but the surveillance equipment unlocks them after recognizing your faces. Since the Bishop of the Deep was convinced that this was the source of the Seaborn, this primordial power can surely help you save the Abyssal Hunters. You and Mizuki begin to search the laboratory.
Option 1
Search the garden
Obtain an eldritch Collectible
Outcome
The plants around the garden are flourishing. Were it not for Mizuki's reminder, you'd surely have reached out to touch these plant-like Sea Terrors. In the center of the garden, a large tree rises from the ground and stretches beyond the laboratory's confines. Mizuki tells you that this is His core organ. In theory, He has long since died, but sheer survival instinct still drives Him to grow, thus nourishing we many. If he assimilates it, Mizuki can become His new will and help you stop the bishop's plans. You watch him touch the tree's bark, before he gradually sinks into the trunk. Not long afterwards, He emerges once more. The entire laboratory trembles with His awakening. He opens His eyes and looks at you. Thus He speaks: "Ishar-mla, will be stopped."
A few items that have survived tens of thousands of years may be exactly what you need to save the Hunters.
Result
-20 Light, +6 and Life Point cap; leaves the Encounter
Only four of the listed options are available in a single Caerula Animus instance, one of which will always be "Search the garden" and the other three are chosen randomly.
Camp
You find a quiet corner safe enough to harbor your entire squad from harm, allowing you to rest and reorganize. After you help your teammates get settled in, your nerves start to unwind as well.
Option
Drift into slumber
Gain 2 Max Life Point
Outcome
By the time you open your eyes again, your anxiety and exhaustion have long departed your body. You gather up your bags and continue exploring the unknown with your teammates.
Result
+2 and Life Point cap; leaves the Encounter
Catastrophe Messenger
A Victorian-born Catastrophe Messenger is setting up beacon points high up along the coastline and adjusting the logging equipment. You happen to bump into him while he's fetching some water to drink, and he invites you for a cup of tea at his makeshift camp.
Option 1
Chat with the Messenger
Gain 1 Key
Outcome
The two of you start chatting in front of the campsite. He mentions how few people are willing to travel to Iberia to monitor Catastrophes, but he still came here alone knowing that there will always be people who need that information. He gives you a key as a token of this chance meeting.
Result
+1 ; leaves the Encounter
Option 2
Give the Messenger a gift
Lose 6 Originium Ingots, but gain 2 Keys
Outcome
He is astounded that he could meet such a courteous person here! He offers you two keys to show his gratitude, but solemnly apologizes, thinking that his gift is of insufficient value.
Result
-6 , +2 ; leaves the Encounter
Chance Meeting
You accidentally barge into a cave while trying to avoid the storm's sudden onset, where you find a gravely wounded Sea Terror. No, rather... it is an imperfect splicing between man and Sea Terror, with fragments of a priest's uniform still hanging from its body. The moment it sees you, a gleam of light flashes within its dying eyes.
Option 1
Check how it's doing
Lose 3 Life Point, but gain 8 Originium Ingots
Outcome
The aberration in front of you emits a noxious gas. It is dying, and only empty darkness lingers in its only remaining human eye. As you recall, there was a pious priest who returned to Iberia full of conviction. You can only hope he will not die a lonely death devoid of dignity, like the priest in front of you.
Result
-3 , +8 ; leaves the Encounter
Option 2
Try to save it
Lose 6 Life Point, but gain 4 Max Life Point
Outcome
You fight your way through the choking mist in an attempt to save him, but he shows no physical response, simply staring at you blankly through his human eye. There is no hope within it, no despair, only a deathly peace. After a few minutes, the light in his eyes finally extinguishes. For some reason, you decide to send his body into the ocean, rather than leaving it in this dark cave to become rations for the Sea Terrors.
You have little interest in monsters that are neither human nor Sea Terror. However, it will attract other Sea Terrors, so it is best to get out of here as soon as possible.
Cliffside Burial
You are standing in a cliffside cemetery, where a farewell ceremony is being held. The people of the sea will burn the body, let the sea wind carry away the ashes, then erect a coffin at that spot to serve as a tombstone for mourning. You vaguely recall that the ceremony of these people used to be burial out at sea, but this one is clearly a rejection of the ocean. The cognitive dissonance leaves you somewhat puzzled, but you still stop for a while to offer your prayers to those who have passed on.
Option
Stop to pray
Gain 1 Die Roll and 4 Originium Ingots
Outcome
After the prayer ends, you look up to the bottom of the cliff. At that moment, you understand why people are leaving the ocean–its surface is covered with the nethersea brand, and it is spreading towards the cliffs. It is not that they do not miss the sea; rather, it is the sea that has rejected them.
Result
+1 dice roll, +4 ; leaves the Encounter
Dancing Chests
A group of Sarkaz are singing and dancing around various treasure chests, several of which are opening and closing along with the dance. The Sarkaz don't seem hostile, and you might even be able to join in for a bit of fun and relaxation. One of the dancers twirls and pirouettes to your side, trying to drag you into their dance.
Option 1
I'm coming!
I love dancing!
Outcome
The dancer pulls you close to the pile of treasure chests, and you suddenly see a Sea Terror mimicking the shape of a gold coin inside one. It suddenly dawns upon you that this group of Sarkaz is most likely with the Church of the Deep! When you turn around, they've already drawn their weapons and are glaring at you maliciously.
You dodge the dancer's outstretched hands and simply watch the Sarkaz dance from a distance. You don't want to delve into dumb questions about why there are Sarkaz in Iberia; you simply want to watch other people dance and relax before continuing onward to face the hardships that lie ahead.
Delusions of Lunacy
This Encounter will only appear in the following runs after the player had completed a Surging Waves run.
The flames in the sky burn wantonly, turning into a faint residual warmth when they land on the knight's shoulderguards. He goads his mount and gallops atop the waves. He gazes out, and there is nothing but pure azure all around him, the sound of rushing waves ever incessant. The ears of wheat are calling.
Option 1
Rage
Lose 2 Hope and Max Hope, but obtain the Collectible
The tides overwhelm the waves of wheat, the raging wind whips the knight; he roars, but the ocean does not answer.
Result
+2 ; leaves the Encounter
Option 4
Leave
What exactly is he trying to do?
Devouring Dust
The coast in front of you has already turned an ashen white, and when the sea wind blows, the debris of the earth dissipates along with it. Where soil seems to blur into dust, everything seems to be slowly burning away. You want to go take a closer look, but a man suddenly grabs you and hands you a protective suit. "Put this on if you don't want to die."
Option
Hurry up and put on protective clothing
Gain 3 Objective Shield
Outcome
"That is devouring dust, the Seaborns' newest trick. It decomposes everything, leaving only this fallow white ash behind. They are... preying on the land itself." While the two of you talk, a piece of the land turns completely to ash and crumbles into the ocean. "Stay away from the burn marks on the outer edges. You can't see those Sea Terrors right now, but you're a goner once they latch onto you. Go, stranger, and let the Inquisition bear this burden."
Civilization here is on the decline, and even a mountain of gold can hardly buy you a few supplies... Hold on a sec, is that Duck Lord? And he's trying to do business with Church of the Deep cultists?!
Option 1
Bust up this transaction
I can't allow this
Outcome
Your enemy's friend is also your enemy, and this duck has stepped out of line.
As long as these cultists don't go out of their way to attack you, there's no need to get in the way of their deal.
Empathy
You sneak into a settlement of Church of the Deep cultists where Sea Terrors and humans seem to be coexisting in a delicate equilibrium. It seems that as long as you provide them enough food and don't show any signs of aggression, they aren't so scary after all. But... you already know without even having to think about it–the very act of feeding a Sea Terror... is extremely dangerous.
Option 1
Prepare the food
Lose 2 Life Point
Outcome
The food is ready. Which kind of Sea Terror would you like to feed?
Result
-2 ; Options 1-1, 1-2, 1-3, or 1-4 become available (see below); Option 2 becomes unavailable
This is extremely dangerous. If you're one step too slow, the Sea Terrors will devour the entire metal bucket in your hand. Are you sure you want to do this?
This is extremely dangerous. If you're one step too slow, the Sea Terrors will devour the entire metal bucket in your hand. Are you sure you want to do this?
Result
+1 and Life Point cap; Options 1-0 and 2 become available
This is extremely dangerous. If you're one step too slow, the Sea Terrors will devour the entire metal bucket in your hand. Are you sure you want to do this?
