Depersonalization – Four Scenario Full Walkthroughs

Depersonalization – Four Scenario Full Walkthroughs 1 - steamlists.com
Depersonalization – Four Scenario Full Walkthroughs 1 - steamlists.com

Welcome to Depersonalization – Four Scenario Full Walkthroughs Guide.

A summary of the four current scenarios in English. I’m writing this right now! An all-in-one module missing; the others are finished. I’ll write about that later. This guide contains basic gameplay, lore, endings, locations, and walkthroughs.

Introduction

Currently, there are 4 Scenarios in this game.

1. All-in-One and One-in-All

2. Lies and Fraud

3. Soladnit

4. Welcome to Townsend

I will take some time to write about 1 later.

Because explaining everything step by step is painful, I will be listing places where you can get stuff that are needed or just generally around. There will also be a summary of what you can get from the Scenario at the end, generally where branches for endings take place and a brief description of the choices made to get there.

Let me know if I get some things wrong, or am missing anything.

Locations will be Underlined

Mini Areas in Locations will be italicized

Ending Branches will be underlined and italicized

Well, at least I *try* to follow this format. No promises. There are way too many choices.

Mythos Items, Traits, Endings and Lore that the module has will be shown in the summary at the very end. Due to section text limit, some modules have been split into sections.

Might add a ‘Fastest way to get x ending’ at some point. We’ll see.

Lies and Fraud

Church

This storyline takes place entirely inside the church, and near it.

Lobby

Where you start off in. To the bottom left, a locked room that you can only access if you convince your client to escape and fight the enemies after him. To the top, the church’s hall.

Important: The guy on the bottom left near the door? Steal from him and pick the Note. You get your first clue. This note can be later used to recruit Walker, whom will be very important unless you are good at fights.

Has torches around the area. Take them all-you’ll need it. Take every single thing that has flames on it.

You will confront some enemies if you convince your client to escape. This immediately branches to three endings. Fight the enemies leads to Princess Rose, and telling him that you’re leaving to get help leads you to the street, which can lead to either All that Have Been Settled or Flower of God’s Blood.

Hall

To the left, a confessional hall. The top right, the Preparation Room. Bottom right, Cemetery. Near the entrance, you may take Water, which allows you to douse fires.

There is a statue here you should be careful of pa*sing checks on. Sometimes its best to leave things alone. Pa*sing Erudition Check will allow it to make an Inspiration check. Pa*sing Inspiration check does weird things to you.

Multiple people are here. Here’s what they do.

1. The Client

Convince him to escape with Irene after you gained enough clues. This will lead you to the princess rose ending!

Only two ways to convince him: Irene’s Candy, or after telling him what happened in the Preparation Room.

2. Irene

You will want to talk to her about the ‘purple bottle’ you will find in the Cemetery, for a Clue. This Clue can convince the Client.

3. Walker, the hunter

Psychology check, you can calm him down. Afterwards, telling him to go to the confessional hall(and listening in on his talk with the head priest) does not do much. If you have the note you stole from the guy in the Hall, he will give you a crowball, and you can invite him to join your team for battles.

He has a bow in his inventory and his default weapon is the gun. He sucks at it, so swap him over to use the bow.

4. Sharpen Knife guy, to the right of the entrance.

He has the key to the Cemetery. Steal or Fight him for it.

5. The guy who is reading a book. Pleasing him gives you the Holy Bible: Upon using it you get Trait: Interact with cult. You may also attempt to steal from him.

6. Gambler – The guy to the right of the book reader: He sells a dagger and holy medicine. Bribe him for a way to Altar Hall early. Try 300 gold. Don’t Gamble with him. Now you can unlock the Altar Hall Directly if you wish. If you do gamble and win, he kills himself. If you gamble and lose, he leaves with your money.

7. Insane Believer – The guy immediately to the left of the entrance to this area. If you have Item: Holy Medicine on you, you can give it to him for a clue(Directs you to cemetery). Rescue does nothing.

