# Preferences
P softerChecks on

# Macros
= cutsceneHappens name [
    a {name}
      gt forced
      g cutscene
      At deactivate
]
= cutsceneTo where [
    p {where}
      g cutscene
]

= gainedLevel kind howMany [
  A gain {kind}^{howMany}
]

= claimPower what [
  a claim{what}
    gt power {what}
    At gain {what}
    At deactivate
]

= seeItem type what [
  oa get{what}
    gt item {what}
    gt itemType {type}
    e gain {what}*1
    e deactivate
]

= moneyChest [
  a openChest
    gt moneyChest
    At deactivate
]

= claimItem type what [
  a get{what}
    gt item {what}
    gt itemType {type}
    At gain {what}*1
    At deactivate
]

= useItem what [
  A lose {what}*1
  g useItem
]

# Use 'failBoss' or 'beatBoss' afterwards
# Note: Room locks should be implemented via *Defeated requirements.
# They're usually not necessary except on edges that leave further.
= boss who level [
  oa {who}
  gt bossFight
  e [
    {
      <{level}>sum(bossFight, {who}){
        gain {who}Defeated;
        deactivate
      }{
        goto endings//death
      }
    }
  ]
]

= failBoss who where [
    !ta {who}%f
    # Follow has now taken us to 'death' ending
    revert slot0
    n at: {where}
]

= beatBoss who [
    ta {who}%s
    # This means that further 'At's after > beatBoss will correctly only
    # be available if you beat the boss:
    a claimReward
      q {who}Defeated
      At deactivate
      gt trigger
]

= enemy which [
  gd enemy:{which}
]

= hazard which [
  gd hazard:{which}
]

= friendly which [
  gd friendly:{which}
]

= chat who [
  a chatWith{who}
    gt chat
]

= save [
  a saveGame
    gt save
    At save
]

= jaunt where [
  p {where}
    g jaunt
]

= shopItem type what howmuch [
  oa purchase{what}
    q money*{howmuch}
    e lose money*{howmuch}
    e gain {what}*1
    gt item {what}
    gt itemType {type}
]

# Note: Must use shopItem first...
= buy what [
  ta purchase{what}
]

# Instead of tracking every coin picked up from enemies or gained from
# selling stuff, I'll just observe money when it seems relevant.
= haveMoney howmuch [
  A set money*{howmuch}
  n has: money*{howmuch}
]


= taxChallenge skill level price [
  At [
  { <{level}>sum({skill})> { } { lose {price} } }
  ]
]

= rejectChallenge skill level [
  At [
  { <{level}>sum({skill})>{ }{ bounce } }
  ]
]

= rejectPriceChallenge skill level price [
  At [
  { <{level}>sum({skill})>{ }{ lose {price}; bounce } }
  ]
]

= reciprocalTaxChallenge skill level price [
  er [
  { <{level}>sum({skill})>{ }{ lose {price} } }
  ]
]

= reciprocalRejectChallenge skill level [
  er [
  { <{level}>sum({skill})>{ }{ bounce } }
  ]
]

= reciprocalRejectPriceChallenge skill level price [
  er [
  { <{level}>sum({skill})>{ }{ lose {price}; bounce } }
  ]
]

= damageBoost avoidWith [
  gt damageBoostWithout:{avoidWith}
]

= damageBoostBack avoidWith [
  gr damageBoostWithout:{avoidWith}
]

= sign direction text [
  gd sign:{direction} [ {text} ]
]



# Set up death domain for goto effects
domain endings
@ death
@ @



# Start of journal
domain main
g time 2025-06-28>9:58
n [ Random NPC delivers us on a boat to seek a cure for our village. ]
n [
  Not sure if I should get on the boat or go right; I fiddle a bit
  here...
]
S WildsDock::main
zz Wilds
  > hazard water
  o left
    qb swim
    n [ Kinda feel like swimming won't be a thing; we'll see. ]
  o right

xt right TutorialPath::main left
  > hazard spikes
  n [ Tutorials for basic controls: move/jump/attack/dodge. ]

x right PotionBridge::main left
  > claimItem potion HealthPotion
  n [ Tutorials for items + saving. ]
> save

x right RuinsClimb::bottom left
x up top down

x right OrcEncounter::main
  > enemy orc
  n [ Shield tutorial ]

x right TreeLedges::top
x down bottom up
  > enemy orc

x right TutorialDrop::top left
  > enemy torchOrc
  o down
    qr veryHighJump
    n [ Look-down mechanism allows us to see that this is a one-way. ]
    n [
      Tiny one-way here feels like a "resolve for our journey" moment.
      Nice ludonarrative harmony.
    ]
xt down bottom up

x right SpikeJumps::main left
  > hazard spikes
  n [ Not worth declaring a challenge here... ]

x right TreesDescent::top left
  > enemy torchOrc
  n [ Getting low on health now... ]
x down bottom up
  o left

x right TrunksGlade::main left
  gt hidden
  > claimItem potion FullRecoveryPotion
  n [ This reminds me of my health potion; why not use it since I'm low... ]
  > useItem HealthPotion

t left
  n at: TreesDescent::bottom

xt left WoodsHouse::outside
  o left
x enter inside leave
  gb door
  > claimItem potion HealthPotion
  > claimItem potion StaminaPotion
  > claimItem charm GoblinsEye
  n [ Charm that grants HP regen. ]
  > claimItem note WoodsHouseNote
  n [ Berchard went to try to break through the creatures... ]
t leave
xt left leftSide right
  > claimItem lily GoldshadeLily

x left RockyHills::top
  > enemy torchOrc
x down bottom up
  qr veryHighJump
> enemy orc

x right ShrinePath::leftSide left
  > enemy torchOrc
  > hazard spikes
x right mid left
  > save
x right rightSide left
  > hazard water

x right BigClearing::main left
  n level: bossFight^0
  > boss GoldAxeGoblin 0
  n [ I try to block and get absolutely bodied... Maybe I had wrong key? ]

