Sewers

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Sewers
The Sewers
Region Below Town
Access Use Town manholes and other unlocked sewer entrances.
Main areas Town sewer sectors
Gatekeeper route
Merchant areas
Fishing water
Strange house route

Sewers is a multi-entrance underground network containing merchants, tasks, fishing, hostile creatures and routes to the Lakefront.

Access and connections

Access: Use Town manholes and other unlocked sewer entrances.

Connections: Town · Lakefront · Harvest Chambers

Areas
  • Town sewer sectors
  • Gatekeeper route
  • Merchant areas
  • Fishing water
  • Strange house route

Maps and images

Areas and points of interest

Using the entrances

Town manholes enter different sewer sectors. Use the Gatekeeper, The Garbage Man and nearby surface exits as landmarks, because the entrances do not all begin on the same route.

Southern routes

The General Store and playground entrances connect toward the Lakefront, the Parks and Recreation office, the Garbage Man's shop and the Gatekeeper. Some doors on these routes require keys or task progress. Sewer fishing uses Maggot bait; see Fishing.

North-eastern routes

The north-eastern network connects Greystone Estates, Blorph's home, the Library-side entrance and Jeremiah's home. An Old God shrine and locked side rooms also branch from this sector.

North-western route

The Church entrance joins the north-western tunnels and reconnects with the southern network. Task progression opens blocked passages leading farther through the system.

Map

Map of the sewer system, rooms and connections

Characters

Character Role here
Blorph Blorph A sewer-dwelling resident who wants to experience life on the surface.
Dax Dax A stubborn Sewers resident who blocks the player’s route until his terms are met.
Gatekeeper Gatekeeper A supernatural gatekeeper who controls access during the Sewers progression.
Jeremiah Jeremiah An exile from the Forsaken Settlement who has made a home in the Sewers.
Maggot Man Maggot Man A mysterious Sewers resident who offers strange business to visitors.
Manager John Manager John The manager of Elderfield Parks and Recreation, encountered in the Sewers.
The Garbage Man The Garbage Man A Sewers merchant who collects discarded goods and sells a rotating selection of salvaged items.

Services and activities

  • Complete the Gatekeeper and lost-key progression.
  • Use the Garbage Man’s rotating shop.
  • Fish sewer pools and search for hidden routes and mysteries.
  • Reach the Lakefront and a Harvest Chamber entrance.

Tasks, events and interactions

Event, task or character Requirement or timing Result or purpose
Blorph Blorph
Sewers — Monday/Sunday schedule — Encounter
See Blorph’s interaction requirements Items received: Gold Bar
Encounter: Dripper x2
Dax Dax
Sewers — Request or task
See Dax’s interaction requirements Required or removed: Godscale, Spectral Rain
Edwin Edwin
Sewers — Regular schedule — Encounter
See Edwin’s interaction requirements Items received: Flask of the Gods (Attack), Flask of the Gods (M. Atk), Flask of the Gods (Defense), Flask of the Gods (HP), Flask of the Gods (Agility), Basic Skeleton Key
Encounter: Pipe Cleaner*2
Gatekeeper Gatekeeper
Sewers — The Gatekeeper — Request or task
See Gatekeeper’s interaction requirements Required or removed: Pizza
Jeremiah Jeremiah
Sewers — Exchange and reward
See Jeremiah’s interaction requirements Required or removed: Light Salad
Items received: Extra Pouch, Large Coin Box
Maggot Man Maggot Man
Sewers — Exchange and reward
See Maggot Man’s interaction requirements Required or removed: Mystery Meat
Items received: Maggot
Manager John Manager John
Sewers — Exchange and reward
See Manager John’s interaction requirements Required or removed: Wand of Parks and Recreation
Items received:
The Garbage Man The Garbage Man
Sewers — Initial conversation
See The Garbage Man’s interaction requirements —
Blorph Blorph
Sewers — Monday/Sunday schedule — Choice response
See Blorph’s interaction requirements Items received: Treasure Map 8, Cup of Tea
Blorph Blorph
Sewers — Monday/Sunday schedule — Choice response
See Blorph’s interaction requirements Items received: Cup of Tea
Blorph Blorph
Sewers — Monday/Sunday schedule — Conversation
See Blorph’s interaction requirements Items received: Large Coin Box
Blorph Blorph
Sewers — Monday/Sunday schedule — Conversation
See Blorph’s interaction requirements Items received: Gold Bar
Gatekeeper Gatekeeper
Sewers — The Gatekeeper — Choice response
See Gatekeeper’s interaction requirements Required or removed:
Gatekeeper Gatekeeper
Sewers — The Gatekeeper — Choice response
See Gatekeeper’s interaction requirements Required or removed:
Gatekeeper Gatekeeper
Sewers — The Gatekeeper — Choice response
See Gatekeeper’s interaction requirements Required or removed:

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

Notable items and rewards

Hidden discoveries and searchable objects

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

You search the garbage...
You search the garbage...; highlighted search position
Sewers F1 · Tile (23, 22) · Position 65

Where: Tile (23, 22)

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
Sewers F1 · Tile (9, 44) · Position 66

Where: Tile (9, 44)

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
Sewers F1 · Tile (55, 37) · Position 67

Where: Tile (55, 37)

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
Sewers F1 · Tile (34, 2) · Position 68

Where: Tile (34, 2)

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

A dark statue looms overhead.
A dark statue looms overhead.; highlighted search position
Sewers F1 · Tile (14, 9) · Position 97

Where: Tile (14, 9)

Rewards / result: Advance Quest Stage: By the Gods; Advance Quest Stage: Hidden Shrines; Gain Fear status; Remove Fear status …

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.

Advance Quest Stage: By the Gods

Qualifying path: r_sewers f1 Shrine = 0 → Choice: Yes → Switch Quest 12 Active - By the Gods is on → SV: CROP TYPE = 0 → t_7 By the Gods < 2 → t_7 By the Gods ≥ 2

Advance Quest Stage: Hidden Shrines

Qualifying path: r_sewers f1 Shrine = 0 → Choice: Yes → Switch Quest 46 Active - Hidden Shrines is on → Catacombs God Shrine Counter ≥ 2 → c_7 Hidden Shrines < 2

Gain Fear status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Fear = 0

Remove Fear status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Fear = 1

Gain Fear Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Fear = 1

Remove Fear Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Fear = 2

Gain Fear Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Fear = 2

Remove Fear Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Fear = 3

Gain Fear Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Fear = 3

Remove Fear Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Otherwise: Variable Fear = 3 → Fear = 4

Gain Fear Lv5 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Otherwise: Variable Fear = 2 → Otherwise: Variable Fear = 3 → Fear = 4

Gain Weakness status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Weakness = 0

Remove Weakness status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Weakness = 1

Gain Weakness Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Weakness = 1

Remove Weakness Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2

Gain Weakness Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2

Remove Weakness Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Weakness = 3

Gain Weakness Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Weakness = 3

Remove Weakness Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Otherwise: Variable Weakness = 3 → Weakness = 4

Gain Weakness Lv5 status

Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Otherwise: Variable Weakness = 3 → Weakness = 4

Gain Daring status

Alternative path 1: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Daring = 0

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Daring = 0

Remove Daring status

Alternative path 1: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Gain Daring Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Remove Daring Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Gain Daring Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Remove Daring Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Gain Daring Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Remove Daring Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Gain Daring Lv5 status

Alternative path 1: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Gain Doom status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Doom = 0

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Doom = 0

Remove Doom status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Doom = 0 → Doom = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Doom = 1

Gain Doom Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Doom = 0 → Doom = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Doom = 1

Remove Doom Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Gain Doom Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Remove Doom Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Gain Doom Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Remove Doom Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → 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: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Gain Brutalism status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Brutalism = 0

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Brutalism = 0

Remove Brutalism status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Brutalism = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Brutalism = 1

Gain Brutalism Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Brutalism = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Brutalism = 1

Remove Brutalism Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Brutalism = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Brutalism = 2