Note: After the church is detonated, you can in fact walk through spores without getting parasites(sprinting will make you have them), and enemies in this area do not Aggro as long as you don’t sprint. They also De-Aggro if you stop sprinting. If you have sprint on, its considered as sprinting!

Service: Nora

If you had killed Noel in the Cemetery after listening to her story, Nora shows up.

Failing the willpower check kills you.

Refusing immediately will lead into a fight. If you win, you will still go to Anantarya Cage.

Saying that you will join gives you some time to either prepare for a fight, or get the other endings.

Attempting to flee will immediately kill you, sickle style.

You can loot your client for 10000 Gold and an Armor.

You can pick to accept or resist.

Accepting will lead to you having three endings.

If you check on Irene before talking to Nora, you can look for a way to protect yourself.

Pa*sing a Diplomacy Check with her by looking for a way to protect yourself leads to the Wealthy One Ending, which gives you the Trait: Wealthy One.

Looking for a way to repel her and pa*sing the concealed check will give you a way to Pledge yourself to her religion, or decide not to in the end. This leads you to Anantarya Cage… and towards the The Glitch World After Glitch ending.

Without checking on Irene, accept yourself to be Baptised by Nora. This leads to the Cult Leader ending. You automatically get Trait: Cult Leader.

Confessional Hall

Has candles you can take here, and an item on the wall you can read. Nothing else.

Cemetery

Has materials here you can take. Most importantly, Medicine and a Mythos item can be found here! Enter with the Cemetery key… or Walker’s Crowbar.

The table has two parts to inspect. The bottom has medicine(take for actual medicine items), a red bottle(just text to read), and the purple bottle. Inspiration/Intelligence check for what the purple bottle is for a clue!

The top part has research material to read(gives you a clue), and Research Books. Pa*sing the check for Mysticism for the Research Book will tell you its a book about the occult, and you may then take it. Its a Mythos Item: Cultes des Goules.

As you leave the room, if you read the research materials, you will be caught by Noel.

You will then have a choice on if you want to escape or ask about her motives. This will branch into two ways!

Listening to her and then killing her will make you join the service as it is too late to not join. This is the first alternate ending branch. Nora will show up to crash it.

Agreeing to join the service with her will allow you to join the service. Nora does not show up, and it proceeds peacefully into the hidden underground room. This will go into the Flower of God’s Blood ending.

Escaping directly will not make you join the service. You may continue with your game for another ending.

Preparation Room

Can only access by having enough Concealment skill to pa*s the check, or by using Walker’s Crowbar.

Do not enter unless you are ready to fight a monster!

This areas is abundant with food items! To the right there is a table. It has a book and a dairy. Reading the book and pa*sing the Erudition and Medicine Growth check will increase your Medicine skill. Reading the Dairy will give you a Clue that you can tell your Client about to convince him to escape.

On the top near the table, the cabinet contains medicine. Take the medicine, and checking the cabinet again will let you check a cloth box. It will give a clue about Princess Rose.

Corridor of Law and Sin

Can only be accessed if your client has escaped, and you beat the people after him. Because they drop a key to open it. The room at the bottom left of the hall.

There is some stuff you can get in the coffins along the way. You may ignite one on the left immediately to stop your pursuers, or hide in the coffin near the end towards the right.

Moving forward, you will have to fight alone against a church believer. There will be a heavy wheeled door-failing the strength checks do not matter. Failing it thrice will still open the door, pa*sing it just lets you open it once.

Room of law and sin

Utterly disgusting. Its a room that does not have much to take either. The tool rack has some weapons, the body is best left untouched or ignited. Attempting to search it without igniting and dousing it or pa*sing a Dexterity check will cause you harm. On the body, there will be a flamethrower and an unimportant item. You do not need the flamethrower, unless you want it.

Picking up the organs and throwing it into the pool will cause a large tentacle to kidnap you.

