Greystone Estates
| Greystone Estates | |
|---|---|
| Region | Northern Town |
| Access | Enter from northern Town. |
| Main areas | Lobby Residential floors 1–4 Greystone laundry room Rooftop |
Greystone Estates is a supernatural apartment complex with shifting floors, resident requests, its own laundry room and a rooftop altar.
Access and connections
Access: Enter from northern Town.
- Areas
- Lobby
- Residential floors 1–4
- Greystone laundry room
- Rooftop
Rooms and doorways
| Room | Door or passage | Opening requirement | Destination |
|---|---|---|---|
| Lobby | Passage to Town | Use the doorway. | Greystone Estates — Town |
| Lobby | Passage to G Stairwell (L) | Use the doorway. | Greystone Estates — G Stairwell (L) |
| Lobby | Passage to G Stairwell (R) | Use the doorway. | Greystone Estates — G Stairwell (R) |
| G Stairwell (L) | Passage to Lobby | Use the doorway. | Greystone Estates — Lobby |
| G Stairwell (L) | Passage to F1 Stairwell (L) | Use the doorway. | Greystone Estates — F1 Stairwell (L) |
| G Stairwell (L) | Passage to Laundry Room | Use the doorway. | Greystone Estates — Laundry Room |
| G Stairwell (R) | Passage to Lobby | Use the doorway. | Greystone Estates — Lobby |
| G Stairwell (R) | Passage to F1 Stairwell (R) | Use the doorway. | Greystone Estates — F1 Stairwell (R) |
| G Stairwell (R) | Passage to Laundry Room | Use the doorway. | Greystone Estates — Laundry Room |
| F1 Hallway | ...It's locked tight. | Use the doorway. | Greystone Estates — Sam's Apartment |
| F1 Hallway | Passage to Apartment | Use the doorway. | Greystone Estates — Apartment |
| F1 Hallway | Passage to F1 Stairwell (L) | Use the doorway. | Greystone Estates — F1 Stairwell (L) |
| F1 Hallway | Passage to F1 Stairwell (R) | Use the doorway. | Greystone Estates — F1 Stairwell (R) |
| F1 Stairwell (R) | Passage to F1 Hallway | Use the doorway. | Greystone Estates — F1 Hallway |
| F1 Stairwell (R) | Passage to G Stairwell (R) | Use the doorway. | Greystone Estates — G Stairwell (R) |
| F1 Stairwell (R) | Passage to F2 Stairwell (R) | Use the doorway. | Greystone Estates — F2 Stairwell (R) |
| F1 Stairwell (L) | Passage to F1 Hallway | Use the doorway. | Greystone Estates — F1 Hallway |
| F1 Stairwell (L) | Passage to G Stairwell (L) | Use the doorway. | Greystone Estates — G Stairwell (L) |
| F1 Stairwell (L) | Passage to F2 Stairwell (L) | Use the doorway. | Greystone Estates — F2 Stairwell (L) |
| Sam's Apartment | Passage to F1 Hallway | Use the doorway. | Greystone Estates — F1 Hallway |
| Sam's Apartment | I guess we better get that stairway unblocked. | Use Lucky Pendant; the key is consumed. | — |
| Apartment | Passage to F1 Hallway | Use the doorway. | Greystone Estates — F1 Hallway |
| F2 Hallway | You try your Room #4 Key in the door. | Use Room #4 Key; the key is consumed. | Greystone Estates — Apartment |
| F2 Hallway | Passage to Apartment | Use the doorway. | Greystone Estates — Apartment |
| F2 Hallway | Passage to F2 Stairwell (L) | Use the doorway. | Greystone Estates — F2 Stairwell (L) |
| F2 Hallway | Passage to F2 Stairwell (R) | Use the doorway. | Greystone Estates — F2 Stairwell (R) |
| F2 Stairwell (L) | Passage to F2 Hallway | Use the doorway. | Greystone Estates — F2 Hallway |
| F2 Stairwell (L) | Passage to F1 Stairwell (L) | Use the doorway. | Greystone Estates — F1 Stairwell (L) |