Recruit one Operator (from a selection of 2 random classes)
Outcome
This is extremely dangerous. If you're one step too slow, the Sea Terrors will devour the entire metal bucket in your hand. Are you sure you want to do this?
Lose 2 Life Point, but the chance to successfully feed is reduced to 50%
Outcome
The food is ready. Which kind of Sea Terror would you like to feed?
OR
Sea Terrors don't have a very good grasp of action and consequence, and you are bitten ferociously while still getting the food ready. When you look at the cultists who are still feeding the Sea Terrors, you can't help but wonder, how did these people all come together to feed these alien creatures in the first place?
Result
-2 ; Options 1-1, 1-2, 1-3, or 1-4 become available (see below); Option 2 becomes unavailable
OR
-2 ; leaves the Encounter
Option 2
It'd be best to leave now
Leave early
Outcome
Perhaps an Inquisitor will soon come to deal with this settlement, but you don't think you'll ever forget this astounding place.
Only three of the four options that Options 1 and 1-0 lead to are available in a single Empathy instance, which are chosen randomly.
Faith
An armory collapsed following an attack from Church of the Deep cultists, and the Inquisition has begun to survey the damage after repelling the enemy. Due to the extent of it, they are willing to sell you some of the salvaged materials to offset the loss.
Option 1
Bust out the wallet
Lose 6 Originium Ingots to dig around for some goodies
Process
The player rolls a die (without consuming their dice rolls):
[Smooth Sailing]You find a well-preserved item from the pile of supplies: The die lands on 6 to 12.
[Calm Seas]There's nothing usable in this batch of supplies: The die lands on 1 to 5.
Outcome
[Smooth Sailing]Eventually, you find something well-preserved in the pile of supplies, and leave contentedly.
[Calm Seas]While rummaging around for usable items among the damaged supplies, you catch a glimpse of some pristine-condition items that were just salvaged, as well as a statue of a Saint. The Inquisitors are, without a doubt, acting on their convictions, but how about you? What is it that drives you?
Result
[Smooth Sailing]-6 ; random (Super) Rare Collectible; leaves the Encounter
[Calm Seas]-6 ; Options 1-1, 1-2, 1-3 and 1-4 become available (see below); Option 2 becomes unavailable
Option 1-1
I'll contribute in order to gain the wealth in front of me
Hope it pays off
Process
The player rolls a die (without consuming their dice rolls):
[Smooth Sailing]You find a well-preserved item from the pile of supplies: The die lands on 6 to 12.
[Twists and Turns]Looks like there's nothing usable here: The die lands on 1 to 5.
Outcome
[Smooth Sailing]Eventually, you find something well-preserved in the pile of supplies, and leave contentedly.
[Twists and Turns]Finally, you find something usable in the pile of supplies.
Result
[Smooth Sailing] Random (Super) Rare Collectible; leaves the Encounter
[Twists and Turns] Option 1-x-1 becomes available
Option 1-2
I'll contribute in order to exterminate the Seaborn
Hope it pays off
Process
The player rolls a die (without consuming their dice rolls):
[Smooth Sailing]You find a well-preserved item from the pile of supplies: The die lands on 4 to 12.
[Twists and Turns]Looks like there's nothing usable here: The die lands on 1 to 3.
Outcome
[Smooth Sailing]Eventually, you find something well-preserved in the pile of supplies, and leave contentedly.
[Twists and Turns]Finally, you find something usable in the pile of supplies.
Result
[Smooth Sailing] Random (Super) Rare Collectible; leaves the Encounter
[Twists and Turns] Option 1-x-1 becomes available
Option 1-3
I'll contribute in order to protect the people of Iberia
The options that are available should Option 1's die roll result is Smooth Sailing will always be Option 1-1 and up to two other options chosen from Options 1-2, 1-3, and 1-4.
For Survival
After you earn the trust of the local sea people, they take you into a labyrinthine cave. The place winds deep underground and is filled with giant shelled creatures you've never seen before. The sea people are nervously at work prying open the shells of these creatures; as soon as they do so, the packages of flesh within spit out a large amount of secretions that are quickly collected, filtered, and packaged. Nobody says a word, trying to keep their motions as minimal and efficient as possible, keeping everything in order as if working in a secret factory.
Option 1
The pay's great, so join in
Gain 2 Originium Ingots
Outcome
You finally figure out what is going on inside the cave. These giant shelled creatures are actually Sea Terror larvae, and the plaster made from their secretions can effectively confuse the Sea Terror swarm and avoid their pursuit... However, the smell is something atrocious.
Result
+2 ; Option 1-1 becomes available
Option 1-1
It's an easy job
Lose 3 Originium Ingots, with a 70% chance to gain 8 Originium Ingots
Outcome
The collection procedure is not complicated, and you quickly get the hang of it. But on several occasions, when you see those packets of flesh turn desiccated and dry, you seem to hear a low-pitched sobbing sound... It is very faint, perhaps nothing more than the sound of a knife scraping against the hard shell. You can't say for sure.
Result
-3 , +8 70% of the time; Option 1-1-1 becomes available
Option 1-1-1
Keep working
Lose 10 Originium Ingots, with a 50% chance to gain 25 Originium Ingots
Outcome
A swarm of Sea Terrors suddenly appears and attacks the cave. You quickly realize–were those faint tones the sounds of the shelled creatures calling out to the Sea Terrors? If so, not even a secluded cave like this can stop the transmission of information... You escape from the chaos, hoping that the sea people also made it out safety. Hope is all you can offer.
Result
-10 , +25 50% of the time; leaves the Encounter
Option 2
Leave
Maybe next time
Outcome
During a work break, you hear the sea people talking amongst themselves in hushed voices–another group of their companions responsible for bringing back the giant shelled creatures failed to return. This is a necessary sacrifice; everyone understands this in their heart, but they will not stop. There will always be those who have to pay the price so that more may survive. As for how long this method can continue, nobody can say for sure. After you depart, the sea people must continue to slink around in hopes of survival, but you have more important things to do.
Gathering Stormclouds
You've never seen such dense storm clouds before. The tempest forces its way across the ocean at an alarming rate, the Originium dust swept up in its vortex spinning violently as if intent on destroying everything, smashing the thick shells covering the ocean to pieces. You stare blankly at the storm raging in front of you, all the Catastrophe-monitoring instruments having failed. In the face of nature's onslaught, what can living creatures hope to achieve?
Option
"Just pray"
Gain 2 Dice Rolls
Outcome
The dark clouds roared forth and retreated without rhyme or reason. In a flash, it's as if the spectacle you just witnessed never took place at all. As soon as the gale winds subside, the shells float to the surface of the ocean and begin to clump together once more. Maybe one day, they really will be able to conquer nature. Hopefully, that day never comes.
Inland, you meet the guards of one of the nearby villages. Their village is wracked with an affliction, and their holy collectibles were stolen for no reason. As a passing traveler, as long as you are able to solve their problems, you will forever be a friend to the village.
Option 1A
Show him the curios
Show the guard the "Saint's Relics"
Outcome
The guards tense up as soon as they see the object you just produced. Their captain tells you that this is one of the old saint's relics, the spiritual backbone of the village–and it would collapse without it. It was stolen a few days ago, and they had just caught the thief–the same person you met earlier. He sizes you up, then looks back at the tied-up wandering medic, before motioning for the guards to surround you.
Result
Option 1A-1 is available
Note
This option will automatically be chosen if the player has the Portable Scriptures.
Show the guard the wandering medic's medicinal herbs
Outcome
You take out some of the medicinal herbs the wandering medic gave you and teach the guards how to apply them. You watch their faces turn to shock, befuddlement, then sudden realization, before their captain hurriedly tells his men to release the captured wandering medic. He regretfully admits that he had mistakenly arrested him under suspicion of being a thief from the Church of the Deep who stole the village's collectibles, and now assures you that he will keep him safe. You are also entitled to the gratitude and repayment of the village, and you decide to ask for––
Result
Options 1B-1 and 1B-2 are available
Note
This option will automatically be chosen if the player has the Nightsun Grass.
You run into the priest while looking for the Messenger station. He claims to have been away from Iberia for a long time, pursuing truth all across the land, but is now returning to offer some assistance to his homeland. He is willing to help you contact local operators, but also emphasizes that the road ahead is tough, and all he can do is make contact.