Gain Brutalism Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Brutalism = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Brutalism = 2

Remove Brutalism Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Otherwise: Variable Brutalism = 2 → Brutalism = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Otherwise: Variable Brutalism = 2 → Brutalism = 3

Gain Brutalism Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Otherwise: Variable Brutalism = 2 → Brutalism = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Otherwise: Variable Brutalism = 2 → Brutalism = 3

Remove Brutalism Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Otherwise: Variable Brutalism = 2 → Otherwise: Variable Brutalism = 3 → Brutalism = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Otherwise: Variable Brutalism = 2 → Otherwise: Variable Brutalism = 3 → Brutalism = 4

Gain Brutalism Lv5 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Otherwise: Variable Brutalism = 2 → Otherwise: Variable Brutalism = 3 → Brutalism = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Brutalism = 0 → Otherwise: Variable Brutalism = 1 → Otherwise: Variable Brutalism = 2 → Otherwise: Variable Brutalism = 3 → Brutalism = 4

Gain Hex status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Hex = 0

Remove Hex status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Hex = 0 → Hex = 1

Gain Hex Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Hex = 0 → Hex = 1

Remove Hex Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2

Gain Hex Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2

Remove Hex Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Hex = 3

Gain Hex Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Hex = 3

Remove Hex Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Otherwise: Variable Hex = 3 → Hex = 4

Gain Hex Lv5 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Otherwise: Variable Hex = 3 → Hex = 4

Gain Sickness status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Sickness = 0

Remove Sickness status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Sickness = 0 → Sickness = 1

Gain Sickness Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Sickness = 0 → Sickness = 1

Remove Sickness Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Gain Sickness Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Remove Sickness Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Gain Sickness Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Remove Sickness Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Otherwise: Variable Sickness = 3 → Sickness = 4

Gain Sickness Lv5 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Otherwise: Variable Sickness = 3 → Sickness = 4

Gain Greed status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Greed = 0

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Greed = 0

Remove Greed status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Greed = 0 → Greed = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Greed = 1

Gain Greed Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Greed = 0 → Greed = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Greed = 1

Remove Greed Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Greed = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Greed = 2

Gain Greed Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Greed = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Greed = 2

Remove Greed Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Greed = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Greed = 3

Gain Greed Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Greed = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Greed = 3

Remove Greed Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Otherwise: Variable Greed = 3 → Greed = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Otherwise: Variable Greed = 3 → Greed = 4

Gain Greed Lv5 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Otherwise: Variable Greed = 3 → Greed = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Otherwise: Variable Greed = 3 → Greed = 4

Gain Panic status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Panic = 0

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Panic = 0

Remove Panic status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Gain Panic Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Remove Panic Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Gain Panic Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Remove Panic Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Gain Panic Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Remove Panic Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Gain Panic Lv5 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Gain Zealotry status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Zealotry = 0

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Zealotry = 0

Remove Zealotry status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Zealotry = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Zealotry = 1

Gain Zealotry Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Zealotry = 1

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Zealotry = 1

Remove Zealotry Lv2 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Zealotry = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Zealotry = 2

Gain Zealotry Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Zealotry = 2

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Zealotry = 2

Remove Zealotry Lv3 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Otherwise: Variable Zealotry = 2 → Zealotry = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Otherwise: Variable Zealotry = 2 → Zealotry = 3

Gain Zealotry Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Otherwise: Variable Zealotry = 2 → Zealotry = 3

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Otherwise: Variable Zealotry = 2 → Zealotry = 3

Remove Zealotry Lv4 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Otherwise: Variable Zealotry = 2 → Otherwise: Variable Zealotry = 3 → Zealotry = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Otherwise: Variable Zealotry = 2 → Otherwise: Variable Zealotry = 3 → Zealotry = 4

Gain Zealotry Lv5 status

Alternative path 1: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Otherwise: Variable Zealotry = 2 → Otherwise: Variable Zealotry = 3 → Zealotry = 4

Alternative path 2: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Zealotry = 0 → Otherwise: Variable Zealotry = 1 → Otherwise: Variable Zealotry = 2 → Otherwise: Variable Zealotry = 3 → Zealotry = 4