Resisting it will cause a strength check-pa*sing it will save yourself from the pool.

Giving up will cause you to fully enter the Princess Rose Ending

Lies and Fraud: 2

Flesh Room

Falling into this area is a result of the above Room of Law and Sin. You will get a Trait: Panacea. The only thing you can do here is check the tentacles, the spores, the skeletons and talk to the mysterious girl.

This is also the place where you fight her if you pick the wrong choices!

Having enough diplomacy to convince her to let you go earlier will give an alternate ending as you continue. She will give you a wreath.

Choosing to stay is the only other option. Afterwards, talking to her only gives two options:

Break the collar

Wait

Breaking the collar will cause her to immediately turn into a boss to fight you. Once you win, a dark pa*sage appears behind her. Unfortunately you cannot bring her out. You see walker, if he went to the confessional/in your team, and end up in the Preperation Room.

Waiting will eventually make her lose control as well as have a large explosion sound out, and she sends you away with a wreath as she goes berserk. It will turn into the Mythos Item: Flower of Blood at the Princess Rose Ending.

Altar Hall

Only can be accessed after the church is detonated, joining church service, or via Gambler’s note and triggering the hidden switch. Note: If you come here early(by fighting yummy, the mysterious girl), you may see a Mythos Monster and Nora fighting. It does give additional dialogue.

The Gambler’s Note

If you picked up the Note from the Gambler, you can enter this Area early. Its the table below the statue. Inside, as you go towards the top, you will get an Inspiration/Intelligence check to see if you’ll respond, but the failing the check can also save you. Nothing happens if you don’t respond. But responding to it makes you have a mysticism check, and upon failing, it forces Trait: Alienized Magic Seed. Pa*sing this check gives you a choice to devote or reject devoting yourself for the ‘Gift’ of that Trait.

The Gem will tempt you. You will have to pa*s a will power check to be able to refuse it. Refusing it gives you the Trait: Fortitude feeds on itself.

If you pick up the Gem, it leads to the Flower of God’s Blood ending. Because it forces you to attend church service.

Putting out the candles at both sides of the statue and moving close to it, allows you to fight the Haunter of the Dark, winning gives you a Mythos Item.

Church Detonation

You will find the Haunter of the Dark guarding the way out. Being defeated by him still allows you to leave, but winning against him will give you a Mythos Item: Shining Trapezohedron. He fears the light-now is your time to use your flame items, it damages him ma*sively when it attacks you and nullifies his damage to you. Try to attack him, and next turn you get a new action in Skills called ‘Light up the battlefield’. It gives you Light stacks.

Service: Noel

You enter this area with Noel by agreeing to join the service with her.

You can, in fact, insist to leave midway through this service if you pa*s a Concealed oppose dice Psychology Check and notice something is wrong.

Going up will trigger the worship to begin.

Choosing to chant gives you a Trait: Alienized Magic Seed and you will end up being driven away from the church to the street.

If you do not, you can resist being driven away. But you can’t stop the Wiseman, the priest.

In any case you will end up on the street.

Street

If you have left earlier by convincing the mysterious girl, you will get out of the church by the front door. You will get the Trait: Windfall, from your client by talking to him after he ushers you out so that he may detonate the church.

If you attended Noel’s service, and ended up here, you get the Flower of God’s Blood ending(Including leaving early). Note that you can search your Client’s body for 10000 gold, and saving Irene doesn’t do anything, you end up leaving her behind(Might have something to do with the spores).

You will also get to this area after you are trapped inside the church. Your client will be here for you to get Trait: Windfall.

If you told your client you left to get help, you get two options when leaving the street. Actually getting people to help leads to Flower of God’s Blood, and pa*sing the Dex check will kill you first instead of helping you.

If you just leave(Oh wow, cruel!) you get All that Have Been Settled.

Anantarya Cage

Touching the Butterfly here gives you Trait: Deconstruction of reason.