| F2 Stairwell (L) | Passage to Rooftop | Greystyone f3 unlocked is on OR Otherwise (not: Greystyone f3 unlocked is on). | Greystone Estates — F3 Stairwell (L)Greystone Estates — Rooftop |
| F2 Stairwell (L) | The way is blocked. | No opening method documented. | — |
| F2 Stairwell (L) | Well, here it is. The stairway is blocked off completely. | Quest 29 Active - Childhood Fear is on; j1_8 Childhood Fear is at least 3; The entrance local D state is on. | Greystone Estates — F2 Stairwell (L) |
| F2 Stairwell (R) | Passage to F2 Hallway | Use the doorway. | Greystone Estates — F2 Hallway |
| F2 Stairwell (R) | Passage to F1 Stairwell (R) | Use the doorway. | Greystone Estates — F1 Stairwell (R) |
| F2 Stairwell (R) | Passage to Rooftop | Greystyone f3 unlocked is on OR Otherwise (not: Greystyone f3 unlocked is on). | Greystone Estates — F3 Stairwell (R)Greystone Estates — Rooftop |
| F2 Stairwell (R) | The way is blocked. | No opening method documented. | — |
| F2 Stairwell (R) | Well, here it is. The stairway is blocked off completely. | Quest 29 Active - Childhood Fear is on; j1_8 Childhood Fear is at least 3; The entrance local D state is on. | Greystone Estates — F2 Stairwell (R) |
| F3 Hallway | You try your Room #7 Key in the door. | Use Room #7 Key; the key is consumed. | Greystone Estates — Apartment |
| F3 Hallway | ...The door won't open from this side. | The entrance local A state is on. | Greystone Estates — Apartment |
| F3 Hallway | Passage to F3 Stairwell (L) | Use the doorway. | Greystone Estates — F3 Stairwell (L) |
| F3 Hallway | Passage to F3 Stairwell (R) | Use the doorway. | Greystone Estates — F3 Stairwell (R) |
| F3 Hallway | Passage to Apartment | Use the doorway. | Greystone Estates — Apartment |
| F3 Stairwell (R) | Passage to F3 Hallway | Use the doorway. | Greystone Estates — F3 Hallway |
| F3 Stairwell (R) | Passage to F2 Stairwell (R) | Use the doorway. | Greystone Estates — F2 Stairwell (R) |
| F3 Stairwell (R) | Passage to F4 Stairwell (L) | Use the doorway. | Greystone Estates — RooftopGreystone Estates — F4 Stairwell (L) |
| F3 Stairwell (R) | The way is blocked. | No opening method documented. | — |
| F3 Stairwell (R) | Well, here it is. The stairway is blocked off completely. | Quest 29 Active - Childhood Fear is on; j1_8 Childhood Fear is at least 3. | Greystone Estates — F3 Stairwell (R) |
| F3 Stairwell (L) | Passage to F3 Hallway | Use the doorway. | Greystone Estates — F3 Hallway |
| F3 Stairwell (L) | Passage to F2 Stairwell (L) | Use the doorway. | Greystone Estates — F2 Stairwell (L) |
| F3 Stairwell (L) | Passage to F4 Stairwell (R) | Use the doorway. | Greystone Estates — RooftopGreystone Estates — F4 Stairwell (R) |
| F3 Stairwell (L) | The way is blocked. | No opening method documented. | — |
| F3 Stairwell (L) | Well, here it is. The stairway is blocked off completely. | Quest 29 Active - Childhood Fear is on; j1_8 Childhood Fear is at least 3. | Greystone Estates — F3 Stairwell (L) |
| F3 Stairwell (L) | ...It's locked tight. | Gatis's Favor is on. | Old God Shrines — Chamber of Gatis |
| Rooftop | Passage to F2 Stairwell (L) | Greystyone f3 unlocked is on OR Otherwise (not: Greystyone f3 unlocked is on). | Greystone Estates — F3 Stairwell (L)Greystone Estates — F2 Stairwell (L) |