Gain Stubbornness status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Stubbornness = 0

Remove Stubbornness status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Stubbornness = 1

Gain Stubbornness Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Stubbornness = 1

Remove Stubbornness Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Stubbornness = 2

Gain Stubbornness Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Stubbornness = 2

Remove Stubbornness Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Otherwise: Variable Stubbornness = 2 → Stubbornness = 3

Gain Stubbornness Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Otherwise: Variable Stubbornness = 2 → Stubbornness = 3

Remove Stubbornness Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Otherwise: Variable Stubbornness = 2 → Otherwise: Variable Stubbornness = 3 → Stubbornness = 4

Gain Stubbornness Lv5 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Otherwise: Variable Stubbornness = 2 → Otherwise: Variable Stubbornness = 3 → Stubbornness = 4

Gain Skepticism status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Skepticism = 0

Remove Skepticism status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Skepticism = 1

Gain Skepticism Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Skepticism = 1

Remove Skepticism Lv2 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Skepticism = 2

Gain Skepticism Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Skepticism = 2

Remove Skepticism Lv3 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Otherwise: Variable Skepticism = 2 → Skepticism = 3

Gain Skepticism Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Otherwise: Variable Skepticism = 2 → Skepticism = 3

Remove Skepticism Lv4 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Otherwise: Variable Skepticism = 2 → Otherwise: Variable Skepticism = 3 → Skepticism = 4

Gain Skepticism Lv5 status

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Otherwise: Variable Skepticism = 2 → Otherwise: Variable Skepticism = 3 → Skepticism = 4

Receive Lucky Horseshoe +1 × 1

Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Not yet completed (local state A) → Choice: Yes

You search the garbage...
You search the garbage...; highlighted search position
Sewers F1 · Tile (55, 28) · Position 107

Where: Tile (55, 28)

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

...Did something just move in there?
...Did something just move in there?; highlighted search position
Sewers F1 · Tile (49, 20) · Position 140

Where: Tile (49, 20)

Rewards / result: Encounter: Pipe Cleaner; Small Coin Pouch × 1; Slime Pizza × 1

Reuse: Local completion flag used; check listed page conditions

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

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Encounter: Pipe Cleaner

Qualifying path: No additional branch check recorded.

Qualifying path: No additional branch check recorded.

Qualifying path: No additional branch check recorded.

...Did something just move in there?
...Did something just move in there?; highlighted search position
Sewers F1 · Tile (7, 21) · Position 141

Where: Tile (7, 21)

Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Dough × 1–3; Mystery Meat × 1–3 …

Reuse: Local completion flag used; check listed page conditions

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

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll = 2

Dough × 1–3

Qualifying path: Roll = 3

Mystery Meat × 1–3

Qualifying path: Roll = 4

Salt × 1–3

Qualifying path: Roll = 5

Coal × 1–3

Qualifying path: Roll = 6

Secret Sauce × 1–3

Qualifying path: Roll = 7

Qualifying path: Roll = 8

Qualifying path: Roll = 9

Qualifying path: Roll = 10

Worm × 1–5

Qualifying path: Roll = 12

Leech × 1–4

Qualifying path: Roll = 13

Bug × 1–3

Qualifying path: Roll = 14

Wood × 1–5

Qualifying path: Roll = 15

Stone × 1–5

Qualifying path: Roll = 16

String × 1–5

Qualifying path: Roll = 17

Qualifying path: Roll = 18

Qualifying path: Roll = 19

Qualifying path: Roll = 20 → Roll = 1

Qualifying path: Roll = 21

Qualifying path: Roll = 22 → Basic Loot Cleansing Balms < 3

Qualifying path: Roll = 23 → Roll = 1

Alternative path 1: Roll = 23 → Otherwise: Variable Roll = 1 → Roll ≤ 10 → Switch Mine Gem is off

