Sewers
| 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
Characters
| Character | Role here |
|---|---|
| A sewer-dwelling resident who wants to experience life on the surface. | |
| A stubborn Sewers resident who blocks the player’s route until his terms are met. | |
| A supernatural gatekeeper who controls access during the Sewers progression. | |
| An exile from the Forsaken Settlement who has made a home in the Sewers. | |
| A mysterious Sewers resident who offers strange business to visitors. | |
| The manager of Elderfield Parks and Recreation, encountered in the Sewers. | |
| 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 |
|---|---|---|
Sewers — Monday/Sunday schedule — Encounter |
See Blorph’s interaction requirements | Items received: Gold Bar Encounter: Dripper x2 |
Sewers — Request or task |
See Dax’s interaction requirements | Required or removed: Godscale, Spectral Rain |
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 |
Sewers — The Gatekeeper — Request or task |
See Gatekeeper’s interaction requirements | Required or removed: Pizza |
Sewers — Exchange and reward |
See Jeremiah’s interaction requirements | Required or removed: Light Salad Items received: Extra Pouch, Large Coin Box |
Sewers — Exchange and reward |
See Maggot Man’s interaction requirements | Required or removed: Mystery Meat Items received: Maggot |
Sewers — Exchange and reward |
See Manager John’s interaction requirements | Required or removed: Wand of Parks and Recreation Items received: |
Sewers — Initial conversation |
See The Garbage Man’s interaction requirements | — |
Sewers — Monday/Sunday schedule — Choice response |
See Blorph’s interaction requirements | Items received: Treasure Map 8, Cup of Tea |
Sewers — Monday/Sunday schedule — Choice response |
See Blorph’s interaction requirements | Items received: Cup of Tea |
Sewers — Monday/Sunday schedule — Conversation |
See Blorph’s interaction requirements | Items received: Large Coin Box |
Sewers — Monday/Sunday schedule — Conversation |
See Blorph’s interaction requirements | Items received: Gold Bar |
Sewers — The Gatekeeper — Choice response |
See Gatekeeper’s interaction requirements | Required or removed: |
Sewers — The Gatekeeper — Choice response |
See Gatekeeper’s interaction requirements | Required or removed: |
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.
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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: 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
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
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Fear = 0
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Fear = 1
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Fear = 1
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Fear = 2
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Fear = 0 → Otherwise: Variable Fear = 1 → Fear = 2
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
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
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
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
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Weakness = 0
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Weakness = 1
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Weakness = 1
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2
Qualifying path: r_sewers f1 Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Hex = 0
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
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
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
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
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
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
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
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
Qualifying path: r_sewers f1 Shrine = 0 → Otherwise: Variable Roll < 2 → Otherwise: Variable Roll = 2 → Roll = 3 → Choice: Yes → Sickness = 0
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: No additional branch check recorded.
Qualifying path: No additional branch check recorded.
Qualifying path: No additional branch check recorded.
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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll = 1
Qualifying path: Roll = 2
Qualifying path: Roll = 3
Qualifying path: Roll = 4
Qualifying path: Roll = 5
Qualifying path: Roll = 6
Qualifying path: Roll = 7
Qualifying path: Roll = 8
Qualifying path: Roll = 9
Qualifying path: Roll = 10
Qualifying path: Roll = 11 → Roll = 1
Qualifying path: Roll = 11 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll = 11 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll = 12
Qualifying path: Roll = 13
Qualifying path: Roll = 14
Qualifying path: Roll = 15
Qualifying path: Roll = 16
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
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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll = 1
Qualifying path: Roll = 2
Qualifying path: Roll = 3
Qualifying path: Roll = 4
Qualifying path: Roll = 5
Qualifying path: Roll = 6
Qualifying path: Roll = 7
Qualifying path: Roll = 8
Qualifying path: Roll = 9
Qualifying path: Roll = 10
Qualifying path: Roll = 11 → Roll = 1
Qualifying path: Roll = 11 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll = 11 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll = 12
Qualifying path: Roll = 13
Qualifying path: Roll = 14
Qualifying path: Roll = 15
Qualifying path: Roll = 16
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
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
Availability: Requires Treasure Map 2
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Requires Shovel
Qualifying path: Requires Shovel → Storage container 6 is empty
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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: No additional branch check recorded.
Qualifying path: No additional branch check recorded.
Qualifying path: No additional branch check recorded.
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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: 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
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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: 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
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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (20, 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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (15, 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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Weakness = 0
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Weakness = 1
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Weakness = 1
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Weakness = 0 → Otherwise: Variable Weakness = 1 → Weakness = 2
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
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
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
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
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Hex = 0
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Hex = 1
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Hex = 1
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → Choice: Yes → Otherwise: Variable Hex = 0 → Otherwise: Variable Hex = 1 → Hex = 2
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
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
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
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
Qualifying path: r_sewers f1 (2) Shrine = 0 → Roll < 2 → SV: CROP TYPE = 0 → Choice: Yes
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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.
Availability: No additional entry requirement recorded for this variant.
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Roll > 3 → Roll = 1
Qualifying path: Roll > 3 → Roll = 2
Qualifying path: Roll > 3 → Roll = 3
Qualifying path: Roll > 3 → Roll = 4
Qualifying path: Roll > 3 → Roll = 5
Qualifying path: Roll > 3 → Roll = 6
Qualifying path: Roll > 3 → Roll = 7
Alternative path 1: Roll > 3 → Roll = 8
Alternative path 2: Roll > 3 → Roll = 9
Alternative path 3: Roll > 3 → Roll = 10
Alternative path 4: Roll > 3 → Roll = 11
Qualifying path: Roll > 3 → Roll = 12 → Roll = 1
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Roll = 2
Qualifying path: Roll > 3 → Roll = 12 → Otherwise: Variable Roll = 1 → Otherwise: Variable Roll = 2 → Roll = 3
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 1 → Switch Garbage 1 is off
Alternative path 1: Roll > 3 → Roll ≥ 13 → Roll = 1 → Otherwise: Switch Garbage 1 is off
Alternative path 2: Roll > 3 → Roll ≥ 13 → Roll = 2 → Otherwise: Switch Garbage 2 is off
Alternative path 3: Roll > 3 → Roll ≥ 13 → Roll = 3 → Otherwise: Switch Garbage 3 is off
Alternative path 4: Roll > 3 → Roll ≥ 13 → Roll = 4 → Otherwise: Switch Garbage 4 is off
Alternative path 5: Roll > 3 → Roll ≥ 13 → Roll = 5 → Otherwise: Switch Garbage 5 is off
Alternative path 6: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Otherwise: Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 2 → Switch Garbage 2 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 3 → Switch Garbage 3 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 4 → Switch Garbage 4 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll = 5 → Switch Garbage 5 is off
Qualifying path: Roll > 3 → Roll ≥ 13 → Roll ≥ 6 → Switch Garbage 6 is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 5 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 15 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 40 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Roll ≤ 90 → Switch Mine Gem is off
Qualifying path: Roll > 3 → Roll = 14 → Switch Mine Gem is off
Where: Tile (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
Availability: Requires Treasure Map 12
Expand a result for its qualifying paths. Checks follow event order; a later random roll can replace an earlier value. “Otherwise” means that test failed.
Qualifying path: Requires Shovel
Qualifying path: Requires Shovel → Storage container 20 is empty




