Option 1
Entertain him
Lose 2 Originium Ingots, but recruit one Operator (from a selection of 2 random classes)
Outcome
You take out a few coins and stuff them into the priest's hands, and he sets out on the road home after offering you his courtesies.
The sum you set aside for him is enough to allow him to return to Iberia safely, and he thanks you with a smile. When you ask what he seeks to accomplish on his return, the priest tells you that he fled from the sea because he was afraid, but now, he is ready.
The player rolls a die (without consuming their dice rolls):
[Smooth Sailing]Your pious faith has touched the priest, and he is willing to help: The die lands on 6 to 12.
[Calm Seas]It appears that your piety is not acknowledged by the priest: The die lands on 1 to 5.
Outcome
The priest is stunned for a moment when he sees you offer an Iberian prayer, but afterwards, he affirms that he will carry out this job for you. Before leaving, he takes out a piece of paper and writes down his address, hoping you can find him upon your return to Iberia. However, there are no words on the paper–only a faint fragrance.
This Encounter only appears from the 3rd floor in the following runs after the player had completed a run.
You find a scientific research facility in a cave deep in the ocean. Most of the devices here have been damaged, and you can't discern their functions at all. Only one terminal can be booted up.
Option 1
Boot up the terminal
Lose 4 Originium Ingots
Outcome
After being supplied with power, the terminal just barely flickers to life, its existing power supply not estimated to last long. Better start reading through the interesting files as soon as possible.
Result
-4 , Options 1-1, 1-2, 1-3, or 1-4 become available (see below); Option 2 becomes unavailable
Option 1-1
Open the "Survival" instruction file
Take a look inside
Outcome
A few lines of text pop up on the terminal: "Project: Survival. Objective: Collection of nutrients, efficient allocation of resources. Permission to use this matrix has been granted to relevant personnel."
Result
Option 1-1-1 becomes available
Option 1-1-1
What... is this?
Obtain the Collectible
Outcome
Probably just another failed Ægir lab. There's no need to waste time here.
A few lines of text pop up on the terminal: "Project: Migration. Objective: Expansion of territory, seizing of resources. Permission to use this matrix has been granted to relevant personnel."
Result
Option 1-2-1 becomes available
Option 1-2-1
What... is this?
Obtain the Collectible
Outcome
Probably just another failed Ægir lab. There's no need to waste time here.
A few lines of text pop up on the terminal: "Project: Reproduction. Objective: Efficient propagation, consumption of resources. Permission to use this matrix has been granted to relevant personnel."
Result
Option 1-3-1 becomes available
Option 1-3-1
What... is this?
Obtain the Collectible
Outcome
Probably just another failed Ægir lab. There's no need to waste time here.
A few lines of text pop up on the terminal: "Project: Growth. Objective: Provide nutrition, produce resources. Permission to use this matrix has been granted to relevant personnel." However, after a long wait, what appears in front of your eyes is a picture book. Inside are hand-drawn depictions of dozens of marine animals and plants that seem familiar to you. Other than this, you don't find any useful materials.
Result
Option 1-4-1 becomes available
Option 1-4-1
It looks pretty, but unfortunately doesn't seem useful
Gain 5 Light
Outcome
Probably just another failed Ægir lab. There's no need to waste time here.
You have no way of interacting with these so-called projects at all. Maybe the researchers here weren't able to make any significant progress before the facility was shut down.
Only two or three of the four options that Option 1 leads to are available in a single Ignorance is Bliss instance, which are chosen randomly.
Inheritance
There is a dead Seaborn by the shore. Though its body is shriveled, it seems to be clutching tightly onto something, unwilling to let go.
Option
Retrieve what the Seaborn was protecting
Obtain a random Collectible
Outcome
When you touch the object, several fragmented scenes flash through your mind: "A living forest built atop the ruins of the city, some of its kin having evolved the ability to digest metal." "Humans offering food, humans becoming food." "A human giving a fragile terrestrial plant to the Seaborn; it quickly withers." "The first words that the Seaborn learned after evolving vocal organs were 'gift' and 'friend.'"
You find an empty Iberian city, devoid of people and with no signs of Sea Terrors. In the middle of the city stands a magnificent museum. You study the nearly completely worn-away leaflets and discover that the museum was dedicated to the unsung kings of Iberia.
[Smooth Sailing]The king's treasure is now yours: The die lands on 6 to 12.
[Twists and Turns]You are unable to find the king's treasure: The die lands on 1 to 5.
Outcome
[Smooth Sailing]After some digging around, you find a box. The stele next to it is engraved with the magnificent achievements of a bygone king. As for the treasure? This empty box is the treasure he left behind. Or rather, it is the impression of splendor he passed on to future generations. In that empty box lies the infinite respect the Iberian royal family has for the rulers of other countries.
[Twists and Turns]You don't see any treasure worth taking with you. Perhaps anything of value has long been taken by the royal retainers or the Inquisition... Besides, there are no statues of kings here at all, not even a name or a title. You can't help but start questioning the authenticity of the tidbits of information in this so-called museum.
Result
[Smooth Sailing] Random "King's" Collectible; leaves the Encounter
[Twists and Turns] Option 1-1 becomes available; Option 2A is replaced by Option 2B
Option 1-1
Continue searching for the king's treasure
Lose 1 Die Roll a chance to obtain a King's Collectible
Process
The player rolls a die:
[Smooth Sailing]The king's treasure is now yours: The die lands on 6 to 12.
[Twists and Turns]You are unable to find the king's treasure: The die lands on 1 to 5.
Outcome
[Smooth Sailing]After some digging around, you find a box. The stele next to it is engraved with the magnificent achievements of a bygone king. As for the treasure? This empty box is the treasure he left behind. Or rather, it is the impression of splendor he passed on to future generations. In that empty box lies the infinite respect the Iberian royal family has for the rulers of other countries.
[Twists and Turns]You don't see any treasure worth taking with you. Perhaps anything of value has long been taken by the royal retainers or the Inquisition... Besides, there are no statues of kings here at all, not even a name or a title. You can't help but start questioning the authenticity of the tidbits of information in this so-called museum.
Result
[Smooth Sailing] -1 dice roll, Random "King's" Collectible; leaves the Encounter
[Twists and Turns] -1 dice roll; Option 1-1 becomes available again
Option 2A
Search for treasure
Obtain a random Collectible
Outcome
You aren't interested in Iberian history. The things that matter are real silver and gold.
After some digging around, you come up empty-handed, and have to head back with only the tattered leaflet as your bounty. These kings are far too removed from the current era: their names, titles, coats of arms, and corresponding artifacts all lost to history. All the Iberian people can do is to treat them as a collective whole, reciting the same few words over and over about how the ancient past shapes the present.
Like Flames to Wood
While collecting firewood, you discover a strange forest. The trees here have no leaves, and their bark is thin and transparent, as smooth as skin. When you scratch one with a knife, a strangely-scented resin flows forth. You chop a few branches before heading back. At night, the bonfire in the darkness attracts many lost travelers, and you take them in. Everyone says that as you were the one to bring this flame, you needn't worry about the night vigil.
Option 1
Sleep soundly
Recruit one Operator (from a selection of 2 random classes)
Outcome
When you wake up, you find that you slept so deeply that all traces of fatigue are gone. The bonfire has been extinguished, and last night's travelers are nowhere to be seen. They didn't even bother saying goodbye?
While listening to the snoring of the others, even you start to doze off. At some point, you suddenly awaken, with the travelers nowhere to be found and the sound of something screaming periodically ringing in your ears. Suddenly, the bonfire spreads in all directions. The "branches" leap out in the direction of the "trees," and the entire forest begins to roar. You realize that something is terribly wrong, so you quickly pack your bags and scamper away.
An old man drew a lighthouse in the sand, but the surging tide quickly erases all traces of it. "The ocean really swallowed them all up this time," he mutters to himself. You strike up a conversation with him, who as you might imagine was formerly one of Iberia's many lighthouse keepers. You find out that he came here for a reunion with old friends. "Were they all lighthouse keepers as well?" "They are now." Before you leave, the old man hands you some specialties as a parting gift.
Option
Chat with the old man
Obtain a Promotion Voucher
Outcome
The nethersea brand has devoured the light that this country was once so proud of. The last lighthouse of Iberia has rotted away and collapsed, and the dust of history has settled. Is this gathering of lighthouse keepers just for old times' sake? You feel like something doesn't quite add up, but he's already a long ways away. How strange. Are old folks supposed to be that fleet-footed?