Alternative path 2: Roll = 24 → Roll ≤ 5 → Switch Mine Gem is off

Alternative path 1: Roll = 23 → Otherwise: Variable Roll = 1 → Roll ≤ 50 → Switch Mine Gem is off

Alternative path 2: Roll = 24 → Roll ≤ 15 → Switch Mine Gem is off

Alternative path 1: Roll = 23 → Otherwise: Variable Roll = 1 → Roll ≤ 90 → Switch Mine Gem is off

Alternative path 2: Roll = 24 → Roll ≤ 40 → Switch Mine Gem is off

Alternative path 1: Roll = 23 → Otherwise: Variable Roll = 1 → Switch Mine Gem is off

Alternative path 2: Roll = 24 → Switch Mine Gem is off

Qualifying path: Roll = 24 → Roll ≤ 90 → Switch Mine Gem is off

Qualifying path: Roll = 25 → Switch +1 AP Unlocked is on

...Did something just move in there?
...Did something just move in there?; highlighted search position
Sewers F1 · Tile (18, 12) · Position 142

Where: Tile (18, 12)

Rewards / result: Bitter Herb × 1–3; Red Mushroom × 1–3; Dough × 1–3; Mystery Meat × 1–3 …

Reuse: Local completion flag used; check listed page conditions

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

All rewards, conditions and outcome variants
Interaction variant 1

Availability: No additional entry requirement recorded for this variant.

Possible rewards and effects

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

Bitter Herb × 1–3

Qualifying path: Roll = 1

Red Mushroom × 1–3

Qualifying path: Roll = 2

Dough × 1–3

Qualifying path: Roll = 3

Mystery Meat × 1–3

Qualifying path: Roll = 4

Salt × 1–3

Qualifying path: Roll = 5

Coal × 1–3

Qualifying path: Roll = 6

Secret Sauce × 1–3

Qualifying path: Roll = 7

Qualifying path: Roll = 8

Qualifying path: Roll = 9

Qualifying path: Roll = 10

Worm × 1–5

Qualifying path: Roll = 12

Leech × 1–4

Qualifying path: Roll = 13

Bug × 1–3

Qualifying path: Roll = 14

Wood × 1–5

Qualifying path: Roll = 15

Stone × 1–5

Qualifying path: Roll = 16

String × 1–5

Qualifying path: Roll = 17

Qualifying path: Roll = 18

Qualifying path: Roll = 19

Qualifying path: Roll = 20 → Roll = 1

Qualifying path: Roll = 21

Qualifying path: Roll = 22 → Basic Loot Cleansing Balms < 3

Qualifying path: Roll = 23 → Roll = 1

Alternative path 1: Roll = 23 → Otherwise: Variable Roll = 1 → Roll ≤ 10 → Switch Mine Gem is off

Alternative path 2: Roll = 24 → Roll ≤ 5 → Switch Mine Gem is off

Alternative path 1: Roll = 23 → Otherwise: Variable Roll = 1 → Roll ≤ 50 → Switch Mine Gem is off

Alternative path 2: Roll = 24 → Roll ≤ 15 → Switch Mine Gem is off

Alternative path 1: Roll = 23 → Otherwise: Variable Roll = 1 → Roll ≤ 90 → Switch Mine Gem is off

Alternative path 2: Roll = 24 → Roll ≤ 40 → Switch Mine Gem is off

Alternative path 1: Roll = 23 → Otherwise: Variable Roll = 1 → Switch Mine Gem is off

Alternative path 2: Roll = 24 → Switch Mine Gem is off

Qualifying path: Roll = 24 → Roll ≤ 90 → Switch Mine Gem is off

Qualifying path: Roll = 25 → Switch +1 AP Unlocked is on

You dig with your shovel...
You dig with your shovel...; highlighted search position
Sewers F1 · Tile (16, 9) · Position 151

Where: Tile (16, 9)

Rewards / result: Search Buried Treasure: Cursed Die × 2, Lucky Die × 1, Crimson Die × 1; Use/remove Treasure Map 2 × 9999

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

Conditions: Variant requirements: Requires Treasure Map 2

All rewards, conditions and outcome variants
Interaction variant 1

Availability: Requires Treasure Map 2

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.

