Farm / Ranch
| Farm / Ranch | |
|---|---|
| Region | Western Elderfield |
| Access | Travel west from Town through the Farm Path. |
| Main areas | Farm Ranch Farmhouse Klaus's House |
Farm / Ranch is the homestead region containing the Farm, Ranch, Farmhouse, Workshop approach and several progression routes.
Access and connections
Access: Travel west from Town through the Farm Path.
Connections: Town Outskirts · Workshop · Shrine of Xxarteck
- Areas
- Farm
- Ranch
- Farmhouse
- Klaus's House
Maps and images
Areas and points of interest
- Route through the homestead
Enter from the Farm Path, use the crop fields and Farmhouse as the central landmarks, then continue toward the Ranch, Klaus’s House, Workshop approach or the sealed Shrine route.
- Progression order
Early tools and farming services begin around the Farmhouse. Crop progress, house renovations and the stone-tower storyline gradually open the region’s later services and routes.
- Additional details
- Farm
- Farmhouse
The home of Farmer Hans. You can also find Old Man Crawford and Chef Elroy here.
Hans will provide you with farming tasks, Old Man Crawford sells farming tools and seeds, and Chef Elroy sells recipe books.
- Basement
Unlocked by repairing it at Klaus' Shop for
10000g.
- Farm Field
The farm field can be used to grow crops, place objects and gather resources.
- Plots
- Crop Plots
These plots are infested with Ghost Tentacles. Clearing a Ghost Tentacle by using a Cleansing Balm will allow you to plant seeds in that space. Crop plots are used for planting any of the crop seeds sold by Old Man Crawford, as well as some rare seeds found in the world. There are 3 plots each with 60 tiles to plant crops on for a total of 180 crops. Each plot also has a space for a Ritual Brazier where you can activate Farming Rituals.
- Flower Plots
These plots surround the Farmhouse. There are 16 tiles total within these plots. Flower Seeds purchased from the Nursery can be planted in these spaces.
- Big Crop Plots
The four 2x2 plots that can be found just West of the Farmhouse are for Big Crops. Big Crop Seeds can be purchased from the Nursery.
- Grassy Areas
Any grassy tile on the Farm or Ranch can be used to plant Tree Seeds. These are purchased from the Nursery. Unlike crop seeds, tree seeds are placed by selecting the seed item from the inventory, then placing them like decorative objects. They do not require water.
- Ranch
- Klaus's House
Once the Ranch is open, players can speak to Klaus in his house to purchase building materials and build ranch structures. Building Contracts can be purchased from Klaus's shop, which will allow the player to place larger structure such as Wells and Windmills on their farm. Once a Ranch Building has been constructed, Henrietta will arrive at the Ranch. Eventually, Klaus will also offer to upgrade your Home and upgrade the Farmhouse.
- Ranch Fields
Ranch Buildings can be constructed in any of the 4 Ranch Fields. Each field can hold up to 8 animals. Each field's Trough can be upgraded to hold more feed. Clearing a Ranch Building and replacing it with another will not reset any Trough upgrades.
- Ranch Shop
Once a Ranch Building is constructed, Henrietta will arrive to run the Ranch Shop. From her, the player can purchase Ranch Tools, Animal Feed, Blueprints, and most importantly, Animals for any of the currently unlocked Ranch Buildings.
For more information on husbandry, visit the Husbandry page.
Characters
| Character | Role here |
|---|---|
| Farmer Hans’ chef, a recipe merchant and the giver of several cooking requests. | |
| An unidentified farmer encountered on the Farm. | |
| The skeletal owner of the Farmhouse who introduces farming and operates its principal shops. | |
| The Pet Shop and Nursery proprietor who sells animals, pets and related supplies. | |
| A carpenter who sells furniture and performs Farmhouse renovations and building upgrades. | |
| A former farmhand who sells the player early tools and supplies at the Farmhouse. | |
| A mysterious merchant who occasionally offers wares on the Farm. |
Services and activities
- Farm crops and manage the Ranch.
- Use the Farmhouse shops and services.
- Meet scheduled farm visitors and reach the Shrine of Xxarteck.
