Greystone Estates

From Welcome to Elderfield Wiki
Jump to navigation Jump to search
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.

Connections: Town · Rooftop

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
Carla Carla F3 : Room #8 Brittany’s former pen pal and a resident of Greystone Estates.
Celeste Celeste Ground Floor A ghostly resident often found at the Library and Greystone Estates.
Darius Darius F2 : Room #5 A guarded Greystone Estates resident involved in a key-related encounter.
Donald Donald Outside near Entrance A Greystone Estates tenant who prefers the cold outdoors to his unsettling apartment.
Earl Earl F1 : Room #2 A Greystone Estates tenant who asks the player to obtain an impressive wine for a date.
Jack Jack F1 : Room #3 A Greystone Estates tenant who remains skeptical of the building’s supernatural reputation.
Jeannie Jeannie F4 : Room #10 Adrian’s partner, first encountered in the Town Apartment and later found in Greystone Estates.
June June F1 : Room #3 A Greystone Estates tenant who has noticed the building’s shifting rooms and stairways.
Sam Sam F1 : Room #1 A former schoolmate with a strong interest in the night sky.
Snowman Snowman Can be Outside during the

"Mutated Snowman" News Event

A terse supernatural snowman encountered during winter events.
Tracy Tracy 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
Darius Darius
Greystone Estates — Initial conversation
See Darius’s interaction requirements Items received: Slimy Key
Earl Earl
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,
Ellie Ellie
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
Ellie Ellie
Greystone Estates — Thurs — Initial conversation
See Ellie’s interaction requirements Items received: Slime Pizza
Jeannie Jeannie
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
Sam Sam
Greystone Estates — Tues — Initial conversation
See Sam’s interaction requirements Items received:
Sam Sam
Greystone Estates — Tues — Request or task
See Sam’s interaction requirements Items received: Fog Broth
Sam Sam
Greystone Estates — Tues — Request or task
See Sam’s interaction requirements Items received: Honey-Glazed Bacon
Tracy Tracy
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
Sam Sam
Greystone Estates — Tues — Conversation
See Sam’s interaction requirements Items received: Soda Pop
Sam Sam
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.

This house has All Hallows' Eve decorations on display.
This house has All Hallows' Eve decorations on display.; highlighted search position
Town · Tile (44, 23) · Position 19

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

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Passage to Greystone Estates

Passage outcome; availability follows this interaction variant.