Search Buried Treasure: Cursed Die × 2, Lucky Die × 1, Crimson Die × 1

Qualifying path: Requires Shovel

Use/remove Treasure Map 2 × 9999

Qualifying path: Requires Shovel → Storage container 6 is empty

Unlabelled interactive object
Unlabelled interactive object; highlighted search position
Sewers F1 · Tile (64, 37) · Position 153

Where: Tile (64, 37)

Rewards / result: Gain 98 levels; Gain 999 Attack permanently; Recover completely

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.

Gain 98 levels

Qualifying path: No additional branch check recorded.

Gain 999 Attack permanently

Qualifying path: No additional branch check recorded.

Recover completely

Qualifying path: No additional branch check recorded.

As you stand behind the old house, you can hear a creaking sound coming from above...
As you stand behind the old house, you can hear a creaking sound coming from above...; highlighted search position
Sewers F1 · Tile (11, 28) · Position 157

Where: Tile (11, 28)

Rewards / result: Conditional battle encounter

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.

Conditional battle encounter

Qualifying path: Switch Today's news activate is on → Phone Type = 1 → Daily News Broadcast = 5 → Switch phone event active is on → Switch phone event Finished is off

The ground feels uneven here.
The ground feels uneven here.; highlighted search position
Sewers F1 · Tile (58, 21) · Position 158

Where: Tile (58, 21)

Rewards / result: Wax × 3; Cornbread × 1; Mana Muffin × 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.

Wax × 3

Qualifying path: X type = 4 → X Stage = 0 → Switch Today's news activate is on → Daily News Broadcast = 4 → Requires Shovel

Qualifying path: X type = 4 → X Stage = 0 → Switch Today's news activate is on → Daily News Broadcast = 4 → Requires Shovel

Qualifying path: X type = 4 → X Stage = 0 → Switch Today's news activate is on → Daily News Broadcast = 4 → Requires Shovel

You search the garbage...
You search the garbage...; highlighted search position
Sewers F1 · Tile (13, 7) · Position 66

Where: Tile (13, 7)

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
Sewers F1 · Tile (20, 25) · Position 86

Where: Tile (20, 25)

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
Sewers F1 · Tile (42, 7) · Position 87

Where: Tile (42, 7)

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
Sewers F1 · Tile (49, 25) · Position 88

Where: Tile (49, 25)

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
Sewers F1 · Tile (66, 7) · Position 89

Where: Tile (66, 7)

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
Sewers F1 · Tile (48, 40) · Position 90

Where: Tile (48, 40)

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
Sewers F1 · Tile (17, 38) · Position 91

Where: Tile (17, 38)

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
Sewers F1 · Tile (15, 38) · Position 92

Where: Tile (15, 38)

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

A dark statue looms overhead.
A dark statue looms overhead.; highlighted search position
Sewers F1 · Tile (12, 29) · Position 97

Where: Tile (12, 29)

Rewards / result: Advance Quest Stage: By the Gods; Advance Quest Stage: Hidden Shrines; Gain Sickness status; Remove Sickness status …

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.

Advance Quest Stage: By the Gods

Qualifying path: r_sewers f1 (2) Shrine = 0 → Choice: Yes → Switch Quest 12 Active - By the Gods is on → SV: CROP TYPE = 0 → t_7 By the Gods < 2 → t_7 By the Gods ≥ 2

Advance Quest Stage: Hidden Shrines

Qualifying path: r_sewers f1 (2) Shrine = 0 → Choice: Yes → Switch Quest 46 Active - Hidden Shrines is on → Catacombs God Shrine Counter ≥ 2 → c_7 Hidden Shrines < 2

Gain Sickness status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Sickness = 0

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Sickness = 0

Remove Sickness status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Sickness = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Sickness = 1

Gain Sickness Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Sickness = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Sickness = 1

Remove Sickness Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Gain Sickness Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Sickness = 2

Remove Sickness Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Gain Sickness Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Sickness = 3