> failBoss GoldAxeGoblin ShrinePath::mid
  > gainedLevel bossFight 1
  n level: bossFight^1

t right
  n at: ShrinePath::rightSide

t right
  n at: BigClearing::main
  > beatBoss GoldAxeGoblin

  o right
    q GoldAxeGoblinDefeated

t left
  n at: ShrinePath::rightSide
t left
  n at: ShrinePath::mid
  ta saveGame
t right
  n at: ShrinePath::rightSide

t right
  n at: BigClearing::main

xt right TreeLadders::main left

x right ForlornShrine::main left
  zz ForlornSteppe
  > claimItem potion HealthPotion
  > claimItem potion StaminaPotion
  > save
  n [
    Well nice to know I could have just continued forwards... Does inform
    my architectural expectations for future bosses.
  ]

x right ForlornFields::bottom left
  > enemy orc
  o up top down
    @ ForlornFields::top
      oa talkToWizard
        gt chat
    @ @
  o right
  n [
    I tried to fight the orc by blocking by my timing was bad so I got
    low.
  ]

t left
  n at: ForlornShrine::main
  ta saveGame
  n [
    I actually practice block timing on the orc a few times. Didn't
    realize the parry is automatic, and also you can't animation-cancel
    from an attack (which is fair...).
  ]

t right
  n at: ForlornFields::bottom
xt up
  n [ Went this way because I glimpsed a wizard up here earlier. ]
  o jumpLeft leftLedge jumpRight
    qb farJump
    @ ForlornFields::leftLedge
      o left
        gt hidden
        n [
          Well, obviously not very hidden. This is conjecture at this
          point though...
        ]
      o down bottom climbLeft
        qr wallClimb
    @ @
  ta talkToWizard
    At deactivate
    n [ He's grim. ]

x right ForlornLedges::bottom left
  > enemy bloodyKnivesGoblin
x up top down

x up ForlornSlope::bottomLeft
  > cutsceneHappens blueLanternGhost
  n [ Says some stuff about prophets? ]
x up top down
  > enemy bloodyKnivesGoblin

x right ForlornSpikes::main left
  > hazard spikes

x right ForlornBridge::bottomLeft
  o up
  > hazard spikes
  o right bottomRight left
    > damageBoost farJump
  n [ This feels like a minor sequence break... ]

xt right ForlornDrop::top
x down mid up
  qr highJump

x right SkullNook::main left
  gt hidden
  > hazard spikes
  > claimItem charm MagicalSkull
  n [ Charm that restores HP on kill. ]

t left
  n at: ForlornDrop::mid
x down bottom up
  o right
  n [
    I want to see if I can get closure to the left here since I'm back
    around the height of the old untaken branch below the wizard now.
  ]

x left SpinyTree::main right
  > enemy orc
  > hazard spikes

x left ForlornSwitchback::main right

x left ForlornPassageway::main right
  > enemy torchOrc
  > enemy bloodyKnivesGoblin
  > hazard spikes

r left ForlornFields::bottom right
  n [ Didn't at first realize I'd made it back here... T_T ]
  A save redo
  n [
    I'll just re-do exactly the same steps so I don't have to complicate
    this journal. Note that if not journaling, I would have probably
    explore to the right below the wizard to see if I could connect
    things up...
  ]

E death
  n [ Careless to the orc T_T ]

R
  n at: ForlornShrine::main
  n [ This is a BIG revert, including map T_T ]

R redo
  n [ I actually died once while redoing stuff, but w/e. ]
  n at: ForlornFields::bottom

t left
  n at: ForlornShrine::main
  ta saveGame

> jaunt ForlornDrop::bottom

xt right LilySpikes::leftSide
  o jumpRight lilyLedge jumpLeft
    q farJump
    gr damageBoostWithout farJump
  @ LilySpikes::lilyLedge
    > seeItem lily GoldshadeLily
  @ @
  n [ Tantalizing. ]

E death
  n [ I try to damage-boost across but can't... ]
  n [
    Not going to bother to redo since it's only one map square of
    progress.
  ]

R
  n at: ForlornShrine::main
  > jaunt ForlornBridge::bottomLeft
xt up top down
  > enemy bloodyKnivesGoblin
  > hazard pits
  o fallLeft bottomLeft flyUp
    qr flight
  o fallRight bottomRight flyUp
    qr flight

x right ToadstoolShrine::main left
  > hazard spikes
  > claimItem charm Endurcap
  n [ Accelerates stamina recovery. ]
  > save

x right BatFlats::main left
  n level: bossFight^1
  > boss DeathBat 1

> failBoss DeathBat ToadstoolShrine::main
  n [
    Again I died trying to block. This game doesn't have good
    telegraphing for what's blockable/not.
  ]
g time 2025-06-28>11:29
  n [ Time for a break. ]
w

g time 2025-06-28>13:17
t right
  n at: BatFlats::main
> failBoss DeathBat ToadstoolShrine::main
  n [ Fought better but died again. Got some patterns to learn here. ]
  > gainedLevel DeathBat 1

