Branch K-02/Floor 1
Story: Entry
Floor Map
Story Episodes
Basement Entrance
Post-battle
Gate #1
Post-battle
Blockade Zone
Pre-battle
Story Dungeon Events
An Old Room with a Clockwork Mechanism
There’s a machine in this dilapidated room.
A long, bulky lever is at the center of the machine adorned with springs.
The urge… to pull it… is growing… stronger… and stronger.
What will you do?
Use the machine. 50% chance for a positive effect; 50% chance for a negative effect Putting a spontaneous thought into action is as impulsive and uninhibited as a child reaching for off-limits marshmallows. When you pull down the lever, a clack follows soon after. The springs begin to turn, some slow, some quick. Some clockwise, others counter-clockwise. Watching the machine’s rumble grow wilder, you feel anxious. |
Pull the lever. 50% chance to gain an E.G.O Gift. Failure results in HP and SP damage.
Success Chance: 50% The machine stopped at last. E.G.O Gift Torch Stack earned! The machine stopped at last. All allies took 5 HP and 15 SP damage! |
Leave the room. You’re not a child anymore. You can resist simple impulses like this. It’s never a good idea to fall for temptation without a second thought. “Yeah, good thinking.” You and the Sinners left the room. Nothing happened. |
Gifts
Torch Stack Start the next 3 battles with 3 Haste Haste
Speed +X for this turn.. Expires afterward |
The First Gate
You see a large gate in the distance.
There’s something eerie about the pointed fences and stone walls.
It looks to be the only way through this area, but it’s guarded by a large number of Inquisitors.
Is there anything we can do about them?
Gifts
A Sign Sinclair’s determination to stand up to Kromer. After three strokes have been drawn…
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Before a Sealed Door
A steel door rests on one side of the room.
It looks too thick to be easily broken or breached with force.
“There’s gotta be something totally valuable through here if it’s guarded this tight~!”
The Sinner might be right, treasure might be waiting behind the door.
What should you do?
Gifts
Obtained after clearing Forgotten Passage
Old Warehouse’s Key Used in certain events. Expires on use.
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A Room Full of Crates
Dozens of old, broken crates littered the floor.
“Eyuck, cobwebs…”
Clearing things away, you found three particularly large crates buried underneath.
“These are all locked.”
“Looks like the keyholes have the same shape!”
“…Alas, the key is of a soft constitution. It won’t be feasible to use it again once it has been inserted into a lock.”
Sounds like you get only one try.
Which one should you open?
Open the first crate. Gain an E.G.O Gift that boosts defense. “This is…” The crate contained a worn helm. “Oho?! ‘Tis the proper equipment of a knight, is it not?!” One Sinner excitedly rubs the helm clean. Not a bad haul, all things considered. We carried the helm (and our Sinner infatuated by it) and left the room. Old Warehouse's Key Expired! E.G.O Gift Topfhelm earned! |
Open the second crate. 50% chance to gain an E.G.O Gift that boosts Tremor attacks.
Success Chance: 50% “This is…” Old Warehouse's Key Expired! E.G.O Gift Hammer earned! “…Empty?” Old Warehouse's Key Expired! Nothing happened. |
Open the third crate. 50% chance to gain an E.G.O Gift that boosts Bleed attacks.
Success Chance: 50% “This is…” Old Warehouse's Key Expired! E.G.O Gift Nagel earned! “…Empty?” Old Warehouse's Key Expired! Nothing happened. |
Gifts
Topfhelm Defense Skill Power +1
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Hammer When inflicting Tremor Tremor
When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s). with skill effects, inflict 1 more at a 50% chance. |
Nagel When inflicting Bleed Bleed
The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage. with skill effects, inflict 1 more at a 50% chance. |
Who Judges the Judge
The N Corp. Inquisitors were busy torturing someone.
“GIAAAAH!”
A filtered scream fills the cramped room.
Their victims are people with prosthetic bodies.
“……”
Sinclair didn’t utter a word, but his eyes full of wrath and fear were fixed on the torturers.
He breathed heavily at irregular intervals, his body shaking; he looks like he might charge forth at any second.
Do you stop him?
Or…
Wait for the torture to end. Certain Identities lose SP While the scene is horrible to behold, we are no valiant knights. A wise manager wouldn’t risk losing all their Sinners over some juvenile impulse. In that case… “…Understood.” Sinclair gave you a vexing glare as you placed a hand on his shoulder, but he soon hung his head low and assented. …Hopefully, this was the right call. You decided to watch and wait until the torture was over. Sinclair lost 50 SP! Don Quixote lost 15 SP! |
Stop the torture. Run a Wrath check, then begin a combat encounter. Use Sinclair for the check to gain ‘A Sign’. Pass to weaken all enemies. We may not be valiant knights. Yet, even casting morals aside, we will have to fight them to move on. “…Do you really mean it?” When you explain your plan to Sinclair, he looks back at you with surprise. “I thought you would stop me…” He spoke anxiously, but he seemed nevertheless happy with the decision. “Got it. I’ll do it.” Sinclair sprinted to where the Inquisitors were alongside the other Sinners. Sinclair gained 30 SP! Don Quixote gained 10 SP! “Heretics! The heretics have appeared!” As the Sinners approached, the Inquisitors cast their victims aside to charge at us. “You bastards!” Sinclair stood against them at the forefront. But, that hammer might be too big for Sinclair’s weapon to stop.
Should Sinclair really deal with it? Or, should you order another Sinner to repel the attack? Wrath Advantage: ≥ 10 You figured it’d be best to ask [Sinner] to do it. Combat Encounter! All enemies are inflicted with 5 Attack Power Down Attack Power Down Attack Skill Final Power -X for this turn.! Check Passed - Sinclair
After all, this is his fight first and foremost. Win the next battle to gain E.G.O Gift A Sign! Combat Encounter! All enemies are inflicted with 5 Attack Power Down Attack Power Down Attack Skill Final Power -X for this turn.! You asked [Sinner] to deflect the attack, but… The Sinner who failed the check took 15 HP damage! Combat Encounter! |
Gifts
A Sign Sinclair’s determination to stand up to Kromer. After three strokes have been drawn…
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Boss
Four-Legged Beast |
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Gifts
Obtained after defeating the Four-Legged Beasts
Blood-red Mane Allies with Lust skills gain the following effects:
If the unit took no damage from attacks this turn, gain 2 Haste Haste Speed +X for this turn. and 2 Defense Power Up Defense Power Up Defense Skill Final Power +X for this turn. next turn. If the unit took damage from attacks this turn, gain 2 Bind Bind Speed -X for this turn. and 2 Attack Power Up Attack Power Up Attack Skill Final Power +X for this turn. next turn. |