You see an Inquisitor who has lost her lantern. She gasps for breath as she leans against her sword, a mountain of Sea Terror corpses at her feet.
Option 1
Give her the lantern
Gain 40 Light
(Requires Dario's Lantern)
Outcome
"This is... my Maestro's lantern..." The Inquisitor receives the lantern from your hands, and thanks you. "I'm glad... we could meet again... Now, go. It's not... safe here." At that moment, you see her tuck her hand without a sword into her sleeves, trying hard to control the squirming. "Leave... I will light the way for you... one last time..."
The Inquisitor mistakes you for a Sea Terror while you are sneaking around, and the tip of her sword leaves a trail of blood on you. Once she learns that you were looking for help, she shows you the way.
The Inquisitor doesn't seem to have enough strength left to speak. She simply listens to your words, nodding from time to time, then watches you leave.
Result
+2 ; leaves the Encounter
Lonely Elder
You pass an oldIberian man, and can vaguely hear his entourage addressing him as "Saint" in hushed voices. He stops you, full of suspicion as he questions you. Where did you come from? What are you doing? You answer his questions calmly and with grace, and his tone gradually softens. You return his questions, and though your eyes are on him, his gaze is fixed on the ocean behind you... "Finally, someone has come to put an end to it." It's about time, he says.
Option 1A
Talk to him
The old man furrows his brow
Outcome
Your lighting equipment has broken, and the night is fast approaching. The old man hesitates for a moment, then passes you the lantern in his hand. "This was originally a collectible left behind by an old friend. Instead of letting it sink into the ocean with me, it ought to remain here on the land."
Result
Option 1-1A becomes available
Note
This option is available when the player's Light is below 50.
Option 1B
Talk to him
The old man sizes up your equipment
Outcome
The old man provides you with a map of the local area, marks the places where you can obtain supplies, and tells you that foreigners best not linger here for too long.
Result
Option 1-1B becomes available
Note
This option is available when the player's Light 50 or higher and there are any of their Operators that is not promoted.
Option 1C
Talk to him
The old man sizes up your equipment
Outcome
The old man sees that your clothes are somewhat damaged, so he has his attendants bring you clean casualwear as well as some supplies, and pushes them into your hands.
Result
Option 1-1C becomes available
Note
This option is available when the player's Light 50 or higher and all of their Operators are promoted (or the player have no Operators that can be promoted).
Option 1-1A
Accept his gift
Gain 15 Light
Outcome
You accept the old man's goodwill, and solemnly express your gratitude.
Gain 5 Originium Ingots, 2 Max Life Point, and 2 Objective Shield
Outcome
You accept the old man's goodwill, and solemnly express your gratitude.
Result
+5 , +2 and Life Point cap, +2 Objective Shields; leaves the Encounter
Option 2
Leave
Maybe next time
Outcome
You turn down the old man's goodwill, but solemnly thank him nevertheless.
Medic's Will
The coastline devours the land, and civilization decays along with it. Wisdom gives way to thaumaturgy, and ignorance shambles across the land. You meet a wandering Iberian medic on his own, picking herbs for his patients. He sees that you are "well armed" and begs you to keep him safe. You agree.
Option 1
Chat with the Wandering Medic
Obtain a Book of Scriptures and a random Collectible, but it seems like you'll run into troublelater on
[Smooth Sailing]The wandering medic solemnly produces a few "Saint's Relics" from his bag and hands them to you: The die lands on 6 to 12.
[Calm Seas]The wandering medic takes some items out of his bag and hands them to you: The die lands on 1 to 5.
Outcome
The two of you strike up a lively conversation, chatting about everything from the medicinal properties of herbs to the future of humanity. He is amazed by your vast knowledge and seems convinced that you will be able to make a difference. After some thought, he retrieves a few items from his pack and hands them to you. He says that they were once a saint's relics, and that after his soul returned to his hometown, the people of the village enshrined these objects as holy collectibles. However, the old saint's last wish was for them to be passed down, so that they may bring hope to Iberia instead of collecting dust on a shelf. When he sees you accept the items, he thanks you and heads back for his village.
[Calm Seas] Portable Scriptures and a random Normal Collectible; leaves the Encounter
Option 2
Remain silent
Obtain the Collectible
Outcome
The herb harvesting goes smoothly, and the wandering medic finishes his work in no time. He hands you some of the medicinal herbs as a reward, before walking towards the nearest village.
This Encounter only appears from the 4th floor onwards.
The overflowing dream-mists whisk you away from reality and usher you into a paradise beneath the sea, where your kin stand on the rusty hull of a sunken ship. They seem to be communicating about something, and you are surprised to discover that they seem to be individual entities rather than parts of a single collective. You cannot help but approach them, wanting to observe them in greater detail.
Option 1
Discern their vocalizations
Lose 10 Originium Ingots, but gain 4 Max Life Point
Outcome
There are no other races to communicate with, no need to imitate any language. This has always been your voice, flowing forth without any difficulty or inhibition, like the tide that has ebbed and flowed for thousands of years. Constant, without rush or delay, like the sound of weeping.
Result
-10 , +4 and Life Point cap; Options 1-1 and 10B become available; all other options are no longer available
Option 1-1
Discern their vocalizations again
Lose 10 Originium Ingots, but gain 4 Max Life Point
Outcome
Water drips onto the stalagmites. Water drips onto your face. You finally wake up.
Result
-10 , +4 and Life Point cap; leaves the Encounter
Option 2
Discern the quality of their voices
Lose 10 Originium Ingots, but gain 4 Hope
Outcome
Even the sea itself cannot block your voice. Only, when compared to the "conversation" itself, these strange, drawn-out syllables you utter seem more like appoggiaturas to the dialogue, like an aria inserted between poetic dramas.
Result
-10 , +4 ; Options 2-1 and 10B become available; all other options are no longer available
Option 2-1
Discern the quality of their voices again
Lose 10 Originium Ingots, but gain 4 Hope
Outcome
Water drips onto the stalagmites. Water drips onto your face. You finally wake up.
Result
-10 , +4 ; leaves the Encounter
Option 3
Try to summarize their speech patterns
Lose 10 Originium Ingots, but gain 1 Key
Outcome
You all seem to be able to communicate without speaking, messages passing between each other in incomprehensible forms.
Result
-10 , +1 ; Options 3-1 and 10B become available; all other options are no longer available
Option 3-1
Carefully summarize their speech patterns
Lose 10 Originium Ingots, but gain 1 Key
Outcome
Water drips onto the stalagmites. Water drips onto your face. You finally wake up.
Result
-10 , +1 ; leaves the Encounter
Option 4
Record what you hear
Lose 4 Hope and Max Hope, but gain 3 Max Life Point
Outcome
Adapt... transform... new rules... where are our limits... beyond the ocean...
Result
-4 Hope and Hope cap, +3 and Life Point cap; Options 4-1 and 10B become available; all other options are no longer available
Option 4-1
Record what you hear again
Lose 4 Hope and Max Hope, but gain 3 Max Life Point
Outcome
Water drips onto the stalagmites. Water drips onto your face. You finally wake up.
Result
-4 Hope and Hope cap, +3 and Life Point cap; leaves the Encounter
Option 5
Try to summarize what you hear
Lose 4 Hope and Max Hope, but gain 2 Dice Rolls
Outcome
Evolve. Beyond all known forms, towards the most perfect answer. This is the most unrelenting instinct, the sole "path."
Result
-4 Hope and Hope cap, +2 dice rolls; Options 5-1 and 10B become available; all other options are no longer available
Option 5-1
Carefully summarize what you hear
Lose 4 Hope and Max Hope, but gain 2 Dice Rolls
Outcome
Water drips onto the stalagmites. Water drips onto your face. You finally wake up.
Result
-4 Hope and Hope cap, +2 dice rolls; leaves the Encounter
Option 6
Observe their appearances
Lose 4 Hope and Max Hope, but gain 4 Objective Shield
Outcome
Your deformed and exaggerated mouthparts seem to almost become new, independent organs; new limbs sprout from severed stumps, and what's more, your abnormally large body shape forces the passing currents to change their direction... Suddenly, you want to see what you look like.
Result
-4 Hope and Hope cap, +4 Objective Shields; Options 6-1 and 10B become available; all other options are no longer available
Option 6-1
Observe their appearances
Lose 4 Hope and Max Hope, but gain 4 Objective Shield
Outcome
Water drips onto the stalagmites. Water drips onto your face. You finally wake up.