t right
  n at: BatFlats::main
  > beatBoss DeathBat

x right ForlornGap::main left
  q DeathBatDefeated
  > hazard pit
  > enemy bloodyKnivesGoblin
  n [ Well they've immediately broken the save-after-boss pattern T_T. ]

x right ForlornCliff::top
  o down
    qr veryHighJump
  n [ Another one-way. ]
xt down bottom up

x right ForlornLadders::top left
  o right
x down bottom up

x left ForlornRockPile::main right
  > cutsceneHappens DismalGhoul
  > hazard spikes
  n [
    I can see on the map this is taking me back towards the GoldshadeLily
    in LilySpikes which I like.
  ]

x left BracedShrine::main right
  > save

x left ForlornElevator::top right
  o rideDown

x left LilySpikes::liltLedge right
  > claimItem lily GoldshadeLily

t right
t right
   n at: BracedShrine::main
   ta saveGame
 
g time 2025-06-28>13:27
w

g time 2025-06-29>20:06
t right
  n at: ForlornRockPile::main

t right
  n at: ForlornLadders::bottom
  n [
      I had a vague notion of going to check out the unexplored option up
      this way, but realize when I get here that there's a one-way and
      I'd have to go all the way around the other way, including a
      damage-boost over some spikes. Guess I hope that that wasn't
      important...
  ]

> jaunt ForlornElevator::top
xt rideDown bottom rideUp
  gb elevator

x left VibrantMinesEntrance::top right
  zz VibrantMines
x down bottom up

x left VibrantMinesHallway::main right
  > hazard hiddenSpikes

x left VibrantMinesWaterfalls::main right
  n [ Blue wizard here is selling stuff... ]
x talkToWizard blueWizardShop leave
  gb shop
  > haveMoney 169
  > shopItem potion HealthPotion 70
  > shopItem potion StaminaPotion 70
  > shopItem charm MagicalSkull 120
t leave
  n [ I've already got one MagicalSkull; let's save money. ]
  n at: VibrantMinesWaterfalls::main

x left VibrantMinesJunction::top right
  o left
x down bottomRight up
  o left bottomLeft right
    qb farJump
t up
  n at: VibrantMinesJunction::top

xt left VibrantMinesExtension::main right
  > hazard spikes
  > enemy axeArmor

x left VibrantMinesPillars::main right
  > hazard pit
  A save redo

E death
  n [ I jumped down a pit instead of just using the look-down key T_T. ]
R
  n at: BracedShrine::main

R redo
  n at: VibrantMinesPillars::main
  > enemy shieldGoblin
  > enemy orc

x left MinesShrine::main right
  > hazard spikes
  > save
  > claimItem potion HealthPotion
  > sign left [ Tavern & Shelter ]

x left VibrantTallFalls::mid right
  > enemy axeArmor
  o down
x up top down

x left VibrantSpikesTraverse::main right
  > hazard spikes
  > enemy shieldGoblin

x left VibrantSpikesWest::main right
  > hazard spikes

x left VibrantMineVista::top right
  > enemy torchOrc
  o down

x left VibrantWideSpikePit::rightSide right
  o left
    q farJump
    > damageBoostBack farJump

t right
  n at: VibrantMineVista::top
xt down bottom up
  > enemy orc

x down VibrantMinesSwitchbacks::top up
x down bottom up
  > sign left [ Tavern & Shelter ]
  o left

x right VibrantMinesBridge::main left
  > hazard pit

x right VibrantMinesLowerSpikesHallway::main left
  > hazard spikes
  > enemy shieldGoblin

x right VibrantMinesLadder::bottom left
  > enemy torchOrc
x up top down

x left VibrantTallFalls::bottom right
  > enemy orc

r up VibrantTallFalls::mid down

t right
  n at: MinesShrine::main
  ta saveGame

> jaunt VibrantMinesBridge::main
E death
  n [ Fell down a pit in my rush to get back T_T. ]

R
  n at: MinesShrine::main

> jaunt VibrantMinesSwitchbacks::bottom

xt left VibrantMinesClimb::mid right
  > sign up-left [ Tavern & Shelter ]
  o up
x down bottom up

x right VibrantMinesFork::main left
  > sign right [ Oldmond ]
  o right
  o down

xt down VibrantMinesSpikeway::main up
  > sign left [ Goldhorn ]
  > hazard spikes

x left VibrantLittleBridge::main right
  > enemy axeArmor

x left VibrantBridgedSpikes::main right
  > hazard spikes

x left VibrantLedgeUp::main right
  > enemy shieldGoblin

x left VibrantSmallTraverse::main right
  > hazard spikes
  > enemy orc

x left VibrantLadderAbove::bottom right
  o up
    q highJump

x left GoldhornGate::rightSide right
  > claimItem note GoldhornGateNote
  n [
    They've locked down the city because of the danger inside and are
    heading to Oldmond.
  ]
  m gate:closed
  o left
    qb gate:open

> jaunt VibrantMinesFork::main
  n [ Quite a few rooms of backtracking... ]

xt right VibrantMoreSpikes::main left
  > hazard spikes

x right VibrantUnderpass::leftSide left
  o right
    qb farJump
x down bottom up
  > claimItem key Hammer
  n [ Lost hammer of the village blacksmith ]