Not touching the butterfly and just going to darkness kills you.

Jumping off the Abyss will kill you here.

Really make sure to loot your Client’s body… Armor is very important here.

Find items around the area to escape. Preferably things with no Malice. Like the bow at the bottom left!

Ring on the right.

The other 3 items will have to be approached in this order. Approaching Doll and Mask will trigger a battle.

Doll

Mask

Wingless Bird

Tips: Prepare your attacks(The literal skill), make sure walker is with you and he has ammo and uses bow.

Noel will offer you a way out. Pa*sing an Inspiration/Intelligence check will give you a choice. Failing it will trigger a fight with Sloth, a 80Hp boss that can use a move to stun all targets, and a skill that makes your damage to it be dealt to you. A tip: It doesn’t seem like she does moves when you attack her sometimes, you you’ll want to hit her at least once while another prepares their attack, preferably walker with a bow.

Refusing will allow you to jump off into the abyss and exit this area safely. Accepting still triggers a battle with sloth. Defeating sloth continues the same storyline as Refusing to her taking a part of you.

You’ll end up in the Church Hall with the Bloated women. You can, in fact, choose not to engage and run out of the church to see an ending that can’t be saved named Escape?!.

Fight against Noya/Bloated Women. For the first round, you can do whatever-but you must grab a corpse for the second round, because she will use an instant kill attack. Afterwards, you’ll want to have one character wake up Noel, and the other attacking or preparing an attack. From then on, she will occasionally end up cutting herself, so fight her!

The end of this gives the The Glitch World After Glitch ending.

Mythos Items:

Cultes des Goules

Flower of Blood

Shining Trapezohedron

Traits:

Panacea

Interacted with Cult

Windfall

Alienized Magic Seed

Deconstruction of reason

Wealthy One

Fortitude feeds on itself

Cult Leader

Endings:

Princess Rose

Flower of God’s Blood

The Glitch World After Glitch

Wealthy One

All that Have Been Settled

Cult Leader

Escape?!(This cannot be saved, but can be read as an ending text. You die though. Happens to be one of those death endings that actually have a name.)

Lore:

This module focuses on Nyarlathotep. Anan even complains about him after Flower of God’s Blood. He is also talked about in The Glitch World after Glitch. So these are the endings you may want to read, if you want more flavour text.

His two avatars you will see here is The Haunter of the Dark, and The Bloated Women. The church here is possibly referring to The Order of the Bloated Women.

Soladnit

This module takes place throughout the Mansion and its areas. Its the holy ground for Spellcaster or High Mysticism Characters!

You can get a gun and some ammo if you decide to open it, as you talk to Saya.

Madame’s Bedroom

The mirror has a bug that Saya puts in that can be retrieved later as a clue, it allows access to the well at Daytime. The mirror, bed, and dairy can be checked. The rightmost drawer has items.

Carter’s Bedroom

On the foot of the bed there is a table, pa*sing the book’s observe and mysticism check increases your mysticism. Left of the bed’s drawer holds a portrait that the Banquet Lady wants.

Check the bed for Notes you can ask someone to translate later.

Observe check on the left side of the bed will give a Magic Runestone, the Right side of it(where paper is on the ground) will give you a Swift Runestone.

Sherry will give you a Draft Design of the State here later on. She will then also give you the key to this room in the Second Floor Hallway.

Study Room

The top left bookshelf needs you to pa*s an observe check, and if you have the crystal from the car you investigated in Parking Lot and choose to fight, you will get Trait: Soul Redeem.

Pa*s a Luck check to the left of the Desk, and you’ll get Key to an Unknown Room.

Bottom left bookshelf will have an Observe and Diplomacy check, pa*sing both increases Diplomacy.

Ace will be here after you checked on the Brown Crystal in Ballroom.

Pa*sing an Observe check will show that Ace hid something near the window. Check there will allow you to get the First Survivor Ending early. You will also get this ending if you tell Sherry or Saya that you’re leaving. It is the only way out of the Mansion.