It is not the environment that is changing you, but rather, your changes are sculpting the environment... You will eventually transcend this land and sea and step into a new world.
Result
3 , +1 dice roll; Options 7-1 and 10B become available; all other options are no longer available
Option 7-1
Observe their appearances
Lose 3 Life Point, but gain 1 Dice Roll
Outcome
Water drips onto the stalagmites. Water drips onto your face. You finally wake up.
Water drips onto the stalagmites. Water drips onto your face. You finally wake up.
Option 10B
Leave
Good enough
Outcome
Water drips onto the stalagmites. Water drips onto your face. You finally wake up.
Only three of the first nine options are available in a single Meeting in a Dream instance, which are chosen randomly.
Neither Black nor White
You rescue an Iberian man who was entrapped by Sea Terrors, and he thanks you for your kindness and gratefully offers to repay you. Judging from the style of his robes, he appears to be an Iberian priest. However, you can't be entirely sure... since the local Church of the Deep cultists also wear similar attire.
Option 1A
Gladly accept
You have a chance to obtain a random Collectible
Outcome
He affectionately calls you his friend and draws two boxes from his robes, beseeching you to choose one as your thank-you gift. Be it from the insignias on his clothing or the engravings on the boxes, you clearly recognize him as a member of the Inquisition.
Result
Options 1-1A and 1-2A become available; Option 2 becomes unavailable
Option 1B
Gladly accept
You have a chance to obtain a random Collectible
Outcome
He affectionately calls you his friend and draws two waterlogged boxes from his robes, inviting you to choose one as your thank-you gift. The boxes are stamped with unfamiliar marks, but he says that they represent the most widespread faith in Iberia before he stops talking.
Result
Options 1-1B and 1-2B become available; Option 2 becomes unavailable
Option 1-1A
Choose the box with a sword and gun
Obtain a random Collectible that may be combat-oriented
Outcome
You've always heard that Iberian believers recognize kindness and repay it accordingly, especially the particularly devout. Today, you've witnessed it.
Obtain a random Collectible that may be adventure-oriented
Outcome
You've always heard that Iberian believers recognize kindness and repay it accordingly, especially the particularly devout. Today, you've witnessed it.
Obtain a random Cursed Collectible, but gain 3 Die Rolls
Outcome
You've always heard that Iberian believers recognize kindness and repay it accordingly, especially the particularly devout. Today, you've witnessed it. But... there seems to be something... not quite right...
Result
Random cursedCollectible, +3 dice rolls; leaves the Encounter
Option 1-2B
Choose the box with hands interlocking keys
Obtain a random Cursed Collectible, but gain 2 Keys
Outcome
You've always heard that Iberian believers recognize kindness and repay it accordingly, especially the particularly devout. Today, you've witnessed it. But... there seems to be something... not quite right...
Result
Random cursedCollectible, +2 ; leaves the Encounter
Option 2
Don't ask for anything in return
Better let sleeping beasts lie
Outcome
How can you accept a gift simply for being in the right place to lend a helping hand? You wave your hand at the priest and immediately turn to leave; he stands there staring at your back in a daze, not uttering a word.
Option 1A is available when the player's Light is 50 or higher.
Option 1B is available when the player's Light is below 50.
Ocean's Legacy
Before the Profound Silence came, the high seas used to teem with tales of the pirates: they plundered the King's vessels and sailed circles around the Grand Armada. They looted all in their wake, and were sung of in legends as being even wealthier than entire countries, yet sometimes also stealing from the rich to give to the poor. But after the Profound Silence, these tales abruptly came to an end, along with Iberia's Golden Age. Now, you're convinced you've located a trove of pirate treasure, but can't help but be alarmed by cornucopia of jewels and baubles overflowing all around you.
Option 1
Plunder now, worry later
Obtain a random Collectible and a random Cursed Collectible
Outcome
You grab all the booty that appears valuable, though you can't exactly distinguish the real deal from cursed items meant to deceive treasure hunters. Rumors abound that during the final moments of the Profound Silence, some pirates chose to join hands with the Grand Armada to defend against foreign enemies, while others left the coast forever with their families. In any case, there are no longer any pirates in this era.
Result
2 random Collectibles, one of which is cursed; leaves the Encounter
Option 2
Safety first
Obtain a random Collectible
Outcome
After grabbing the treasure that appears absolutely safe to take, you make your way out from this place.
You see an RV on the side of the road. A Columbian from the vehicle is currently hawking beer while scraping the logos off the bottles.
Option 1
Buy a few to sample the taste
Lose 5 Originium Ingots, but gain 3 Hope
Outcome
Only one sip, and you already know where this Originium slug craft beer comes from. But when you ask how the boss's business has been recently, the Columbian talks in circles for a while, but eventually sighs and tells you that Bob was caught by the Columbian tax bureau and thrown into jail.
Result
-5 , +3 ; leaves the Encounter
Option 2
Kindly persuade them to leave
Gain 1 Hope
Outcome
You describe to them the dangers of Iberia and suggest that they take their business to another country. The Columbian thanks you, gifts you a few bottles of beer, and drives off in a hurry.
Result
+1 ; leaves the Encounter
Option 3
Urge them to leave
This place isn't safe
Outcome
You describe to them the dangers of Iberia and suggest that they take their business to another country. The Columbian thanks you before driving off in a hurry.
Paean
This Encounter will only appear when the player has the Caerula Animus.
You find an area next to His lair that is untouched by the Seaborn. There is nothing inside but ocean sand, a broken figure of a man, and a pair of sleepingbeauties still clutching their weapons.
Option
Kiss the Hunters' foreheads and take their artifacts
Obtain the Collectible
Outcome
Even in their final moments, the Abyssal Hunters closed their eyes as human beings, not Seaborn. After you leave, the Sea Terrors do not invade–a scar forever carved into the body of we many. They will not remember the appearances of these Hunters, only that this place must not be entered, ever.
Under the Inquisition's orders, certain sacraments of penance have already been merged with heavy manual labor. Everyone who completes the ritual will be rewarded, but honestly speaking... how can anyone pass a trial like this?
Option 1
Start by moving the food
Lose 2 Life Point, but gain 1 Hope
Outcome
While walking back and forth with sacks of food in your arms, you feel a surge of bliss well up within your heart. Want to keep going?
Tilling the fields is hard work, but you feel as if you are getting stronger. Still down to do a bit more?
Result
-2 , +1 and Life Point cap; Option 1-1-1 becomes available
Option 1-1-1
Ring the giant bell
Lose 2 Life Point, but gain 1 Key
Outcome
The massive bell cannot be rung through a person's strength alone, and you have to make use of several devices to make it sound. The good news is, you found a key during that process. Are you sure you want to keep going?
Result
-2 , +1 ; Option 1-1-1-1 becomes available
Option 1-1-1-1
Transport building materials and fuel to the watchtower
Lose 2 Life Point, but receive a random Collectible
Outcome
The Inquisitors hand you your reward, the priests sing your praises, and the distant watchtowers light up the night. Even though you are exhausted and out of breath, at this moment, your heart is filled with hope and eagerness.
You don't have that much confidence in your physical abilities. Maybe some other time.
Option 2B
Leave early
Maybe next time
Outcome
You don't have that much confidence in your physical abilities. Maybe some other time.
Puppy Dog-Eyes
APerro is quietly tailing your squad, seemingly trying to make contact with you. But when you try to get close to him, he just hides far, far away. You have no idea what exactly he's trying to do, but the sound of his sobbing won't stop ringing in your ears. It's maddening.
Option 1
Get outta here!
Go cry somewhere else
Outcome
In any case, thisPerro has to go. Right now, this instant, immediately!
Your group picks up the pace and takes a few detours, and eventually, the irritating sobbing sound fades away.
Seaborn Scholar
An old Ægir is currently expounding to you on how to deal with the Seaborn. According to him, he used to specialize in Seaborn behavior at a scientific academy, but the academy was destroyed by the Seaborn, and he was swept away from home by the ocean currents. Fortunately, there are also people here who are fighting the Seaborn, so his research can still be put to good use. Now, he has made equipment from the carcasses of some Sea Terrors he collected, and hopes you can use it to gather more data for his experiment.
Option 1
Why not give it a try?
