Void Realm

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Author: Gherod

(This page is a very rough work in progress right now, please assist with formatting. [Text in these brackets means non-verbatim i.e. not how it is named in game, or should be re-worded.] Some information is consolidated here for the time being, but the monsters in particular should have their own pages on the wiki with relevant information moved there.)

The Void Realm is a very dangerous location accessed (prior to November 2020 update) via finding the event "To The Unknown" in the Red Light District, or through the Hellfire Club (as of November 2020 version) in the Red Light District. Navigating the Void Realm acts as a mental gauntlet for the player character, as well as a physical one when not avoiding combat encounters.

By avoiding bad ends, avoiding enemies when possible, and a supply of medkits and high (25+) combat stats when not, it is possible to prolong a trip almost indefinitely.

Many spoilers below. For those who want to simply experience the content for themselves on their own, it is highly advisable to recruit and bring the Demonologist companion, Xaedihr, and have high (25+) combat stats. [There are possible bad ends around every corner, as well as some encounters including boss fights that are also seemingly presented as bad ends but really aren't. It will likely require trial-and-error to figure out which is which.] Some events and experiences will be different with the Kinky feat.

Navigation

Movements in the Void Realm typically drain humanity (reduced by Strong Psyche feat; and when doing nothing but using the "go beyond the veil" option, there is a net positive trend in humanity overall) but do not take time from the Evac countdown. When stepping into the realm, the player will find themselves in a hallway-like 'core line' flanked on either side with a veil impenetrable to light. They may Hold Position, go North, go South, or Beyond the Veil. Going Beyond the Veil functions as the "explore" option. Moving North or South will simply bring the player closer to an exit, or may be used to tactically maneuver into or away from a potential combat encounter [which ones?]. Holding position will allow a turn to pass, useful to tactically avoid or trigger some [which?] combat encounters.

Monsters:

The monsters encountered in the Void are some of the toughest opponents in the game, but can be reliably avoided. Most will give 2 null essences if defeated in combat, but after combat is initiated, a loss or attempting to flee [or submit?] will [always?] result in a bad end.

  • [void serpent] - Level [?] Core line encounter. ["Flavor text announcing its presence: "] [avoid by moving towards it(?), can be 'avoided' by showing it the remains of a previously defeated serpent (black tooth) but will linger in the area.]
  • Peculiar Summoner - Level [?] Core line encounter. ["Flavor text announcing its presence: "] [Will approach the player after (1-2?) turns have passed since its presence announced without trying to go beyond the veil. Initial encounter leads to either combat, or a [CHR or INT?] roll tricking it to go elsewhere. Avoid completely by going beyond the veil.]
  • Dark Tyrant - Level 50. Core line encounter; must be released first. [released from pulling out the Abyssal Edge sealing him during the event named...] ["Flavor text announcing its presence: "] [avoid by moving North or South when you see big bold text telling you to run.] The Dark Tyrant is the strongest single enemy in the game in terms of level and health. Despite numerous warnings stating the impossibility of doing so, he can be fought and permanently defeated in simple combat, Abyssal Edge not required. He has a large health pool (~900) and hits moderately hard but does not have any special mechanics. [Dialogue with the bartender implies he 'steals' essence from the player to grow in power; no bad end on loss/submit? Needs testing] [Likely oversight due to enemy scaling on Hard Mode, at level 50 he is somewhat easier to defeat than scaled-to-50 Peculiar Summoners.] [No dialogue change if defeated before first conversation about the sword with the bartender]
  • [Tentacle Beast] Level [?] ["Flavor text announcing its presence: "] [avoid by: choosing to avoid]
  • [Demon encounters?] [Not with hellspawn content warded]
  • Elk Head Reaper - Level [?] found through the North path of the [?] event. To encounter him, turn around when prompted, cannot be fought in first encounter. [He can be avoided and never encountered by ignoring the sounds behind you; on subsequent returns after a first encounter, you will fight him every time(?)]