> jaunt VibrantMinesClimb::mid
xt up upperMid down
  o up
    q highJump

x left VibrantMinesVillage::main right
  > cutsceneHappens MeetWhiteHairedSwordLady
  n [
    She recommends we talk to the bartender in the tavern who's also the
    head of the village.
  ]
  > sign left [ Tradefield ]
x talkToWizard blueWizardShop leave
  gb shop
  > haveMoney 333
  > shopItem charm EmeraldOfLightness 85
    n [ Reduces body ight by 6%. WTF? ]
  > shopItem charm Shell 150
    n [ Take 15% less damage. Seems good. ]
  > shopItem potion FullRecoveryPotion 100
  > buy EmeraldOfLightness
  > buy Shell
t leave
  n at: VibrantMinesVillage::main
  o enterHouse
    gb door
  o enterInn
    gb door
  oa talkToPotWoman
    gt conversation
  oa talkToButcher
    gt conversation
  oa talkToSmith
    gt conversation
  o enterSmithy
    qb smithyOpen
    gb door
  o left
  ta talkToPotWoman
    At gain HealthPotion*1
    At deactivate
    n [ Heading to Tradefield is dangerous... ]
  ta talkToButcher
    At deactivate
    n [ He's busy. ]
xt enterHouse inHouse leave
  > seeItem potion HealthPotion
  > seeItem potion StaminaPotion
t leave
  n at: VibrantMinesVillage::main
xt enterInn insideInn leave
  > chat BeerGuy
    nt [ Beer is the best invention ever. ]
  > chat AccordionPlayer
    nt [ He's busy playing. ]
  > cutsceneHappens TalkToBartender
    nt [
      Blah blah monsters are on the rise; save us and we'll help you.
      Tradefield is a castle north-east of here.
    ]
g time 2025-06-29>21:18
n [ Timing here is made-up. ]
w

g time 2025-06-30>03:12
n [ Timing here is also made-up. ]
  > chat CoffeeGuy
    n [ Something weird is going on... ]
  > chat GossipWoman
    n [ Saw people in caves heading from Goldhorn to Oldmond. ]
  o topLeft
    q VerdantMinesVillageInnTopLeftDoor
  o topRight
    q VerdantMinesVillageInnTopRightDoor
  n Not sure these are ever going to be options...
t leave
  n at: VibrantMinesVillage::main
  ta talkToSmith
    q Hammer*1
    At gain DamageBoost
    nt [ +20% damage is nice. ]
    At lose Hammer*1
    At deactivate
  > chat Smith
  n [
    Probably could have been told to fetch the hammer if I didn't already
    have it.
  ]

xt left VibrantMinesVillageShrine::main right
  > save
x enterHouse house leave
  gb door
  > claimItem note MinesVillageShrineHouseNote
  n [
    Argaith notes it's impossible to get to the capital right now due to
    the closed gate. Nobody knows what happened.
  ]
t leave
  n at: VibrantMinesVillageShrine::main
  ta saveGame

x left VibrantMinesRuin::rightSide
  m gate:closed
  o left
    qb gate:open
  > chat SpearWielder
    nt [ Tradefield can be dangerous. ]
    At set gate:open
xt left leftSide right

x left VibrantMinesTerace::bottom right
  o left
  > sign up Tradefield
x up top down
  o left
t down
  n at: VibrantMinesTerace::bottom

xt left VibrantMinesTallLadder::top
x down mid up
  > claimItem lily GoldshadeLily
x down bottom up

x right VibrantLadderAbove::top left
  v down VibrantLadderAbove::bottom up
  n [ I recognize where I am but clumsily fall down anyways... ]
!t down
  n at: VibrantLadderAbove::bottom

t left
  n [ Might as well double-check gate to Goldhorn while I'm here? ]
  n at: GoldhornGate::rightSide
  n [ Nothing has changed here... ]

> jaunt VibrantMinesVillageShrine::main
  n [ I have to go all the way around to get back up. ]
  ta saveGame

> jaunt VibrantMinesTerace::top

xt left TorchlitRuinsElevator::bottom right
  zz TorchlitRuins
x rideUp top rideDown
  gb elevator
  > enemy axeCultist
  > hazard spikes

x left TorchlitRuinsEntryway::main right
  > hazard spikes

x left TorchlitKnightsShrine::bottom right
  o left
x up mid down
  > claimItem note TorchlitKnightsNote
  > claimItem charm MagicalSkull
  n [
    Leovigild notes went to castle and saw red-hooded cultist. They
    fought and Rodolfo was kidnapped by them.
  ]
  > save

g time 2025-06-30>03:43
w

g time 2025-06-30>10:11
  o right
x up top down
  o right
  o left
x ledge hiddenLedge drop
  > claimItem lily GoldshadeLily
  > moneyChest
t drop
  n at: TorchlitKnightsShrine::top

xt right TorchlitKnightsPassage::main left
  > enemy axeCultist

x right TorchlitRuinsGallery::bottom
  > hazard spikes
  > enemy axeCultist
x up top down
  > hazard pit
  > claimItem note TorchlitRuinsGalleryNote
    n [ Leovigild again; wandering around exploring feeling watched. ]

x left TorchlitKnightsLedge::bottom right
x up top down
  > enemy daggerCultist

x right TorchlitSpikesPath::leftSide left
  > hazard spikes
x right rightSide left
  > damageBoost farJump
  > claimPower airDash
  F airDash farJump
  n [
    This is a joke, right? Like, most straightforward sequence break ever
    to a major powerup? Betting there's a boss to the right I was
    supposed to defeat and I'm gonna skip it!
  ]
  o right