Interaction variant 2

Availability: Requires All Hallows’ Eve

Possible rewards and effects

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

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

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

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

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

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

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

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

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

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

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

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

Gain Doom status

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

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

Remove Doom status

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

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

Gain Doom Lv2 status

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

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

Remove Doom Lv2 status

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

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

Gain Doom Lv3 status

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

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

Remove Doom Lv3 status

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

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

Gain Doom Lv4 status

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

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

Remove Doom Lv4 status

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

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

Gain Doom Lv5 status

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

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

Gain Dread status

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

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

Remove Dread status

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

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

Gain Dread Lv2 status

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

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

Remove Dread Lv2 status

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

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

Gain Dread Lv3 status

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

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

Remove Dread Lv3 status

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

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

Gain Dread Lv4 status

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

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

Remove Dread Lv4 status

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

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

Gain Dread Lv5 status

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

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

Gain Fear status

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

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

Remove Fear status

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

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

Gain Fear Lv2 status

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

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

Remove Fear Lv2 status

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

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

Gain Fear Lv3 status

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

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

Remove Fear Lv3 status

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

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

Gain Fear Lv4 status

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

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

Remove Fear Lv4 status

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

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

Gain Fear Lv5 status

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

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

Gain Sickness status

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

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

Remove Sickness status

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

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

Gain Sickness Lv2 status

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

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

Remove Sickness Lv2 status

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

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

Gain Sickness Lv3 status

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

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

Remove Sickness Lv3 status

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

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

Gain Sickness Lv4 status

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

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

Remove Sickness Lv4 status

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

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

Gain Sickness Lv5 status

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

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

Gain Chaos status

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

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

Remove Chaos status

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

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

Gain Chaos Lv2 status

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

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

Remove Chaos Lv2 status

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

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

Gain Chaos Lv3 status

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

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

Remove Chaos Lv3 status

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

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

Gain Chaos Lv4 status

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

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

Remove Chaos Lv4 status

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

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

Gain Chaos Lv5 status

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

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

Gain Weakness status

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

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

Remove Weakness status

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

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

Gain Weakness Lv2 status

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

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

Remove Weakness Lv2 status

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

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

Gain Weakness Lv3 status

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

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

Remove Weakness Lv3 status

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

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

Gain Weakness Lv4 status

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

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

Remove Weakness Lv4 status

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

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

Gain Weakness Lv5 status

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

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

Gain Hex status

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

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

Remove Hex status

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

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

Gain Hex Lv2 status

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

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

Remove Hex Lv2 status

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

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

Gain Hex Lv3 status

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

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

Remove Hex Lv3 status

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

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

Gain Hex Lv4 status

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

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

Remove Hex Lv4 status

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

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

Gain Hex Lv5 status

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

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

Encounter: Toothache v4

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

Encounter: Lollipop v4

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

Encounter: Candycorn v4

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

Encounter: Toothache v3

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

Encounter: Lollipop v3

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

Encounter: Candycorn v3

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

Encounter: Toothache v2

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

Encounter: Lollipop v2

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

Encounter: Candycorn v2

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

Encounter: Toothache

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

Encounter: Lollipop

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

Encounter: Candycorn

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

Encounter: Toothache v4, Lollipop v4

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

Encounter: Candycorn v4, Toothache v4

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

Encounter: Toothache v3, Lollipop v3

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

Encounter: Toothache v3, Candycorn v3

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

Encounter: Toothache v2, Lollipop v2

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

Encounter: Toothache v2, Candycorn v2

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

Encounter: Toothache, Lollipop

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

Encounter: Toothache, Candycorn

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

You search the garbage...
You search the garbage...; highlighted search position
Town · Tile (40, 24) · Position 31

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll > 3 → Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll > 3 → Roll = 2

Pizza × 1

Qualifying path: Roll > 3 → Roll = 3

Hotdog × 1

Qualifying path: Roll > 3 → Roll = 4

Bitter Gel × 1–2

Qualifying path: Roll > 3 → Roll = 5

Worm × 1–2

Qualifying path: Roll > 3 → Roll = 6

Leech × 1

Qualifying path: Roll > 3 → Roll = 7

Receive 110 gold

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 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3

Receive Syringe × 1

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

Receive Eyeglasses × 1

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

Receive Fool's Gold Ring +2 × 1

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

You search the garbage...
You search the garbage...; highlighted search position
Town · Tile (65, 24) · Position 32

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll > 3 → Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll > 3 → Roll = 2

Pizza × 1

Qualifying path: Roll > 3 → Roll = 3

Hotdog × 1

Qualifying path: Roll > 3 → Roll = 4

Bitter Gel × 1–2

Qualifying path: Roll > 3 → Roll = 5

Worm × 1–2

Qualifying path: Roll > 3 → Roll = 6

Leech × 1

Qualifying path: Roll > 3 → Roll = 7

Receive 110 gold

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 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3

Receive Syringe × 1

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

Receive Eyeglasses × 1

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

Receive Fool's Gold Ring +2 × 1

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

You search the garbage...
You search the garbage...; highlighted search position
Town · Tile (6, 8) · Position 33

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll > 3 → Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll > 3 → Roll = 2

Pizza × 1

Qualifying path: Roll > 3 → Roll = 3

Hotdog × 1

Qualifying path: Roll > 3 → Roll = 4

Bitter Gel × 1–2

Qualifying path: Roll > 3 → Roll = 5

Worm × 1–2

Qualifying path: Roll > 3 → Roll = 6

Leech × 1

Qualifying path: Roll > 3 → Roll = 7

Receive 110 gold

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 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3

Receive Syringe × 1

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

Receive Eyeglasses × 1

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

Receive Fool's Gold Ring +2 × 1

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

You search the garbage...
You search the garbage...; highlighted search position
Sam's Apartment · Tile (15, 9) · Position 11

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll > 3 → Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll > 3 → Roll = 2

Pizza × 1

Qualifying path: Roll > 3 → Roll = 3

Hotdog × 1

Qualifying path: Roll > 3 → Roll = 4

Bitter Gel × 1–2

Qualifying path: Roll > 3 → Roll = 5

Worm × 1–2

Qualifying path: Roll > 3 → Roll = 6

Leech × 1

Qualifying path: Roll > 3 → Roll = 7

Receive 110 gold

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 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3

