Farm

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Farm
Farm crop fields map.png
Region Farm / Ranch

Farm is the main crop-growing area and a hub for visitors, taxes, farming events and access to the Ranch and Shrine of Xxarteck.

Access and connections

Access: Travel west along the Farm Path.

Connections: Farmhouse · Town Outskirts · Shrine of Xxarteck

Areas
  • Crop fields
  • Visitor area
  • Ranch approach
  • Stone tower entrance

Maps and images

Characters

Character Role here
Alice Alice A former schoolmate and enthusiastic collector of VHS tapes.
Blorph Blorph A sewer-dwelling resident who wants to experience life on the surface.
Celeste Celeste A ghostly resident often found at the Library and Greystone Estates.
Chef Elroy Chef Elroy Farmer Hans’ chef, a recipe merchant and the giver of several cooking requests.
Edwin Edwin A deeply religious former schoolmate of the player.
Ellie Ellie An upbeat former schoolmate fascinated by unsettling mysteries.
Farmer Farmer An unidentified farmer encountered on the Farm.
Farmer Hans Farmer Hans The skeletal owner of the Farmhouse who introduces farming and operates its principal shops.
Josh Josh A cautious former schoolmate concerned by Elderfield’s disappearances.
Molly Molly The Farm Path blacksmith and proprietor of the Workshop.
Old Man Crawford Old Man Crawford A former farmhand who sells the player early tools and supplies at the Farmhouse.
Sam Sam A former schoolmate with a strong interest in the night sky.
Stranger Stranger A mysterious merchant who occasionally offers wares on the Farm.
Tanner Tanner A former schoolmate who lives in a cabin near the Old Woods.
Xxarteck Cultists Xxarteck Cultists The recurring followers of Xxarteck who guide the dreamer toward the god’s shrine.

Services and activities

  • Plant, water and harvest crops.
  • Receive rotating farm visitors and character interactions.
  • Use seasonal shops and respond to farm events.
  • Open the route into the Shrine of Xxarteck.

Tasks, events and interactions

Event, task or character Requirement or timing Result or purpose
Alice Alice
Farm — Farm visitor — Request or task
See Alice’s interaction requirements Items received: Pizza
Chef Elroy Chef Elroy
Farm — Farm visitor — Exchange and reward
See Chef Elroy’s interaction requirements Required or removed: Light Sandwich, Light Salad, Fog Broth
Items received: Voidberry Seed, Soulfruit Seed, Cleansing Balm, Celery Seed
Josh Josh
Farm — Farm visitor — Request or task
See Josh’s interaction requirements Items received: Stalktopus
Sam Sam
Farm — Farm visitor — Request or task
See Sam’s interaction requirements Items received: Wax
Voice
Farm — Vine Block interaction — Request or task
See Voice’s interaction requirements Required or removed: Pumpkin Vine
Edwin Edwin
Farm — Farm visitor — Conversation
See Edwin’s interaction requirements Items received: Cleansing Balm, Void Dinner
Ellie Ellie
Farm — Farm visitor — Conversation
See Ellie’s interaction requirements Items received: Scrap Metal
Farmer Farmer
Farm — Farm visitor — Conversation
See Farmer’s interaction requirements Items received: Unmarked Seed, Cleansing Balm

For complete task stages and organized dialogue, open the linked character page. The general Tasks page collects requests across all regions.

Notable items and rewards

Hidden discoveries and searchable objects

Search these objects while exploring. Pictures mark the exact search tile; click one to open the full area map. Random and conditional rewards are possibilities, not cumulative guarantees.

This house has All Hallows' Eve decorations on display.
This house has All Hallows' Eve decorations on display.; highlighted search position
Farm · Tile (46, 13) · Position 10

Where: Tile (46, 13)

Rewards / result: Passage to Farmhouse; Spicy Candy × 1; Bubble Gum × 1; Chocolate Bar × 1 …

Reuse: No local completion flag observed; other conditions may limit reuse

Conditions: Variant requirements: Requires All Hallows’ Eve

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.

Passage to Farmhouse

Passage outcome; availability follows this interaction variant.