> jaunt TorchlitKnightsShrine::mid
  ta saveGame

xt right TorchlitGuardedPath::main left
  > hazard spikes
  > enemy axeCultist
  > enemy daggerCultist

x right TorchlitDaggerRoom::main left
  > enemy daggerCultist

x right TorchlitTallClimb::bottom left
x up top down

r left TorchlitSpikesPath::rightSide right
  n [ Huh, I guess there wasn't a boss here? So much for an epic skip... ]

> jaunt TorchlitKnightsShrine::mid
  ta saveGame

t down
  n at: TorchlitKnightsShrine::bottom

xt left TorchlitMagePath::main right
  > enemy mageCultist
  > enemy daggerCultist

x left TorchlitRuinsPit::top right
  > hazard pit
  > enemy daggerCultist
  o left
x down bottom up
  > hazard spikes
  > enemy axeCultist
t up
  n at: TorchlitRuinsPit::top

xt left TorchlitLedgesDown::bottom right
  o up
    q highJump

> jaunt TorchlitKnightsShrine::mid
  ta saveGame

t up
  n at: TorchlitKnightsShrine::top

xt left TorchlitSpikesGap::rightSide right
  > hazard spikes
x left middle right
  q airDash
  > damageBoostBack airDash
  > enemy mageCultist
  > hazard spikes
x left leftSide right
  > hazard spikes

x left TorchlitAscent::mid right
  o up
x down bottom up
  > enemy axeCultist

x left TorchlitLedgesDown::top right
  > claimItem note TorchlitLedgesDownNote
    n [ Leovigild getting chased. ]
  > claimItem potion FullRecoveryPotion
  v down bottom up

t right
  n at: TorchlitAscent::bottom
t up
  n at: TorchlitAscent::mid
xt up upperMid down
  > enemy daggerCultistG

g time 2025-06-30>10:32
w

g time 2025-07-01>5:51
x up top down
  > claimItem potion FullRecoveryPotion
  > claimItem note TorchlitAscentNote
  n [
    Leovigild's party is trapped, down to 3 people, and must retreat
    upwards.
  ]
  > claimItem charm GoblinsEye
  > save
g time 2025-07-01>5:53
w

g time 2025-07-01>20:53
x right TorchlitArena::main left
  n level: bossFight^1
  > boss LordOfFire 2
  > failBoss LordOfFire TorchlitAscent::top
  > gainedLevel bossFight 1
  n level: bossFight^2
  n [ Getting better at potion equip/use. ]

t right
  n at: TorchlitArena::main
  > beatBoss LordOfFire

t left
  n at: TorchlitAscent::top
  ta saveGame
  n [
    So... I don't know where to go from here really. Back to town I
    guess?
  ]

> jaunt TorchlitKnightsShrine::mid
  ta saveGame

> jaunt VibrantMinesVillageShrine::main
  ta saveGame

t right
  n at: VibrantMinesVillage::main
t enterInn
  n at: VibrantMinesVillage::insideInn
  > cutsceneHappens TalkToBartenderAgain
  n [
    What about the others?
    ... I should go to Oldmond in the east.
  ]

> jaunt VibrantMinesVillageShrine::main
  ta saveGame
g time 2025-07-01>21:47
  n [
    Note: A lot of time was spent on baby care & reading during this
    segment.
  ]
w

g time 2025-07-03>12:37
> jaunt VibrantUnderpass::leftSide
xt right rightSide left
  a talkToRedWizard
    gt chat
    n [ Some news and a warning. ]
  v down bottom climbUp
    qr wallClimb

x right VibrantGallery::bottom left
  > hazard spikes
  > enemy orc
x up top down
  o right

x up VibrantLadderPair::main down

x right VibrantGoldLily::leftSide left
  > claimItem lily GoldshadeLily
  > enemy orc
  o right
    q highJump

> jaunt VibrantGallery::top

xt right VibrantSpikesShrine::main left
  > enemy bloodyKnivesGoblin
  > hazard spikes
  > save

x right VibrantSpikesRuin::main left
  > hazard spikes

x right VibrantOutpost::bottom left
x talkToWizard blueWizardShop leave
  gb shop
  > haveMoney 394
  > shopItem charm RedSilk 130
    n [ +15% damage. ]
  > shopItem charm RingOfLuck 170
    n [ Incrases loot rarity. ]
  > shopItem potion FullRecoveryPotion 100
  > buy RedSilk
  > buy RingOfLuck
  > gainedLevel bossFight 1
  n level: bossFight^3
  n [ Equipping RedSilk is good. ]

g time 2025-07-03>12:52
w

g time 2025-07-03>13:28
t leave
  n at: VibrantOutpost::bottom
x enterHouse house leave
  > claimItem potion StaminaPotion
  > claimItem note VibrantOutpostHouseNote
  n [ Leaving after monster attacks intensified. Going to Tradefield. ]
t leave
  n at: VibrantOutpost::bottom
  o up
x right bottomRight left
  > chat TorchBearer
  n [ This village was peaceful before? ]
  > hazard spikes
x up midRight down
  o upLeft
    q highJump
  o up
    q highJump
  o right
t down
  n at: VibrantOutpost::bottomRight
t left
  n at: VibrantOutpost::bottom
xt up midLeft down
  > enemy torchOrc
  o up
    q highJump
  > claimItem potion FullRecoveryPotion
> jaunt midRight