Obtain a random Collectible, but it probably isn't anything good
Outcome
He smiles with great gratification as you accept his experimental device. He explains to you the key points of using it before finally tacking on a note of caution at the very end: "If this thing comes to life, it must be destroyed immediately. Understand?"
Result
Random Collectible including cursed ones; leaves the Encounter
Option 2
Maybe next time
Better let sleeping beasts lie
Outcome
If his research was so useful, his city wouldn't have been destroyed, so you refuse to be his test subject.
Singer by the Sea
A solitarySea Terror sings its dying elegy as it lies on the reef, its tentacles flicking away at a human musical instrument. The discordant notes of the harp and the euphonious melody of its song resound together between heaven and earth.
Option 1
Stop and listen
Lose 2 Originium Ingots, but randomly obtain a mysterious Collectible
Outcome
The song attracts its brethren, and the sound of chewing eventually overwhelms the melody. When they separate and you step out onto the reef, nothing remains except traces of that final performance. Take them with you, and begone from this place.
Though singing can invariably tug at a person's heartstrings, these are not the sounds of a human being, and it is ultimately better to avert your ears.
Some Time to Kill
While your team is resting, you run into Duck Lord who is yet again in the middle of business negotiations. His bodyguard, Gopnik, is humming an Ursine ditty to himself. Maybe you can find something for him to do?
Option 1
Loosen up your muscles?
Let's treat this like a good warm-up
Outcome
You raise your fists, and Gopnik starts walking towards you waving his fists as well.
After Duck Lord finishes his business, Gopnik leaves with him.
The Beginning
This Encounter will only appear in the following runs after the player had completed a run with the Age of the Silence ending.
The world is undergoing drastic changes. The news terminals will not stop beeping, and bad news continues to spill forth: the Sea Terrors are marching towards land, the Penal Battalion's fleet has been destroyed, and the Church of the Deep cultists have advanced on the Bastión de Cánticos. However, what worries you most is news of the Hunterswho entered theStultifera Navis. Mizuki found documents detailing plans to lure the Abyssal Hunters back into the ocean to resurrect Him. And another document, titled "Caerula," records a bishop's lifelong research on the Seaborn, as well as a certain location.
Option 1
Decide to dive into the abyss
Obtain the Collectible
Outcome
It's already too late to notify your Rhodes Island or Iberian allies. You must dive into the abyss with Mizuki, dig out the secrets left behind by the bishop, and use this knowledge to repel the Seaborn and save the Abyssal Hunters.
The name 'Caerula' seems strangely familiar. When you find the landmark on the map, you take Mizuki deep into the facility, not even stopping when he find He and motions to you that he can assimilate its core organs. you continue to go down, down, deep into the core of the Caerula Arbor experiment beneath Terra's magma. This is the place that gave birth to Them, and where the Seaborn can become part of Them.
Result
Template:ColCaerula Memory; leaves the Encounter
Option 3
A nightmare...
Gain 3 Hope
Outcome
Thankfully, it was only a dream. After you wake up, you check your communications terminal. By all that is holy, thank goodness that nothing happened.
Result
+3 ; leaves the Encounter
The Knight Persists
This Encounter will only appear when the player has the Breath of the Tide.
A windless day, the ocean's surface as serene as a mirror. The knight smashes the mirror underfoot and looks at his reflection, seeing only an illusion of himself treading across the sky, eyes cast down upon the masses. The knight lifts his lance to thrust, and his fake points his weapon at the sea. Suddenly, the ocean caves in and a storm rushes forth, the sea and sky joining forces to kill the knight. Civilization despises him, yet nature also rejects him. The name of his enemy, is Terra.
Option 1
Resist
Lose 2 Life Point, but obtain the Collectible
Outcome
The steed neighs, and the knight roars. Despicable fate does not show its face, but instead sends this shapeless servant to hinder him. But it matters not, it matters not. They have come, and the knight will destroy them.
The knight leaps up, but comes crashing down heavily. The shadows lurking within the tides–are they kin? ...They summon the tides forth; they seek to bring the knight to his knees! He rises to the surface and leaps back out, again and again. Grovel? Admit defeat? Never. Never! The knight is his own master. He always holds his head high!
Maybe I should keep my distance from this lunatic...
The Last Tidewatcher
A loneÆgir stands against the tide. The turbid waves coalesce into high walls and come crashing down on the cliff beneath his feet again and again, nearly swallowing it several times over. However, the man does not retreat even half a step. The waves carry away two pieces of equipment at his feet, and you recognize them—one is a "Verticis Navis," a short-range submersible, and the other is an "Ocean Voyager," a device used to mark territory–two instruments frequently used by Ægir tidewatchers.
Option 1
Take the risk to help him recover his equipment
Lose 1 Life Point, but randomly obtain a mysterious Collectible
Outcome
You are soaked from head to toe, but the man expresses his gratitude. After the war, the Ægir who were forced to go ashore were just as ashamed as the "Islanders" back then, but they still selected tidewatchers in hopes of reconnecting with the ocean. They are the outposts searching for their homeland, the "Eyes of Ægir," humanity's last line of defense. But just as the tides silenced the lighthouses of Iberia, he is the last remaining tidewatcher. The man has no intention of leaving, and you propose taking a piece of his equipment with you in his memory. "People must remember the tidewatchers, and know of the calamity that they never witnessed." The man stares at you for a long time, then nods.
"Turmoil... Turmoil... Irregularity. This is the fifth tsunami in the last half year, and each time the tide recedes, I realize that the hopes of returning to Ægir grow slimmer and slimmer. But I want to stay. Somebody must record what exactly is happening at the center of the ocean, up until the final moment." The man speaks with an abnormal calmness, lights a fire, and cooks some broth to share with you. You are unable to read any signs of panic in his expression, or any other emotions for that matter. He stands as resolute as rock, and that infects you as well.
Result
+1 and Life Point cap; leaves the Encounter
Option 3
Leave
This place is too dangerous
Outcome
The wind and the waves have calmed, meaning that the next round of tides is coming. The tidewatcher has no intention of talking to you, urging you to leave as soon as possible to avoid danger.
The Wares Peddler
An Ægir is showing you an exquisite instrument. According to him, it is capable of monitoring ocean currents to infer changes in marine life, worthy of its status as one of Ægir's secret treasures. "I've been stuck here for years with nobody to lead us back home. Ægir... no longer exists. He's heard that the most powerful country on land is called Victoria, and he plans to use the money from selling treasures to buy himself some supplies and start a new life there.
Option 1
Purchase the instrument
Lose all Originium Ingots, but obtain the Collectible
Outcome
This Ægir seems particularly adept at estimating just how much people can stomach, and he doesn't hand you the instrument until he's extracted every last coin from your pocket. As you watch his back fade into the distance, you can't help but remember your friends from the deep sea. Even they, to this day, have never become fully accustomed to life on land. Will he be able to become a successful landwalker? Nobody can say for sure.
Following the instructions of the Ægir, you try dipping the instrument into the sea, and the water pattern on the surface of the device suddenly starts fluctuating. That means... there are swarms of Sea Terrors nearby! After a great struggle, you finally dispatch the monsters and flee into a safe cave. The instrument is still in your hands, but the Ægir is long gone.
A member of your party interrupts your conversation to remind you that his description is greatly exaggerated, and that this instrument may not be all that special in Ægir.
Traditional Technology
While exploring a cave, you run into an old man who is maintaining two weapons far too large for him. "I am a craftsman, and I'm preparing weapons for my Hunters." He pauses for a while, before continuing: "Ægir no longer has any Hunters; it only has me, a useless old man." He clenches his fist tightly, using this to cover up his inner rage. "You're also a warrior, right? Then take one of these weapons, and treat it as a token of our meeting."
Option 1
Look at the warhammer
Obtain the Collectible
Outcome
"You've got good taste, kid. He and his Hunter were unrivaled when it came to smashing the Seaborn to pieces. Though he's a bit heavy, you've got nothing to worry about as long as you can lift him. He won't break."
"Light and deadly, isn't she? Just like her former master. Identify the vital point, poke a hole in it, and even those beasts won't be able to float anymore. Hahaha!."
"True... True... How could a landwalker ever wield a Hunter's weapon? Begone, stranger, and never come back."
Worship the Flame
You see a group of Iberian priests carrying around a huge furnace with a writhing and shrieking Sea Terror nailed to the inside. The head priest laments to you that all this destruction was wrought by the Seaborn, and claims that his congregation has found a weapon capable of slaying them all. All that's required is the flame–the Seaborn will have nowhere to run, and people afflicted by the Seaborn will be able to regain their original forms. You listen to his fervent preaching before turning your eyes to the Sea Terror that has ceased its struggling, an uneasiness welling up in your chest.