Tasks, events and interactions
| Event, task or character | Requirement or timing | Result or purpose |
|---|---|---|
Farm — Farm visitor — Request or task |
See Alice’s interaction requirements | Items received: Pizza |
Farmhouse — Regular schedule — Initial conversation |
See Alice’s interaction requirements | Items received: Cleansing Balm |
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 |
Farmhouse — Completion and reward |
See Farmer Hans’s interaction requirements | Items received: Grinder, Cleansing Balm |
Farmhouse — Exchange and reward |
Bug Catching ≥ 1 | Required or removed: Pale Empress Moth Items received: Bug Catching Net |
Farmhouse — Request or task |
See Farmer Hans’s interaction requirements | Items received: Cleansing Balm Gold received: 50 |
Farmhouse — Request or task |
See Farmer Hans’s interaction requirements | Required or removed: Giant Skull Chalice |
Farmhouse — Request or task |
See Farmer Hans’s interaction requirements | — |
Farmhouse — Task in progress |
Hans Sophia Dialogue is active | Items received: New Doll |
Farm — Farm visitor — Request or task |
See Josh’s interaction requirements | Items received: Stalktopus |
Farmhouse — Request or task |
Basement Cutscene is active | — |
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 |
Farmhouse — Regular schedule — Conversation |
See Alice’s interaction requirements | Items received: Treasure Map 11 |
Farmhouse — Conversation |
See Chef Elroy’s interaction requirements | — |
Farm — Farm visitor — Conversation |
See Edwin’s interaction requirements | Items received: Cleansing Balm, Void Dinner |
Farm — Farm visitor — Conversation |
See Ellie’s interaction requirements | Items received: Scrap Metal |
Farm — Farm visitor — Conversation |
See Farmer’s interaction requirements | Items received: Unmarked Seed, Cleansing Balm |
Farmhouse — Conversation |
See Farmer Hans’s interaction requirements | — |
Farmhouse — Choice response |
See Old Man Crawford’s interaction requirements | — |
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
Relevant rewards and required items are listed in the event and activity sections above.
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.
Where: Tile (58, 12)
Rewards / result: Use/remove Animal Feed × Conditional value; Animal Feed × Conditional value
Reuse: No local completion flag observed; other conditions may limit reuse
Conditions: Variant requirements: Field 1 Building Type ≥ 1
Availability: Field 1 Building Type ≥ 1
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: Math = 961 → Otherwise: Variable Math 2 < 1 → Choice: Add feed
Qualifying path: Choice: Take feed
Where: Tile (45, 12)
Rewards / result: Use/remove Animal Feed × Conditional value; Animal Feed × Conditional value
Reuse: No local completion flag observed; other conditions may limit reuse
Conditions: Variant requirements: Field 2 Building Type ≥ 1
Availability: Field 2 Building Type ≥ 1
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: Math = 961 → Otherwise: Variable Math 2 < 1 → Choice: Add feed
Qualifying path: Choice: Take feed
Where: Tile (32, 12)
Rewards / result: Use/remove Animal Feed × Conditional value; Animal Feed × Conditional value
Reuse: No local completion flag observed; other conditions may limit reuse
Conditions: Variant requirements: Field 3 Building Type ≥ 1
Availability: Field 3 Building Type ≥ 1
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: Math = 961 → Otherwise: Variable Math 2 < 1 → Choice: Add feed
Qualifying path: Choice: Take feed
Where: Tile (19, 12)
Rewards / result: Use/remove Animal Feed × Conditional value; Animal Feed × Conditional value
Reuse: No local completion flag observed; other conditions may limit reuse
Conditions: Variant requirements: Field 4 Building Type ≥ 1
Availability: Field 4 Building Type ≥ 1
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: Math = 961 → Otherwise: Variable Math 2 < 1 → Choice: Add feed
Qualifying path: Choice: Take feed
Where: Tile (59, 33)
Rewards / result: Passage to Klaus's House; 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
Availability: No additional entry requirement recorded for this variant.
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 outcome; availability follows this interaction variant.
Availability: Requires All Hallows’ Eve
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Where: Tile (42, 38)
Rewards / result: Receive Milk Bucket × 1; Receive Animal Feed × 300
Reuse: No local completion flag observed; other conditions may limit reuse
Conditions: No additional entry requirement recorded. Outcome-specific checks appear with each reward below.
Availability: No additional entry requirement recorded for this variant.
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: No additional branch check recorded.
Qualifying path: No additional branch check recorded.
Where: Tile (53, 28)
Rewards / result: Search Buried Treasure: Recipe: Special Hotdog × 1, Bait Pack (Tier 1) × 3, Wood × 5, String × 3, Stone × 5, Iron Bar × 1; Use/remove Treasure Map 3 × 9999
Reuse: No local completion flag observed; other conditions may limit reuse
Conditions: Variant requirements: Requires Treasure Map 3
Availability: Requires Treasure Map 3
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: Requires Shovel
Qualifying path: Requires Shovel → Storage container 7 is empty