| Rooftop | Passage to F2 Stairwell (R) | Greystyone f3 unlocked is on OR Otherwise (not: Greystyone f3 unlocked is on). | Greystone Estates — F3 Stairwell (R)Greystone Estates — F2 Stairwell (R) |
| Apartment | Passage to F2 Hallway | Use the doorway. | Greystone Estates — F2 Hallway |
| Laundry Room | Passage to G Stairwell (L) | Use the doorway. | Greystone Estates — G Stairwell (L) |
| Laundry Room | Passage to G Stairwell (R) | Use the doorway. | Greystone Estates — G Stairwell (R) |
| Apartment | Passage to F3 Hallway | Use the doorway. | Greystone Estates — F3 Hallway |
| Apartment | My door was just locked, is all... | No opening method documented. | — |
| F4 Hallway | Closet Door | Use the doorway. | Greystone Estates — Apartment |
| F4 Hallway | ...Locked | No opening method documented. | — |
| F4 Hallway | Passage to F4 Stairwell (L) | Use the doorway. | Greystone Estates — F4 Stairwell (L) |
| F4 Hallway | Passage to F4 Stairwell (R) | Use the doorway. | Greystone Estates — F4 Stairwell (R) |
| Apartment | Passage to F4 Hallway | Use the doorway. | Greystone Estates — F4 Hallway |
| F4 Stairwell (R) | Passage to F4 Hallway | Use the doorway. | Greystone Estates — F4 Hallway |
| F4 Stairwell (R) | Passage to F3 Stairwell (L) | Use the doorway. | Greystone Estates — F3 Stairwell (L) |
| F4 Stairwell (R) | Passage to Rooftop | Use the doorway. | Greystone Estates — Rooftop |
| F4 Stairwell (L) | Passage to F4 Hallway | Use the doorway. | Greystone Estates — F4 Hallway |
| F4 Stairwell (L) | Passage to F3 Stairwell (R) | Use the doorway. | Greystone Estates — F3 Stairwell (R) |
| F4 Stairwell (L) | Passage to Rooftop | Use the doorway. | Greystone Estates — Rooftop |
Interior descriptions
| Room | Examination text |
|---|---|
| Sam's Apartment | You've already searched this. |
| Sam's Apartment | A weird, three-eyed fish swims happily. |
| Sam's Apartment | I'd better not rifle through Sam's wardrobe... |
| Sam's Apartment | The kitchen is neat and tidy. |
| Sam's Apartment | The blank canvas waits impatiently. |
| Sam's Apartment | This clock doesn't seem to work. |
| Sam's Apartment | Horror movie posters line the walls. |
| Apartment | You've already searched this. |
| F2 Hallway | You try your Room #4 Key in the door. |
| F2 Hallway | The door creaks open. |
| F2 Hallway | ...It's locked tight. |
| F3 Hallway | You try your Room #7 Key in the door. |
| F3 Hallway | The door creaks open. |
| F3 Hallway | ...It's locked tight. |
| Apartment | Now that's what I call sports. |
Maps and images
Areas and points of interest
- Lobby and navigation
Enter from northern Town. The apartment layout can shift, so floor numbers and resident names are more dependable landmarks than a single fixed route. The building's laundry room is separate from the basement laundry room north of the player's house where Pete, the Laundry Ghost is found.
- First floor
Room 1 is Sam's apartment. Earl is associated with Room 2, while Jack and June are found around Room 3. Their conversations and requests provide the clearest progression markers on this floor.
- Second through fourth floors
Darius is associated with Room 5 and Tracy with Room 6. Carla is found in Room 8, and Jeannie later appears in Room 10. Check the linked character pages for their task requirements and schedules.