Option 1
Pray to the flames for your suffering Operators
Obtain the Collectible
Outcome
Amidst peals of ceremonial chants, the priests directly... light your operator on fire?! The operator howls in pain, and your mind reflexively leaps to the distorted appearance of the immolated Sea Terror and wonders if you've made the correct decision. Fortunately, the flames are quickly extinguished, and the operator makes a full recover after applying some plaster to the burn. However, you can't stop your brain from uncontrollably jumping to conjectures–what if your operator had run into this group alone...
You tell these fanatics that flames cannot completely destroy the Seaborn. The only thing this execution-by-immolation accomplishes is to make the Seaborn adapt faster and understand fire sooner. The priests are extremely dissatisfied by your words–they denounce you as a Church of the Deep cultist, and wish to throw you into the furnace for a trial by fire.
Result
Option 2-1 becomes available; Options 1 and 3 become unavailable
You see the strange group off and continue on your way. In this era of rampaging Seaborn, anything and everything that can cause harm to them is doomed to be enshrined and worshipped... until the Seaborn adapts to them, until they lose their effectiveness. At which point, what else would remain to support the shattered spirit of humanity? You run through a few possibilities in your mind before moving on.
You find a high-tech box the size of a coffee table sitting along the coast. After you give all its buttons a good press, it spits out a pamphlet with a catalogue of its various products. Apparently, this is some kind of lotto machine that floated here from Ægir. It appears to support six or seven different payment methods, but due to environmental constraints, you are only able to use the most primitive one: sticking in coins.
Option 1A
Insert coins
Lose 3 Originium Ingots
Outcome
The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is a micro-carved pearl amulet which, according to the pamphlet, can modify a person's aura at a molecular level to make them more confident and bestow them with good luck.
OR
The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is a set of educational toys. According to the pamphlet, as traditional keys and lockpicking equipment have been more or less replaced by advanced encryption and decryption technology, they are now no more than toys.
OR
The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is an artisan handkerchief. According to the pamphlet, this item is made to be silky yet tough, sturdy enough to protect a maiden's heart.
OR
The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You don't even need to read the pamphlet to know what this item does.
OR
The machine lets out a roar, and its parts whirl wildly as... nothing happens?!
OR
While you wait for the results, huge waves begin to rise from the ocean, forcing you to hurriedly seek shelter. When you go back to inspect the lotto machine, you discover that it was smashed and carried away by the tides, leaving behind an extremely valuable energy core.
The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is a micro-carved pearl amulet which, according to the pamphlet, can modify a person's aura at a molecular level to make them more confident and bestow them with good luck.
OR
The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is a set of educational toys. According to the pamphlet, as traditional keys and lockpicking equipment have been more or less replaced by advanced encryption and decryption technology, they are now no more than toys.
OR
The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You see that it is an artisan handkerchief. According to the pamphlet, this item is made to be silky yet tough, sturdy enough to protect a maiden's heart.
OR
The machine lets out a roar, and its parts whirl wildly as it starts printing out an object. You don't even need to read the pamphlet to know what this item does.
OR
The machine lets out a roar, and its parts whirl wildly as... nothing happens?!
OR
While you wait for the results, huge waves begin to rise from the ocean, forcing you to hurriedly seek shelter. When you go back to inspect the lotto machine, you discover that it was smashed and carried away by the tides, leaving behind an extremely valuable energy core.
The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot.
The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot.
Result
+1 ; Options 1B and 2 become available
Option 1-1C
Interesting
Gain 1 Objective Shield
Outcome
The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot.
The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot.
Result
Random Collectible; Options 1B and 2 become available
Option 1-1E
Give my money back!
Why's there[sic] nothing here?
Outcome
The internal mechanisms whirr over and over, making various mechanical sounds, and the machine soon returns to its original state. You now know that this device is an amazing printer of sorts, and all its prizes are printed right here on the spot.
Result
Options 1B and 2 become available again
Option 1-1F
That's too bad
Gain 7 Originium Ingots
Result
+7 ; leaves the Downtime Recreation
Option 2
Stop wasting time
Turn around and leave
Outcome
The machine seems to detect that you are about to leave, and spits out a coin at you. Seeing this, you go back and forth several times to nab a few coins from the machine. By the time you try for your fifth coin, you find that the machine has already blacklisted you.
This Encounter will only appear once the "Curiosity" Cognitive Shaping node is unlocked.
Fragments of the forest of monoliths are being assimilated by the nethersea brand, sinking next to the withered giant. Their inscriptions constantly change, showing a myriad of possibilities: You become the partner of a woman you know, or you become her mortal enemy; you lead mankind to fight the Seaborn, or you lead the Seaborn as one of their own; you stand on Terra to gaze at the stars, or you stand on ■■■ to gaze at Terra. You want to keep investigating, but Mizuki motions for you to stop for now. The nethersea brand is constantly analyzing information. What you have read, we many will also know.
Your attempts soon pay off, and the branded stele brings your consciousness to a period of time that the Seaborn may have experienced. Until surviving to the end of this fragment, you must make decisions on behalf of the Seaborn.
Mizuki changes the nethersea brand's behavioral patterns, and it begins to draw upon the information, violently consuming energy to change its material form. In the end, the branded stele completely disappears, and a familiar object appears in Mizuki's hands. He does not say anything, but smiles as he places it into your palm.
Result
Random Collectible; leaves the Wander into Wonderland
Bygone Customs (Wish Fulfilled)
Back in the days when the fincatching boats still sailed, children in coastal Iberian villages would make a wish for their parents who went out to sea to return with a gift. When the adults returned, they would personally hand over the largest finbeast to their children, its belly stuffed with whatever they wished for, or some other surprise. Apparently, children in wealthier families could make more than one wish, but now, all that remains before you are a few dried finbeasts with wish strips attached.
The player rolls a die (without using their dice rolls):
[Favored by Fortune]Your piety makes fate willing to bestow an additional gift: The die lands on 6 to 12.
[Smooth Sailing]The pious are always able to obtain what they most desire: The die lands on 2 to 5.
[Twists and Turns]That collectible is not a part of your destiny: The die lands on 1.
Outcome
Regardless of what was hidden inside the finbeast, this custom was, in essence, a way of preserving the Iberians' best wishes for the future. And now, those sentiments have disappeared in the wake of the Profound Silence.
Result
[Favored by Fortune] The specified (Super) Rare Collectible and a random Collectible; leaves the Wish Fulfilled
[Smooth Sailing] The specified (Super) Rare Collectible; leaves the Wish Fulfilled
[Twists and Turns] Random Collectible; leaves the Wish Fulfilled
Note
The Collectible specified by this option will always be different with that of Options 2, 3, and 4.
The player rolls a die (without using their dice rolls):
[Favored by Fortune]Your piety makes fate willing to bestow an additional gift: The die lands on 6 to 12.
[Smooth Sailing]The pious are always able to obtain what they most desire: The die lands on 2 to 5.
[Twists and Turns]That collectible is not a part of your destiny: The die lands on 1.
Outcome
Regardless of what was hidden inside the finbeast, this custom was, in essence, a way of preserving the Iberians' best wishes for the future. And now, those sentiments have disappeared in the wake of the Profound Silence.
Result
[Favored by Fortune] The specified Collectible and a random Collectible; leaves the Wish Fulfilled
[Smooth Sailing] The specified Collectible; leaves the Wish Fulfilled
[Twists and Turns] Random Collectible; leaves the Wish Fulfilled
Note
The Collectible specified by this option will always be different with that of Options 1, 3, and 4.
The player rolls a die (without using their dice rolls):
[Favored by Fortune]Your piety makes fate willing to bestow an additional gift: The die lands on 6 to 12.
[Smooth Sailing]The pious are always able to obtain what they most desire: The die lands on 2 to 5.
[Twists and Turns]That collectible is not a part of your destiny: The die lands on 1.
Outcome
Regardless of what was hidden inside the finbeast, this custom was, in essence, a way of preserving the Iberians' best wishes for the future. And now, those sentiments have disappeared in the wake of the Profound Silence.