If you tell Sherry at the last minute that you won’t be leaving, you will have to pa*s a brawl check. This will thus lead to the New Bond Ending.

Guest Room

Not much here(some items). Its the place where you meet up with Saya and Sherry to progress the story.

Corridor

You have to have the White Crystal from the Parking Lot to Watch the Mirror. Pa*s the Inspiration check, once you do, look in the reflection. Then you can recognise the Butler in the Ballroom.

Ballroom

Most important area of the module.

Check all the crystals here. However, any crystal that gives something all require a mysticism check. Notable ones are: red one gives Trait: Flame Worship. The Brown one can be checked as Ace is looking at it, you’ll get Mythos Item: Beasts in the Shadow. Green Crown one gives a usable item.

There are people around here. Key people to Note:

1. Butler (Standing by the corridor entrance)

You can get a Crowbar and Key to the Study Room, if you recognised him after watching the Mirror in the Corridor and manage to stop him(subdue or threaten).

2. Lady (Dining on a table)

Playing the game with her and pa*sing the Opposing Dice Observe check yields a quest. Giving her the portrait from Carter’s Bedroom completes it. Its important as she gives you Mythos Item: Yithian Lightning Gun.

3. Architect (window guy)

Having the Draft Design of the State and talking to him will tell you that there is a room underground the Parking Lot.

4. The Old Man (Magnifying gla*s guy)

If you have the Notes from Carter’s Bed, you can translate them here for some text.

Courtyard

Lots of flowers around. Has a well. To the top left will be a maid that has the Key to the Madame’s bedroom, and the Top right will lead to an area called Storage Room.

Well

Look at it at nighttime, and you will suffer. Staying in it will toss you into a special area named Time Fracture.

You need the spooky recording from Madame’s Bedroom to look at it in Daytime. You will be able to go to the bottom of it. Checking around gives you some cash and items, as well as find out Madame’s clothes are here. Afterwards, a hoop will glow: you need to pa*s a Craft check to get an item. If you pa*s this, you fight Color out of Space.

Tip: Using the same item you get from the craft check instant kills it.

You need to pa*s a Sports check to get back up. Low sports characters, do not worry; there is a rope you should get from checking around. It gives Sports +50. Alternatively, craft one.

Time Fracture

If you go to the rightmost side you get some cool flavour text. Pick up the phone, you will have to pa*s a constitution check or die, then run away(or fight the creature). Go left to get out of here.

Storage Room

Small area to meet with Sherry and Saya after Sherry has a stomachache. That’s it, and some items. Crucially you get a Tablet that temporarily Increases CON by alot.

Parking Lot

Has a well hidden bas*ment area on the bottom right, underneath the black car.

You can investigate this Black Car for a useful White Crystal you will use in Study Room for a Trait, and the Mirror for the Key to Study Room. Other cars have some materials.

You can also attempt to leave the mansion, and Ace will try to stop you. Leaving the mansion by this path is an Instant Death Ending, no matter at which point in this module.

Secret Room

You need to know that this place exists from the Architect, and have Key to the Unknown Room to enter this area. This place has a Mana Can item(heals all MP each turn! Spellcasting characters should pick this up for battles later) and the Mythos Item: Unaussprechlichen Kulten.

It is also accessible after Carter comes back. It is where Ace is after you see her beckon to you to the parking lot. This is the branching area: You decline or follow after Sherry.

Branch Endings

Once you enter the Guest room to progress the story, you’ll end up in Ballroom. DO not fail willpower check. Its instant death. Go to the parking lot, and then the Secret Room to continue the story.

Study Room

Declining Sherry, you will end up here. Now you have a choice to leave or stay. Leaving gets you the First Survivor ending. Staying will cause Saya to attempt to force you out. Failing the Brawl check leads to the First Survivor ending. Pa*sing will stop Sherry, she will leave you behind after you both talk to Ace. This will lead to the New Bond Ending.