xt right VibrantLedge::leftSide left
  > enemy torchOrc
  > claimItem lily GoldshadeLily
  > hazard longSpikes
  o right
    q farJump
    qr evenFartherJump
xt right rightSide left
  > hazard spikes
  > hazard longSpikes
  A save redo
E death
R
  n at: VibrantSpikesShrine::main

  n [
    Let's just re-do that... T_T Didn't realize the spikes were
    instant-kill.
  ]
R redo
  n at: VibrantLedge::rightSide

x right VibrantEvenMoreSpikes::main left
  > hazard spikes

x right VibrantPit::main left
  > hazard spikes
  > hazard torchOrc

x right GrassyChimesCaveShrine::main left
  zz GrassyCave
  > hazard spikes
  > save

x right GrassyCaveLadder::bottom left
  > enemy stoneGolem
x up top down

x right GrassyGrove::bottom left
  > enemy stoneGolem
x up top down
  o right

x left GrassyAscent::bottom right
x up top down
  o right

x left GrassyLedges::bottom right
  > hazard spikes
x up top down

x right GrassyNook::main left
  > claimItem lily GoldshadeLily
  > claimItem charm Shell
  > claimItem note GrassyNookNote
  n [ Someone got blocked in and had to try to fight out of here... ]

t left
  n at: GrassyLedges::top
t down
  n at: GrassyLedges::bottom
t right
  n at: GrassyAscent::top

xt right GrassySpikeJump::main left
  > hazard spikes

x right GrassyHugeColumns::bottom left
  o right
x up ledge down
  > claimItem note GrassyColumnsNote
  n [
    This area has always been teeming with strange monsters; it's also
    near a castle entrance.
  ]

x right GrassyVinesShrine::main left
  > hazard spikes
  > save

x right GrassyWalledGarden::main left
  n level: bossFight^3
  > boss GrassyQueen 2
  n [ Easy boss; I rush her down while getting hit a lot. ]

x right GrassyScaffolding::top left
  o right
x down bottom up
  > enemy stoneGolem

x left GrassyWideSpikes::rightSide right
  o left
    qb evenFartherJump

t right
  n at: GrassyScaffolding::bottom
t up
  n at: GrassyScaffolding::top

xt right GrassyPath::main left
  > hazard spikes

x right CastleEntranceTower::bottom left
  zz Castle
x up top down

x right CastleElevator::bottom left
x rideUp top rideDown
  gb elevator

x right CastleStepsShrine::main left
  > save

x right CastleSpiralStair::bottom left
x up lowerMid down
  > chat Guard
  n [ It was dangerous for us to walk through the green caves... *shrug* ]
  n [ On second talk: door is locked 'cause of dangerous monsters. ]
  o right
    qb spiralStairDoorOpen
x up upperMid down
  o right
  o left
x up top down
  o right
t down
  n at: CastleSpiralStair::upperMid

xt left CastleCollonade::main right
  n [ Tents are set up here... ]
  > chat BlondeBeard
  n [
    King is lying and doesn't know what's going on? They left people
    behind somewhere and they probably all died?
  ]

x left SteppeCoveredSpikes::main right
  zz ForlornSteppe

x left SteppeLily::main right
  > claimItem lily GoldshadeLily

x left SteppeWidePit::rightSide right
x left leftSide right
  > damageBoost farJump
  > damageBoostBack farJump

x left ForlornHugeGap::rightSide right
  A save redo
  o left
    qb evenFartherJump
    n [ I died to check this T_T. Lost soo much progress. ]

E death

R
  n at: CastleStepsShrine::main

R redo
  n at: ForlornHugeGap::rightSide

> jaunt CastleSpiralStair::top

xt right CastleUpperStair::bottom left
x up top down

x left CastleBlankHall::main right

x left CastleBeamAbove::bottom right
  o up
    q evenHigherJump

x left CastleThroneRoom::main right
  > cutsceneHappens talkToKing
    At gain dungeonPermission
  n [
    King's kingdom has fallen. Generously offers to let us use the
    library if we kill some monsters in the dungeon. Typical noble.
    *spits*
  ]

> jaunt CastleSpiralStair::upperMid

xt right CastleSpikesHallway::main left
  > claimItem note CastleSpikesNote
  n [ Oldmond has always been a cultural center; has a library. ]
  > chat Swashbuckler
  n [
    There are refugees from Goldhorn. It was taken by unknown forces;
    king ordered the bridge destroyed. Wonders how we got here through
    monsters.
  ]

x right CastleRefugeesCamp::main left
  > chat Refugee
  > chat RedHairRefugee
  > chat RefugeeChild
  n [ Lost his teddy bear somewhere in the castle. ]
x talkToWizard blueWizardShop leave
  gb shop
  > haveMoney 217
  > shopItem charm Trap 160
  n [ Sends a shockwave when you make an attack on land. ]
  > shopItem potion HealthPotion 70
  > shopItem potion FullRecoveryPotion 100
  > buy Trap
t leave
  n at: CastleRefugeesCamp::main
  > sign right [ Library of Oldmund ]
  o right
    qb libraryOpened