Remove Sickness Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Otherwise: Variable Sickness = 3 → Sickness = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → 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: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Otherwise: Variable Sickness = 3 → Sickness = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Sickness = 0 → Otherwise: Variable Sickness = 1 → Otherwise: Variable Sickness = 2 → Otherwise: Variable Sickness = 3 → Sickness = 4

Gain Chaos status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Chaos = 0

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Chaos = 0

Remove Chaos status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Chaos = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Chaos = 1

Gain Chaos Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Chaos = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Chaos = 1

Remove Chaos Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Chaos = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Chaos = 2

Gain Chaos Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Chaos = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Chaos = 2

Remove Chaos Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Chaos = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Chaos = 3

Gain Chaos Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Chaos = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Chaos = 3

Remove Chaos Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Otherwise: Variable Chaos = 3 → Chaos = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → 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: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Otherwise: Variable Chaos = 3 → Chaos = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Chaos = 0 → Otherwise: Variable Chaos = 1 → Otherwise: Variable Chaos = 2 → Otherwise: Variable Chaos = 3 → Chaos = 4

Gain Weakness status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Weakness = 0

Remove Weakness status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Weakness = 1

Gain Weakness Lv2 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Weakness = 1

Remove Weakness Lv2 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2

Gain Weakness Lv3 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2

Remove Weakness Lv3 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Weakness = 3

Gain Weakness Lv4 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Weakness = 3

Remove Weakness Lv4 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Otherwise: Variable Weakness = 3 → Weakness = 4

Gain Weakness Lv5 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Otherwise: Variable Weakness = 2 → Otherwise: Variable Weakness = 3 → Weakness = 4

Gain Hex status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Hex = 0

Remove Hex status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Hex = 1

Gain Hex Lv2 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Hex = 1

Remove Hex Lv2 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2

Gain Hex Lv3 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2

Remove Hex Lv3 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Hex = 3

Gain Hex Lv4 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Hex = 3

Remove Hex Lv4 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Otherwise: Variable Hex = 3 → Hex = 4

Gain Hex Lv5 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Otherwise: Variable Hex = 2 → Otherwise: Variable Hex = 3 → Hex = 4

Receive Axe of Misfortune +5 × 1

Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → SV: CROP TYPE = 0 → Choice: Yes

Gain Panic status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Panic = 0

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Panic = 0

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Panic = 0

Alternative path 4: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Panic = 0

Remove Panic status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Alternative path 4: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Gain Panic Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Alternative path 4: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Panic = 1

Remove Panic Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Alternative path 4: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Gain Panic Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Alternative path 4: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Panic = 2

Remove Panic Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Alternative path 4: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Gain Panic Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Alternative path 4: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Panic = 3

Remove Panic Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Alternative path 4: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Gain Panic Lv5 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Roll = 2 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Alternative path 4: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Panic = 0 → Otherwise: Variable Panic = 1 → Otherwise: Variable Panic = 2 → Otherwise: Variable Panic = 3 → Panic = 4

Gain Doom status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Doom = 0

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Doom = 0

Remove Doom status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Doom = 0 → Doom = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Doom = 1

Gain Doom Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Doom = 0 → Doom = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Doom = 1

Remove Doom Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Gain Doom Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Doom = 2

Remove Doom Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Gain Doom Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Doom = 3

Remove Doom Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → 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: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Doom = 0 → Otherwise: Variable Doom = 1 → Otherwise: Variable Doom = 2 → Otherwise: Variable Doom = 3 → Doom = 4

Gain Daring status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Daring = 0

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Daring = 0

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Daring = 0

Remove Daring status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Gain Daring Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Daring = 1

Remove Daring Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Gain Daring Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Daring = 2

Remove Daring Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Gain Daring Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Daring = 3

Remove Daring Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Gain Daring Lv5 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Alternative path 3: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Daring = 0 → Otherwise: Variable Daring = 1 → Otherwise: Variable Daring = 2 → Otherwise: Variable Daring = 3 → Daring = 4

Gain Skepticism status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Skepticism = 0