Courtyard

Well to get to this area you have to fight Color Out of Space. Heal up before entering. You will have a choice to fight Carter if you want to, defeating him doesn’t change anything, but it does give you 10,000 cash. Tindalos will show up, this is where the game branches into two endings.

If you win against Tindalos, you get Beautiful Reality Ending.

If you lose against Tindalos, you get After the catastrophe Ending.

Both endings give you Mythos Item: Soladnit.

Mythos Items:

Yithian Gun

Beasts in the Shadow

Unaussprechlichen Kulten

The Soladnit

Traits:

Flame Worship

Soul Redeem

Endings:

Beautiful Reality

After the catastrophe

New Bond

First Survivor

(Yes there’s four. Work in Progress.)

Lore: The great race of Yith and The Shadow Out of TIme. The lady giving you the gun might have been temporarily taken over by a Yith. Hounds of Tindalos. They seek out time travellers. The Color out of Space, The story tells of this alien being tethered to the well.

The Cats of Ulthar(Potentially. Sherry is Snow, and implied to have kitty powers. In this story, cats have gained sentience, but not a human body. They’re implied to have devoured humans that killed their species).

You will want to complete Beautiful Reality and After the catastrophe for more dialogue.

Welcome to Townsend

West Street

This place has Hotel, Nana’s House?, and Grocery Store.

Many materials are littered around the area. There is a bicycle to the right end of the street, you can climb up here to get additional materials and some clovers(an item that you eat to increase luck)

Hotel

Second Floor, Guest Room

There are items in the drawer.

In the corridor, you can enter the storage room, but it is best to grab a key/follow merry in later. As you go down the stairs, she will be seen heading up to this room.

Second Floor, Storage Room

More food items, a suspicious flower pot, and at the bottom right where merry will be checking you will find Ryan’s key. This can be used later to open a safe!

You will want to check this room before you meet up with Horn in the slums, for the second time. Particularly that flower pot for a very important Story Item: Black Egg.

First Floor

Merry’s room is behind the counter on the top right.

You will have to come back here before you meet with horn for the second time in the slums, to save merry. Without the Origami Paper, you will have to fight her. With it, you can try to wake her up instead and not die while trying to do so.

First Floor, Merry’s Room

Inside the drawer, you can find the storage room’s key. The wardrobe also has useful items, like gloves.

Nana’s house?

This house is just to the upper right next to the Hotel, and Left of the grocery store.

Inside, you can observe the picture for a Clue, investigate the piano for a letter, and look through the stacks of musical score notes. This can be used later for a trait!

Grocery Store

The place you will see Merry enter.

A man looking at the lottery will be here. Buy a lottery and talk to him to get a Clue. You will want to take the Cleanser item with you for a Mythos item.

Alot of food items can be found here, including Merry’s money. Take them if you wish.

Central Fountain

This place gives way to the North, East, South and West Streets.

You can get water from the fountain. A man here will be hoping for a broadcast. You get a Key here.

South Street

In the Hobo corner you can investigate for some clues, but there doesn’t seem to be much to do for him. Comforting him lets you buy items from him: If you are bad at observation checks, you may want to buy a Crowbar for later. You can get a black seed underneath his bed.

Merry and Nana’s Slum House

The house on the left that you will find Merry in. There is a dagger under the top bed’s pillow, and investigating near it will give show you some text about their past.

Tyler’s House

You don’t have to pa*s the corpse’s medicine and SP checks. Body search him for an origami paper that wards away evil. If you don’t want to fight Merry later on… You will also find the monster here if you let him out.

East Street

It has two areas: Police Station and Cliff.

Police Station

Has two offices, one on the right, the other on the left, and a prison containing a monster. Use the Crowbar or Sheriff Key to let the monster out for additional events.