> jaunt CastleSpiralStair::lowerMid
  F dungeonPermission spiralStairDoorOpen

xt right CastleDungeonSpikes::main left

x right DungeonLadder::top left
  zz Dungeon
x down bottom up
  qr highJump
  n [
    Guess I know what power I'll probably be getting in this area... Hope
    it's not in the form of double jump, but I'm not holding my breath.
  ]
  o right

x left DungeonDingyLadder::top
x down bottom up
  > enemy dungeonGhoul
  n [
    Their axe attack isn't parryable, but of course why would there be
    any visual indicator of that?
  ]

x right DungeonPitBattle::main left
  > hazard longSpikes
  > hazard pit
  > enemy dungeonGhoul

x right DungeonSoloLadder::bottom left
  o right
x up top down

x left DungeonShrineHall::main right
  v left DungeonLadder::bottom right
  > save

t right
  n at: DungeonSoloLadder::top
t down
  n at: DungeonSoloLadder::bottom

xt right DarkDungeonLair::main left
  n [
    Room was dark initially, but then lit up for boss fight... That was
    so silly.
  ]
  n level: bossFight^3
  > boss RustChild 2
  n [
    Honestly not hard given potion availability. Used one but didn't need
    to.
  ]
  > beatBoss RustChild
    At gain doubleJump
  F doubleJump highJump
  F doubleJump evenHigherJump
  F doubleJump&airDash evenFartherJump
  n [ T_T I called it. ]

> jaunt DungeonShrineHall::main
  ta saveGame

> jaunt CastleThroneRoom::main
  > cutsceneHappens reportToKing
    q RustChildDefeated
    At gain libraryOpened

t right
  n at: CastleBeamAbove::bottom
xt up top down

x right CastleUpperCamp::main left
  > claimItem note CastleUpperCampNote
  n [
    Morok is the name of the magician leading magical beasts to attack
    the castle.
  ]

> jaunt CastleRefugeesCamp::main

xt right CastleLibraryStairs::bottom left
  o right
  o up

xt right LibraryGroundFloor::main left
  > claimItem note LibraryGroundFloorNote
  > cutsceneHappens talkToRedWizard
  n [
    Convenient legend. Morok rebelled against the gods to gain
    immortality & was imprisoned but swore to return. For some reason
    we're the only person who can change the fate of the world right now?
    Morok must be in Goldhorn. This dude will get the king to open the
    gates.
  ]
    At set GoldhornGate::rightSide::gate:open
  > claimItem note LibraryGroundFloorNote2
  n [
    The notes are about Morok. More generic fantasy drivel is probably
    not physically possible.
  ]

t left
  n at: CastleLibraryStairs::bottom
xt up mid down
  o up

x left LibraryArmory::main right
  > claimItem key TeddyBear

t right
  n at: CastleLibraryStairs::mid
xt up top down

x left CastleRampart::main right
  > hazard pit
  n [ Love this game. X ]

> jaunt CastleRefugeesCamp::main
  a giveChildTeddyBear
    q TeddyBear*1
    At lose TeddyBear*1
    At deactivate
    n [
      We get thanked by the child. Honestly, best reward in this game so
      far.
    ]

> jaunt CastleStepsShrine::main
  ta saveGame
  n [ Time for a break. ]
g time 2025-07-03>14:43
w

g time 2025-07-03>22:49
n [
  Annoyingly, I've got one room to explore on the top route back
  (probably intended route) + ~3 on the bottom route. I'll go bottom
  first. The two routes don't have any nice way to get between them...
]

> jaunt GrassyWideSpikes::rightSide
E death

R
  n at: CastleStepsShrine::main
  n [ And of course I fail the jump awkwardly on the first try T_T. ] 

> jaunt GrassyWideSpikes::rightSide
xt left leftSide right

x left GrassyUpDown::mid right
  o down
x up top down
v left GrassyHugeColumns::bottom right
t down
  n at: GrassyUpDown::mid
xt down bottom up

x left GrassyAnotherHallway::main right
  > hazard spikes
r left GrassyGrove::top right

> jaunt GrassyChimesCaveShrine::main
  ta saveGame

> jaunt VibrantOutpost::midRight
xt up top down
  v downMid midRight upLeft
  v downLeft midLeft up
  > claimItem charm Shell
  > enemy orc

x left VibrantConnectingLadder::bottom right
  o up

x left VibrantGoldLily::rightSide right
  v left leftSide right

t right
  n at: VibrantConnectingLadder::bottom
xt up top down
  > enemy bloodyKnivesGoblin

x right VibrantMinesJunction::bottomLeft left
t right
  n at: VibrantMinesJunction::bottomRight

> jaunt BracedShrine::main
  ta saveGame

> jaunt ForlornLadders::top

xt right ForlornPit::main left
  > hazard pit
  n [ Whelp, glad I got this map square T_T. ]

x right ForlornHugeGap::leftSide left
r right rightSide left
  n [ Yup I can jump this now. ]
t left
  n at: ForlornHugeGap::leftSide

> jaunt BracedShrine::main
  ta saveGame

> jaunt MinesShrine::main
  ta saveGame

> jaunt VibrantWideSpikePit::rightSide
xt left leftSide right
  > enemy torchOrc
  n [
    Looking back through the journal to find the name of this room is the
    ONLY reason I remember that VibrantMinesClimb has an unexplored nook
    at the top. Map of course marks entire room when you touch any part
    of it...
  ]
  o left
t right
  n at VibrantWideSpikePit::rightSide

> jaunt VibrantMinesClimb::upperMid
xt up top down
  > claimItem lily GoldshadeLily

> jaunt VibrantWideSpikePit::leftSide

xt left VibrantTallChamber::main right
  > enemy orc
  > enemy bloodyKnivesGoblin

x left VibrantSpikesNook::main right
  > hazard spikes
  > claimItem lily GoldshadeLily
  > claimItem charm CoinMagnet