Result
[Favored by Fortune] The specified Collectible and a random Collectible; leaves the Wish Fulfilled
[Smooth Sailing] The specified Collectible; leaves the Wish Fulfilled
[Twists and Turns] Random Collectible; leaves the Wish Fulfilled
The Collectible specified by this option will always be different with that of Options 1, 2, and 4.
Option 4
Take the fin with a wish strip attached to it from under the table.
Resourceful: Using your knowledge of Iberian customs, you have a chance to obtain this Collectible
Process
The player rolls a die (without using their dice rolls):
[Favored by Fortune]Your piety makes fate willing to bestow an additional gift: The die lands on 6 to 12.
[Smooth Sailing]The pious are always able to obtain what they most desire: The die lands on 2 to 5.
[Twists and Turns]That collectible is not a part of your destiny: The die lands on 1.
Outcome
Regardless of what was hidden inside the finbeast, this custom was, in essence, a way of preserving the Iberians' best wishes for the future. And now, those sentiments have disappeared in the wake of the Profound Silence.
Result
[Favored by Fortune] The specified Collectible and a random Collectible; leaves the Wish Fulfilled
[Smooth Sailing] The specified Collectible; leaves the Wish Fulfilled
[Twists and Turns] Random Collectible; leaves the Wish Fulfilled
Note
This option is only available when the player uses the Resourceful Squad.
The Collectible specified by this option will always be different with those of Options 1, 2, and 3.
Emergency Dispatch
This Encounter will only appear once the "Resource Allocation" Cognitive Shaping node is unlocked.
A batch of support supplies have arrived at the nearest safe house. You need to decide whether to have Logistics transfer them over, or to send over your operators who are familiar with the area.
Option 1
Dispatch an Operator
Choose an Operator
Process
The player selects an Operator, who cannot be included to the squad until after the dice roll upon entering the next floor, at which they will be promoted (if not already) and their Rejection will be suppressed (if present).
Outcome
Your chosen operator finishes getting ready, then leaves the team to head towards the safe house.
Result
See Process; leaves the Emergency Dispatch
Option 2
Ask Logistics to handle it
Gain 3 Hope
Outcome
The logistics personnel are professional and efficient, and you feel confident leaving the material transport task in their hands.
Result
+3 ; leaves the Emergency Dispatch
Mutual Aid (Fortuitous Opportunity)
This Encounter will only appear once the "Transactional Behavior" Cognitive Shaping node is unlocked.
An Ægir rescues you from being swarmed by Sea Terrors and takes you to a secluded sanctuary. Heavy rain falls outside the window, and you see no signs of fire anywhere along the entire horizon. The sole source of light comes from the faint lantern in the Ægir's hand. His sanctuary seems to have a lot of equipment left behind by the Inquisition. He notices that these items have piqued your interest, and suggests he'd be willing to exchange them for the supplies you've gathered outside.
Option 1
Agree to make a deal
Let's see what you guys have
Process
The player selects a Collectible in their possesion:
The outcome and result will be the first if a Super Rare Collectible is selected.
The outcome and result will be the second if a Normal or Rare Collectible is selected.
The outcome and result will be the third if a cursed Collectible is selected.
Outcome
"Thanks for bringing all this good stuff, friend. I haven't seen crafts as fine as these since the lighthouse collapsed. Please make yourself at home and rest well. Once the sky clears and the Sea Terrors leave, I'll point you to a safe route."
OR
"Thank you, honored guest. I believe the two of us will be able to exchange information over a sip of clean water. What do you think?"
OR
"Compadre, have you been satisfied with your visit home? If we join hands, surely we'll be able to survive through this era. Please come with me to my lab in a little bit; I have some technology that may help you avoid the Sea Terrors' pursuit. What? You've seen a new form of Seaborn? Excellent, can you describe it for me?!"
Result
Options 1-1A and 1-2A become available; Option 2 is no longer available
OR
Options 1-1B and 1-2B become available; Option 2 is no longer available
OR
Option 1-1C becomes available; Option 2 is no longer available
Note
This option cannot be chosen if the player either have no Collectibles or do not have Collectibles which can be exchanged through Fortituous Opportunity.
Option 1-1A
Have a pleasant rest
Obtain the Collectible
Outcome
You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well.
Result
Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity
Note
The specified Collectible in this option will always be different with that of Option 1-2A.
Option 1-2A
Have a pleasant rest
Obtain the Collectible
Outcome
You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well.
Result
Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity
Note
The specified Collectible in this option will always be different with that of Option 1-1A.
Option 1-1B
Exchange information
Obtain the Collectible
Outcome
You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well.
Result
Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity
Note
The specified Collectible in this option will always be different with that of Option 1-2B.
Option 1-2B
Exchange information
Obtain the Collectible
Outcome
You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well.
Result
Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity
Note
The specified Collectible in this option will always be different with that of Option 1-1B.
Option 1-1C
Describe appearance
Obtain the Collectible
Outcome
You spend a night in the sanctuary safe and sound, and on the next day, after the Sea Terrors have left, you thank him and depart as well.
Result
Switches the Collectible selected by the player with the specified Collectible; leaves the Fortituous Opportunity
Option 2
Politely refuse
Gain 4 Life Point
Outcome
After seeing that you have no intention of trading with him, he also stops talking. After the Sea Terrors outside the sanctuary leave, you thank him and depart as well.
Result
+4 ; leaves the Fortituous Opportunity
Safe House
The resources that Rhodes Island has in Iberia prohibit it from building safe houses as comprehensive as those in other regions, but functionally, there is no difference between them. For the time being, the cold and the damp are staved off, the flames dance, and fresh food steams. Rest well, and prepare yourself, for greater waves are still ahead.
Option 1
Take a break
Gain 3 Max Life Point
Outcome
You cannot hear the sound of the tide here. Sleep well, sleep well.
Result
+3 and Life Point cap; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again
Option 2
Train intensively
Obtain a Promotion Voucher
Outcome
Ships must be properly maintained before they can set sail, and the same is true of operators.
Result
Elite Logistics Rations Voucher; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again
Option 3
Boost morale
Gain 3 Hope
Outcome
The former glory of Iberia, the mysterious Ægir, and legends of the sea—some fascinating stories can always be exchanged for lively discussion.
Result
+3 ; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again
Option 4
Reorganize
Squad Size Limit +1
Outcome
With numbers comes strength, as long as there are enough supplies. Planning early to accommodate additional manpower is never a bad idea.
Result
Squad size increases by 1; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again
Option 5
Offer a silent prayer
Gain 2 Die rolls
Outcome
Offering a prayer to an object of unknown faith is perhaps a good way to inadvertently change your fate.
Result
+1 dice roll; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again
Option 6
Restock on fuel
Gain 15 Light
Outcome
After adding fuel to the lantern, the candle burns brighter.
Result
+15 Light; Options x-1 and x-2 become available with Mind Over Matter Squad once the "Habits" Cognitive Shaping node is unlocked, leaves the Safe House otherwise or if Option x-1 leads to this option and is chosen again
Option x-1
Use the Safe House again
Reuse this facility
Outcome
The resources that Rhodes Island has in Iberia prohibit it from building safe houses as comprehensive as those in other regions, but functionally, there is no difference between them. For the time being, the cold and the damp are staved off, the flames dance, and fresh food steams. Rest well, and prepare yourself, for greater waves are still ahead.
Result
Options 1, 2, 3, 4, 5, or 6 become available again (see below); Option 1-2 becomes unavailable
Option x-2
Leave
Only four of the listed options are available in a single Safe House instance (including after Option 0 is chosen), which are chosen randomly.
Tulip's Commission (Regional Commissions)
You switch on the communication terminal and find that Tulip has sent you three messages. Judging from their titles, they seem to be three urgent commissions with different degrees of difficulty. As Rhodes Island's branch leader in Iberia, she needs to make full use of the resources at her disposal to ensure the survival of the Infected. Even if you are busy with other important matters, she will still issue these commissions to you after careful deliberation.
Option 1
Take a look at the trickiest commission
Browse through the contents
Outcome
You tap on the message, and the commission's contents are downloaded onto the terminal's display. At the end is a small line of text: "Rhodes Island's nearby squads are on standby and ready to offer support. Please be careful."
You tap on the message, and the commission's contents are downloaded onto the terminal's display. At the end is a small line of text: "Work carefully. Don't let bad luck get the better of you."
You tap on the message, and the commission's contents are downloaded onto the terminal's display. At the end is a small line of text: "Even odd jobs put food on the table, so do your best."