Right Office

Lots of clues here. Most importantly, you can find the Lottery here(and write it in if you bought it), and with some checks you can switch on the broadcaster.

As you would expect, talking to the lottery guy in Grocery Store and the man at Central Fountain afterward will give you a black seed each.

Left Office

Horn will be here. If you have Ryan’s key, you can open the Leftmost safe. Fountain Key for the Rightmost. Around the Table, you pa*s an observation check for the Sheriff’s Key(If you don’t have a crowbar to open the monster’s cage).

I’m told that you can also open the Rightmost key, but I haven’t found a way to do that.

Progress the story by reading Ryan’s notebook.

Cliff

You can find the musician here. If you have investigated Nana’s House? Thoroughly, he will give you a Trait: Famous Song. He will also give you a black seed.

North Street

This place only has one area to go to: Wende’s House.

Ryan will be here, and if you have seen the monster at Tyler’s house, he will fight and weaken Ryan for battle, should you decide to attempt fighting Ryan. He will have 40Hp if so, and 70Hp otherwise. His first pawstrike does not hurt too badly, but you may want to avoid his Batter or even Normal Attacks after-it is DEVASTATING(He does multiple dice).

Defeating him gives you a black seed.

Wende’s House

Very Important area that will give you two Mythos items. To the rightmost there will be two bookshelves that you can use to attempt to increase your Medicine and Erudition skills, after you pa*s their observation checks. The rest are flavor text to read about.

If you let Horn kill Wende when meeting for the first time, it is game over.

On the table, approaching it from the left side for the second time will allow you to use the Cleanser from the Grocery store for you to take the Mythos Item: Merder. Make sure to take this if you want to have a chance at saving Wende later on.

Talking to Wende before meeting Horn for the second time, she will give you a Mythos Item: Badge of the King which she calls a signet pendant.

If you’re on path to the Faded Eternity ending, you will visit this house a third time. This branches off to if you can save Wende, or not at the end of it. Killing her saves her, and allowing her sacrifice prevents her from showing in the Faded Eternity Ending.

Tips: Equip Merder, and have Trait: Famous song.

Nest

There is only two ways to reach this area: Beating Ryan, or not.

The story branches out here. If you have beaten Ryan, Horn will succeed in leaving a gift for Tonson-namely lacing the house with explosives and exploding it. You will fall, and reach this area. If you did not talk to Wende for the ‘Signet Pendant’, spider monsters will attack you.

If you have not, Ryan will lead Tonson to the slums. Horn will be attacked by you involuntarily due to what Tonson had done to you, and citizens in the town will be in the Nest.

Tonson takes you and everybody to the nest

You decide to wait and see what happens when Tonson catches you and horn with Ryan.

You cannot do anything in this area but listen to Tonson rant. If Merry was saved, Ryan will attack the enemies, and after fighting them with Horn you get the Life is like a dream Ending. Nobody is saved in this ending, except you.

If Merry was not saved, its a bad ending: You die and have to retrace time.

Resisting Tonson’s Merder

You have to have a spare cleanser, and Ryan must not have been killed for this to have happened. Fighting against Ryan and winning will lead to you having beaten Ryan and falling.

For having beaten Ryan and falling

This area has the Spider Stone Statue. Below it is a Mythos Item: Pact of Kadath, which details how to make a… pact. If you have enough Black Seeds(5) you can sacrifice these black seeds for a Trait: Blessing of the Spider God, and If you have the black egg, you win the Faded Eternity ending.

Black Seeds: Musician, Ryan, Lottery Guy, Fountain Man, Under the bed of Hobo.

Black Egg: Storage Room’s Flower Pot

You can jump into the abyss-and reach the Life is like a dream ending, one that you can also get in the other branch ending.

If you do not have the ‘Signet Pendant’ that Wende gives you if you visit her, monsters in this area will attack you.