- Laundry room and rooftop
The Greystone laundry room is used during Tracy's request. Continue upward to reach the Rooftop, which contains its own altar, mysteries and visitors.
Characters
| Character | Apartment | Role here |
|---|---|---|
| F3 : Room #8 | Brittany’s former pen pal and a resident of Greystone Estates. | |
| Ground Floor | A ghostly resident often found at the Library and Greystone Estates. | |
| F2 : Room #5 | A guarded Greystone Estates resident involved in a key-related encounter. | |
| Outside near Entrance | A Greystone Estates tenant who prefers the cold outdoors to his unsettling apartment. | |
| F1 : Room #2 | A Greystone Estates tenant who asks the player to obtain an impressive wine for a date. | |
| F1 : Room #3 | A Greystone Estates tenant who remains skeptical of the building’s supernatural reputation. | |
| F4 : Room #10 | Adrian’s partner, first encountered in the Town Apartment and later found in Greystone Estates. | |
| F1 : Room #3 | A Greystone Estates tenant who has noticed the building’s shifting rooms and stairways. | |
| F1 : Room #1 | A former schoolmate with a strong interest in the night sky. | |
| Can be Outside during the
"Mutated Snowman" News Event |
A terse supernatural snowman encountered during winter events. | |
| F2 : Room #6 | A Greystone Estates tenant frightened by something in the building’s laundry area. |
Services and activities
- Visit residents and complete apartment-specific requests.
- Investigate the building’s shifting layout and supernatural events.
- Explore the Greystone laundry room and rooftop.
Tasks, events and interactions
| Event, task or character | Requirement or timing | Result or purpose |
|---|---|---|
Greystone Estates — Initial conversation |
See Darius’s interaction requirements | Items received: Slimy Key |
Greystone Estates — Exchange and reward |
A Fancy Drink is active | Required or removed: Wine (Duskberry), Aged Wine (Duskberry) Items received: Jar of Blood, Forbidden Elixir, Pickled Eyeballs, |
Greystone Estates — Ellie Hween — Request or task |
Ellie Intro is active; Hallows Eve is active |
Items received: Spicy Candy, Bubble Gum, Chocolate Bar, Sour Lollipop, Sweet Lollipop, Exploding Candy, Mana Candy, Soda Pop |
Greystone Estates — Thurs — Initial conversation |
See Ellie’s interaction requirements | Items received: Slime Pizza |
Greystone Estates — Exchange and reward |
Redecorating is active | Required or removed: Ancientwood, Greater Deep Crystal Items received: White Fridge, Black Bed, Large Green Table, Cluttered Side-Table, White Bookshelf |
Greystone Estates — Tues — Initial conversation |
See Sam’s interaction requirements | Items received: |
Greystone Estates — Tues — Request or task |
See Sam’s interaction requirements | Items received: Fog Broth |
Greystone Estates — Tues — Request or task |
See Sam’s interaction requirements | Items received: Honey-Glazed Bacon |
Greystone Estates — Exchange and reward |
See Tracy’s interaction requirements | Required or removed: Tracy's Laundry Items received: Extra Pouch, Cleansing Balm, Medium Coin Pouch |
Greystone Estates — Tues — Conversation |
See Sam’s interaction requirements | Items received: Soda Pop |
Greystone Estates — Tues — Choice response |
Sam Childhood Fear Home is active; Childhood Fear ≥ 2 |
Required or removed: Lucky Pendant |
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 (44, 23)
Rewards / result: Passage to Greystone Estates; 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 (40, 24)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
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: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (65, 24)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
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: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (6, 8)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
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: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (15, 9)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
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: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (15, 9)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
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: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (15, 9)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
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: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (20, 15)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
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: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (45, 16)
Rewards / result: Receive Room #4 Key × 1
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.
Where: Tile (14, 9)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
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: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (15, 9)
Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Pizza × 1; Hotdog × 1 …
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: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off