Interaction variant 2

Availability: Requires All Hallows’ Eve

Possible rewards and effects

Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 1

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 2

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 3

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 4

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 5

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 6

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 11

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 7

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 8

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 9

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Roll ≥ 4 → Choice: Yes → Roll = 10

Gain Doom status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Roll ≤ 1 → Doom = 0

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Roll ≤ 1 → Doom = 0

Remove Doom status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Doom = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Doom = 1

Gain Doom Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Doom = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Doom = 1

Remove Doom Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Gain Doom Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Remove Doom Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Gain Doom Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Remove Doom Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Gain Doom Lv5 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Roll ≤ 1 → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Gain Dread status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Dread = 0

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Dread = 0

Remove Dread status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Dread = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Dread = 1

Gain Dread Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Dread = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Dread = 1

Remove Dread Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Dread = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Dread = 2

Gain Dread Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Dread = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Dread = 2

Remove Dread Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Otherwise: Variable Dread = 2 → Dread = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Otherwise: Variable Dread = 2 → Dread = 3

Gain Dread Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Otherwise: Variable Dread = 2 → Dread = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Otherwise: Variable Dread = 2 → Dread = 3

Remove Dread Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Otherwise: Variable Dread = 2 → Otherwise: Variable Dread = 3 → Dread = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Otherwise: Variable Dread = 2 → Otherwise: Variable Dread = 3 → Dread = 4

Gain Dread Lv5 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Otherwise: Variable Dread = 2 → Otherwise: Variable Dread = 3 → Dread = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Roll = 2 → Otherwise: Variable Dread = 0 → Otherwise: Variable Dread = 1 → Otherwise: Variable Dread = 2 → Otherwise: Variable Dread = 3 → Dread = 4

Gain Fear status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Fear = 0

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Fear = 0

Remove Fear status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Fear = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Fear = 1

Gain Fear Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Fear = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Fear = 1

Remove Fear Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Fear = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Fear = 2

Gain Fear Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Fear = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Fear = 2

Remove Fear Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Fear = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Fear = 3

Gain Fear Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Fear = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Fear = 3

Remove Fear Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Otherwise: Variable Fear = 3 → Fear = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Otherwise: Variable Fear = 3 → Fear = 4

Gain Fear Lv5 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Otherwise: Variable Fear = 3 → Fear = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Roll = 3 → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Otherwise: Variable Fear = 3 → Fear = 4

Gain Sickness status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Sickness = 0

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Sickness = 0

Remove Sickness status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Sickness = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Sickness = 1

Gain Sickness Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Sickness = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Sickness = 1

Remove Sickness Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Gain Sickness Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Remove Sickness Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Gain Sickness Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Remove Sickness Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Otherwise: Variable Sickness = 3 → Sickness = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Otherwise: Variable Sickness = 3 → Sickness = 4

Gain Sickness Lv5 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Otherwise: Variable Sickness = 3 → Sickness = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Otherwise: Variable Sickness = 3 → Sickness = 4

Gain Chaos status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Chaos = 0

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Chaos = 0

Remove Chaos status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Chaos = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Chaos = 1

Gain Chaos Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Chaos = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Chaos = 1

Remove Chaos Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Chaos = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Chaos = 2

Gain Chaos Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Chaos = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Chaos = 2

Remove Chaos Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Chaos = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Chaos = 3

Gain Chaos Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Chaos = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Chaos = 3

Remove Chaos Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Otherwise: Variable Chaos = 3 → Chaos = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Otherwise: Variable Chaos = 3 → Chaos = 4

Gain Chaos Lv5 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Otherwise: Variable Chaos = 3 → Chaos = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Otherwise: Variable Chaos = 3 → Chaos = 4

Gain Weakness status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Weakness = 0

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Weakness = 0

Remove Weakness status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Weakness = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Weakness = 1

Gain Weakness Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Weakness = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Weakness = 1

Remove Weakness Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2

Gain Weakness Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2

Remove Weakness Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Weakness = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Weakness = 3

Gain Weakness Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Weakness = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Weakness = 3

Remove Weakness Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Otherwise: Variable Weakness = 3 → Weakness = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Otherwise: Variable Weakness = 3 → Weakness = 4