Receive Syringe × 1

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

Receive Eyeglasses × 1

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

Receive Fool's Gold Ring +2 × 1

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

You search the garbage...
You search the garbage...; highlighted search position
Greystone Estates — Apartment · Tile (15, 9) · Position 9

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll > 3 → Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll > 3 → Roll = 2

Pizza × 1

Qualifying path: Roll > 3 → Roll = 3

Hotdog × 1

Qualifying path: Roll > 3 → Roll = 4

Bitter Gel × 1–2

Qualifying path: Roll > 3 → Roll = 5

Worm × 1–2

Qualifying path: Roll > 3 → Roll = 6

Leech × 1

Qualifying path: Roll > 3 → Roll = 7

Receive 110 gold

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 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3

Receive Syringe × 1

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

Receive Eyeglasses × 1

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

Receive Fool's Gold Ring +2 × 1

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

You search the garbage...
You search the garbage...; highlighted search position
Greystone Estates — Apartment · Tile (15, 9) · Position 9

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll > 3 → Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll > 3 → Roll = 2

Pizza × 1

Qualifying path: Roll > 3 → Roll = 3

Hotdog × 1

Qualifying path: Roll > 3 → Roll = 4

Bitter Gel × 1–2

Qualifying path: Roll > 3 → Roll = 5

Worm × 1–2

Qualifying path: Roll > 3 → Roll = 6

Leech × 1

Qualifying path: Roll > 3 → Roll = 7

Receive 110 gold

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 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3

Receive Syringe × 1

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

Receive Eyeglasses × 1

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

Receive Fool's Gold Ring +2 × 1

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

You search the garbage...
You search the garbage...; highlighted search position
Greystone Estates — Apartment · Tile (20, 15) · Position 13

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll > 3 → Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll > 3 → Roll = 2

Pizza × 1

Qualifying path: Roll > 3 → Roll = 3

Hotdog × 1

Qualifying path: Roll > 3 → Roll = 4

Bitter Gel × 1–2

Qualifying path: Roll > 3 → Roll = 5

Worm × 1–2

Qualifying path: Roll > 3 → Roll = 6

Leech × 1

Qualifying path: Roll > 3 → Roll = 7

Receive 110 gold

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 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3

Receive Syringe × 1

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

Receive Eyeglasses × 1

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

Receive Fool's Gold Ring +2 × 1

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

Unlabelled interactive object
Unlabelled interactive object; highlighted search position
F2 Hallway · Tile (45, 16) · Position 18

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Receive Room #4 Key × 1

Qualifying path: No additional branch check recorded.

You search the garbage...
You search the garbage...; highlighted search position
Greystone Estates — Apartment · Tile (14, 9) · Position 11

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll > 3 → Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll > 3 → Roll = 2

Pizza × 1

Qualifying path: Roll > 3 → Roll = 3

Hotdog × 1

Qualifying path: Roll > 3 → Roll = 4

Bitter Gel × 1–2

Qualifying path: Roll > 3 → Roll = 5

Worm × 1–2

Qualifying path: Roll > 3 → Roll = 6

Leech × 1

Qualifying path: Roll > 3 → Roll = 7

Receive 110 gold

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 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3

Receive Syringe × 1

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

Receive Eyeglasses × 1

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

Receive Fool's Gold Ring +2 × 1

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

You search the garbage...
You search the garbage...; highlighted search position
Greystone Estates — Apartment · Tile (15, 9) · Position 11

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.

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll > 3 → Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll > 3 → Roll = 2

Pizza × 1

Qualifying path: Roll > 3 → Roll = 3

Hotdog × 1

Qualifying path: Roll > 3 → Roll = 4

Bitter Gel × 1–2

Qualifying path: Roll > 3 → Roll = 5

Worm × 1–2

Qualifying path: Roll > 3 → Roll = 6

Leech × 1

Qualifying path: Roll > 3 → Roll = 7

Receive 110 gold

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 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3

Receive Syringe × 1

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

Receive Eyeglasses × 1

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

Receive Fool's Gold Ring +2 × 1

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

See also