Beyond the Veil:

  • [King of the void] Background.
  • [Mirrors room] A looping hallway of mirrors on either side of a room leading to another leading to another... Can easily lead to a bad end. Xaedihr does not warn you about this room and it is not obvious there is any real danger. To beat, when first prompted, glance at the mirror at least twice before then proceeding to the next room and break it, obtaining a Large Key. Subsequent encounters of this room will give a Null Essence.
  • [Room with the Abyssal Edge and sealed door] The Abyssal Edge can be taken, which will then degrade into the Abyssal Remnant and unseal the Dark Tyrant to be encountered. The Remnant can be repaired by the bartender of the Hellfire club with 25 Null Essence, and further enhanced multiple times [indefinitely?] by giving Xaedihr 10 Null Essence. Base damage is 18 and increases by 1 each time enhanced. It may have additional bonuses or effects against Void enemies [difficult to test with very high strength]. With some repairs, it is the most powerful weapon in the game.
  • [Fireflies] Room with wisp-like fireflies. Attempting to communicate repeatedly over several encounters restores sanity and slowly opens up sex scene with wisps. [What happens when you try to catch them instead?] First encounter restores 20 sanity, second 15, etc. No sanity restored after multiple encounters.
  • Room with 3 exits; west, east, north. West requires a large key obtained from success in the Mirror room [pre-November 2020, unlocking the west is bugged and simply ejects the player from the void]. North proceeds to a pitch-black hallway where the Elk Head Reaper may be encountered by turning around when prompted, as well as an altar with an unknown void relic [purpose of the relic not known]. East takes the player back into the core line.
  • Essence Swarm: Find a room with a swarm of Null Essence. Automatically gather 1 - [3?] essences.
  • [light; void exit] A shortcut to exit the void. 'No' option leads one to incorrectly believe it may lead to a bad end, even with Xaedihr in the party telling you it is obviously safe. Restores 100 sanity and exits the void, unlike navigating to the North or South and exiting that way which does not restore any sanity.
  • [Shifting fissures] Randomizes your location in the core line, sometimes placing you on top of the exit and immediately prompting if you want to do so.
  • [?] Encounter a strangely normal-appearing city, albeit with the sounds of the dark void still present. Forced to squeeze down an increasingly narrow alleyway due to invisible walls blocking off other exits. Hit "No" when prompted to avoid a bad end. Can be encountered multiple times and proceeds identically each time.
  • [aromatic plants] Don't breath that. [Assumedly bad end if you do.]
  • [unspeakable terror] Encounter a particularly dark area of the void. Your companion is nowhere to be seen. Simply turn back within the first two moves in this room, there does not appear to be anything here except a bad end.
  • [Others]


Notes on encounters:

  • [Banned/warded vore flag does not seem to be taken into consideration for several encounters [pre-Nov 2020]]
  • Attempting to Flee an active combat encounter [always?] results in a bad end of some type. With a Void Serpent, it results in getting vored, even if vore content is warded.
  • No encounters are infectious. Despite this, players who have unlocked Shifting can still shift into any of the monsters found in the void.
  • No encounters currently have victory sex scenes, though appears to be planned for the Elk Head Reaper.
  • With high enough [how high?] Strength or Dexterity to guarantee a successful roll when required (when a Void Serpent is nearby), selecting the option to go beyond the veil will never result in unavoidable combat [what about with the dark tyrant while he is in the field?].
  • Sometimes, both a Void Serpent and a Peculiar Summoner can be nearby, effectively requiring to pass either a INT/CHR(?) check with the Summoner or the STR/DEX check with the snake and go beyond the veil to avoid.
  • No activities related to the Void Realm are mentioned on the evacuation game-end screen.


[Note for editing: After gathering all the info, this page could be spiced up to present the Void Realm closer to how it is 'felt' in the game, with its literal air of mysticism and foreboding.]