Gain Weakness Lv5 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Otherwise: Variable Weakness = 3 → Weakness = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll = 6 → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Otherwise: Variable Weakness = 3 → Weakness = 4

Gain Hex status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Hex = 0

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Hex = 0

Remove Hex status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Hex = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Hex = 1

Gain Hex Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Hex = 1

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Hex = 1

Remove Hex Lv2 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2

Gain Hex Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2

Remove Hex Lv3 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Hex = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Hex = 3

Gain Hex Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Hex = 3

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Hex = 3

Remove Hex Lv4 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Otherwise: Variable Hex = 3 → Hex = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Otherwise: Variable Hex = 3 → Hex = 4

Gain Hex Lv5 status

Alternative path 1: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Roll ≥ 3 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Otherwise: Variable Hex = 3 → Hex = 4

Alternative path 2: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable Roll ≤ 1 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Otherwise: Variable Roll = 6 → Roll ≥ 7 → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Otherwise: Variable Hex = 3 → Hex = 4

Encounter: Toothache v4

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → t1_7 Bone Cleanup ≥ 3 → Roll = 1

Encounter: Lollipop v4

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → t1_7 Bone Cleanup ≥ 3 → Roll = 2

Encounter: Candycorn v4

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → t1_7 Bone Cleanup ≥ 3 → Roll = 3

Encounter: Toothache v3

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Switch Catacombs Unlocked is on → Roll = 1

Encounter: Lollipop v3

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Switch Catacombs Unlocked is on → Roll = 2

Encounter: Candycorn v3

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Switch Catacombs Unlocked is on → Roll = 3

Encounter: Toothache v2

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Switch Old Woods Unlocked is on → Roll = 1

Encounter: Lollipop v2

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Switch Old Woods Unlocked is on → Roll = 2

Encounter: Candycorn v2

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Switch Old Woods Unlocked is on → Roll = 3

Encounter: Toothache

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Otherwise: Switch Old Woods Unlocked is on → Roll = 1

Encounter: Lollipop

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Otherwise: Switch Old Woods Unlocked is on → Roll = 2

Encounter: Candycorn

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Otherwise: Switch Old Woods Unlocked is on → Roll = 3

Encounter: Toothache v4, Lollipop v4

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Otherwise: Variable Roll ≥ 2 → Choice: Yes → t1_7 Bone Cleanup ≥ 3 → Roll = 1

Encounter: Candycorn v4, Toothache v4

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Otherwise: Variable Roll ≥ 2 → Choice: Yes → t1_7 Bone Cleanup ≥ 3 → Roll = 2

Encounter: Toothache v3, Lollipop v3

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Otherwise: Variable Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Switch Catacombs Unlocked is on → Roll = 1

Encounter: Toothache v3, Candycorn v3

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Otherwise: Variable Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Switch Catacombs Unlocked is on → Roll = 2

Encounter: Toothache v2, Lollipop v2

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Otherwise: Variable Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Switch Old Woods Unlocked is on → Roll = 1

Encounter: Toothache v2, Candycorn v2

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Otherwise: Variable Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Switch Old Woods Unlocked is on → Roll = 2

Encounter: Toothache, Lollipop

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Otherwise: Variable Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Otherwise: Switch Old Woods Unlocked is on → Roll = 1

Encounter: Toothache, Candycorn

Qualifying path: SV: B < Day Counter → CostumeType > 0 → Otherwise: Variable Roll ≥ 4 → Otherwise: Variable Roll ≥ 3 → Otherwise: Variable Roll ≥ 2 → Choice: Yes → Otherwise: Variable t1_7 Bone Cleanup ≥ 3 → Otherwise: Switch Catacombs Unlocked is on → Otherwise: Switch Old Woods Unlocked is on → Roll = 2

The way is blocked by strange vines...
The way is blocked by strange vines...; highlighted search position
Farm · Tile (4, 25) · Position 331

Where: Tile (4, 25)

Rewards / result: Use/remove Pumpkin Vine × 15

Reuse: Local completion flag used; check listed page conditions

Conditions: No additional entry requirement recorded. Outcome-specific checks appear with each reward below.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.

Use/remove Pumpkin Vine × 15

Qualifying path: Math ≥ 15 → Choice: Yes

See also