Remove Skepticism status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Skepticism = 1

Gain Skepticism Lv2 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Skepticism = 1

Remove Skepticism Lv2 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Skepticism = 2

Gain Skepticism Lv3 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Skepticism = 2

Remove Skepticism Lv3 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Otherwise: Variable Skepticism = 2 → Skepticism = 3

Gain Skepticism Lv4 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Otherwise: Variable Skepticism = 2 → Skepticism = 3

Remove Skepticism Lv4 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Otherwise: Variable Skepticism = 2 → Otherwise: Variable Skepticism = 3 → Skepticism = 4

Gain Skepticism Lv5 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Skepticism = 0 → Otherwise: Variable Skepticism = 1 → Otherwise: Variable Skepticism = 2 → Otherwise: Variable Skepticism = 3 → Skepticism = 4

Gain Stubbornness status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Stubbornness = 0

Remove Stubbornness status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Stubbornness = 1

Gain Stubbornness Lv2 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Stubbornness = 1

Remove Stubbornness Lv2 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Stubbornness = 2

Gain Stubbornness Lv3 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Stubbornness = 2

Remove Stubbornness Lv3 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Otherwise: Variable Stubbornness = 2 → Stubbornness = 3

Gain Stubbornness Lv4 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Otherwise: Variable Stubbornness = 2 → Stubbornness = 3

Remove Stubbornness Lv4 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Otherwise: Variable Stubbornness = 2 → Otherwise: Variable Stubbornness = 3 → Stubbornness = 4

Gain Stubbornness Lv5 status

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Roll = 4 → Choice: Yes → Otherwise: Variable Stubbornness = 0 → Otherwise: Variable Stubbornness = 1 → Otherwise: Variable Stubbornness = 2 → Otherwise: Variable Stubbornness = 3 → Stubbornness = 4

Gain Greed status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Greed = 0

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Greed = 0

Remove Greed status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Greed = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Greed = 1

Gain Greed Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Greed = 1

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Greed = 1

Remove Greed Lv2 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Greed = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Greed = 2

Gain Greed Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Greed = 2

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Greed = 2

Remove Greed Lv3 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Greed = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Greed = 3

Gain Greed Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Greed = 3

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Greed = 3

Remove Greed Lv4 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Otherwise: Variable Greed = 3 → Greed = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Otherwise: Variable Greed = 3 → Greed = 4

Gain Greed Lv5 status

Alternative path 1: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Otherwise: Variable Greed = 3 → Greed = 4

Alternative path 2: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Choice: Yes → Otherwise: Variable Greed = 0 → Otherwise: Variable Greed = 1 → Otherwise: Variable Greed = 2 → Otherwise: Variable Greed = 3 → Greed = 4

Receive Onyx Bone Ring +3 × 1

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Roll = 5 → Not yet completed (local state B) → Choice: Yes

Receive Ring of the End +2 × 1

Qualifying path: r_sewers f1 (2) Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Otherwise: Variable Roll = 3 → Otherwise: Variable Roll = 4 → Otherwise: Variable Roll = 5 → Roll > 5 → Not yet completed (local state A) → Choice: Yes

You search the garbage...
You search the garbage...; highlighted search position
Sewers F1 · Tile (27, 7) · Position 139

Where: Tile (27, 7)

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 dig with your shovel...
You dig with your shovel...; highlighted search position
Sewers F1 · Tile (38, 27) · Position 154

Where: Tile (38, 27)

Rewards / result: Search Buried Treasure: Rare Gem Bag × 2, Cured Mana Steak × 2; Use/remove Treasure Map 12 × 9999

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

Conditions: Variant requirements: Requires Treasure Map 12

All rewards, conditions and outcome variants
Interaction variant 1

Availability: Requires Treasure Map 12

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.

Search Buried Treasure: Rare Gem Bag × 2, Cured Mana Steak × 2

Qualifying path: Requires Shovel

Use/remove Treasure Map 12 × 9999

Qualifying path: Requires Shovel → Storage container 20 is empty

See also