> jaunt VibrantMinesVillageShrine::main
  ta saveGame

> jaunt GoldhornGate::rightSide
xt left leftSide right

x left GoldhornEntrance::main right
  zz Goldhorn

x left SnowyMountainVista::main right

x left GoldhornStairwell::bottom right
  > claimItem note GoldhornStairwellNote
    n [ Guards were locked in; abandoned. ]
  o left
x up lowerMid down
  o left
x up upperMid down
  o right
x up top down
  o left
t down
  n at: GoldhornStairwell::upperMid

xt right GoldhornStairsShrine::main left
  > save
  n [
    I took this option first because of geometry: it's the only one to
    the right, where I expect a small room given the outlook to the
    mountain I just passed that had an open ceiling. Instinct: rewarded.
  ]

t left
  n at: GoldhornStairwell::upperMid
t up
  n at: GoldhornStairwell::top

xt left SnowyCorridor::main right
  > enemy snowCat
x left GoldhornWestStairs::mid
  o left
  o down
x up top down
  > claimItem potion FullRecoveryPotion

x right PineCourtyard::main left
  > hazard spikes
  > claimItem note PineCouryardNote
  n [ Small band of 11 survivors hoping for reinforcements. ]
  n [ Meta: this is pretty missable for environmental storytelling... ]

t left
  n at: GoldhornWestStairs::top
t down
  n at: GoldhornWestStairs::mid
xt down bottom up

x right GoldhornCorridor::main left
  > hazard spikes
  > enemy dungeonGhoul

r right GoldhornStairwell::lowerMid left
t down
  n at: GoldhornStairwell::bottom

xt left GoldhornBasementDrop::top right
x down bottom up
  qr doubleJump

x left GoldhornBasementSpikes::rightSide right
  > hazard spikes
x left leftSide right
  qb evenFartherJump
  n [
    This jump is anoyingly blind, although at least the spikes aren't
    instant-kill spikes.
  ]
  > hazard spikes
  > enemy snowCat

x left GoldhornBasementShrine::main right
  > save
  > enemy snowCat
  o left
  n [
    At this point I'm very tempted to go back up to explore the
    unepxlored west staircase branch... But I don't.
  ]

xt left GoldhornBasementTwoGhouls::main right
  > enemy dungeonGhoul
  > enemy blueGhoul
  n [ A recolor! T_T ]
  o left
  n [ Time for a break... ]

t right
  n at: GoldhornBasementShrine::main
  ta saveGame

g time 2025-07-03>23:40
w

g time 2025-07-04>22:13
t left
  n at: GoldhornBasementTwoGhouls::main

xt left BasementCryptgrassLadder::bottom right
  o up

x left BasementIceviewSpikes::main right
  > hazard spikes

x left BasementIceViewGhoul::main right
  > hazard spikes
  > enemy dungeonGhoul

x left BasementStainedwindowsLadder::main right

x left BasementSnowpileLadder::bottom right
x up top down
  > enemy snowCat

x right BasementTwinTorchesLadder::bottom left
  o up

x right BasementGrassyHallway::main left
  > enemy snowCat
  > hazard spikes

x right BasementCryptgrassLadder::top left
  v down bottom up

x right GoldhornCobwebChamber::bottom left
x up top down
  o left

x right GoldhornHalfsnowConnector::main left
  > enemy snowCat
  v right GoldhornWestStairs::mid left
  n [ Rewarded for not going back for this I guess. ]

x down GoldhornPotionShelf::main up
  > claimItem potion FullRecoveryPotion

t up
  n at: GoldhornHalfsnowConnector::main

t left
  n at: GoldhornCobwebChamber::top

xt left GoldhornElevator::bottom right
  o rideUp top rideDown
    gb elevator
  @ GoldhornElevator::top
    oa saveGame
      gt save
      e save
  @ @
  n [
    I can see on the map there's a save point at the top, which implies a
    boss up there, so I turn around to grab what I think is the last
    unexplored option.
  ]

> jaunt BasementTwinTorchesLadder::bottom
xt up top down

x left BasementSnowyNook::main right
  > claimItem potion FullRecoveryPotion
  n [
    Have to throw out a magical skull for this due to full inventory, but
    I'm not bothering to note that down.
  ]
  > claimItem lily GoldshadeLily
  n [
    I get 100% map achievement for hitting this room. HEAVILY implies
    final boss is up next, but I only have 11/12 GoldshadeLily, and looks
    like 3/5 map secrets? This is annoying as I'm half-expecting
    all-lilies to unlock good-ending, which I kinda want, but the game is
    not good enough to really put the effort in to wall-check more than I
    have been. Plus knowing these designers maybe the last lily is after
    the final boss?
  ]

> jaunt GoldhornElevator::bottom
xt rideUp
  ta saveGame

x left GoldhornCathedral::main right
  n level: bossFight^3
  > boss Morok 3
  > beatBoss Morok
  n [
    With plenty of potions, despite some epic menu awkwardness, I beat
    him first try. This game is so bad. He kills me with final blow.
    Probably needed those Goldshade Lilies for better ending T_T
  ]
g time 2025-07-04>22:37
E done
  n [
    Even searching online, I don't see any true ending videos. I don't
    have the patience to scour secrets in a game this bad. Only redeeming
    features are decent art and animations (but not really high-tier),
    and the fact that there are no major bugs or other painful jank, just
    poor design throughout.
  ]