Summary

Mythos Items:

Pearl of Naba

Pact of Kadath

Badge of the King

Merder

Traits:

Famous Song

Blessing of the Spider God

Endings:

Faded Eternity

Life is like a dream

Lore: Hastur, the King in Yellow, and Atlach-Nacha as the Spider God (Rather Obvious, given Atlach is mentioned in the Pact to Kadath book). Wende employs a skill in combat called Call to Carcosa (Hastur’s Home), and the person calling her is in the color yellow (Hastur).

All-in-One and One-in-All

Mythos Items:

Aria Revolver

Recita Stick

Undead Pendant

Atlach Doll

Traits:

None. You can’t bring anything over here as this is Anan’s Origin Story.

Lore: Yog-Sothoth, Tawil at’Umr, Aforgomon, The Ultimate Gate and the Silver Key. The Library’s Gate is very likely the Ultimate Gate, and Tawil at’Umr was guarding the Silver Key.

Traits Effects

These are Descriptions of the Traits you can get from the Scenarios only!

Brackets like this are: (Just additional comments from the author, or other people) that may be useful currently. Comments from the author have no (Name: Comment).

Traits

Panacea

Wake

After each battle ends, your HP will restore to the maximum.

Sleep

You are immune to bleed effect.

Interacted with Cult

Wake

Max SP -10, Erudition -10, Mysticism +10

Sleep

Intelligence +10

Windfall

Wake

When you luck increase, cash +20

Sleep

When you luck decrease, cash -20

Alienized Magic Seed

Each time you failed in POW check, the seed will grow up. You will gain a special trait when the seed mature.

(Gives Trait: Ritual Modification, after failing 3 Willpower/POW checks, and keep this seed trait. Confirmed by Ash.)

Ritual Modification

Legendary Creature state makes you immune to poison, fracture and bleeding.

Wake

Gain [Legendary Creature] state. Can’t eat any food item

Sleep

You will not affect by [Ritual Transformation]

(Ash: cannot use any items with the keyword “eat” which includes the pills that temp increase CON and some other meds and sp restore items.)

Deconstruction of reason

Wake

When you obtain a new [Experiences] trait, restore 1-3 SP.

Sleep

When you obtain a new [Experiences] trait, POW -5, Mysticism +5

Wealthy One

Wake

When entering the Scenario, Money +2000

Sleep

Your diplomacy skill check will add one penalty dice.

Fortitude feeds on itself

Wake

You cannot equip Mythos Items. Your damage bonus increases by 1-3

Sleep

For each Mythos Item you equipped, your POW -5, STR +5, and DEX +5

Cult Leader

Wake

Mysticism +20, CON -10, when you acquired this trait SP -15

Sleep

CON +10

Flame Worship

Pa*sive: When you equip a normal or agile weapon, your attack will apply burning effect to the target. (This trait works regardless of whether it is awake or asleep)

Wake

You will deal 1-4 more damage to the target under burning effect.

Sleep

When you use a melee attack to deal damage to the enemy, you enter the burning state.

Soul Redeemer

Wake

Speed +20

Sleep

For each enemy that moves ahead of you in battle, you will add 10 skill points when you do your action.

Famous Song

During the battle, whenever an enemy target’s action causes your SP to decrease, recover 5 SP.

Blessing of the Spider God

Whenever a battle is won, consume 3 SP and obtain 8 luck.

Mythos Item Effects

These are Descriptions of the Mythos Items you can get from the Scenarios only!

Brackets like this are: (Just additional comments from the author, or other people) that may be useful currently. Comments from the author have no (Name: Comment).

Mythos Items

Recita-Aria

After entering the scenario, character gets extra items [Recita-Stick], [Aria-Revolver].

An Undead Pendant

When you first time dies in the battle, you will be revived but your body will be changed a little.

(Upon Death, revives and grant you [Ghoul Constitution] state with infinite duration.

Ghoul Constitution: Mysticism +20, INT -30, you cannot equip weapons, unarmed attack damage becomes [4-9] and attack three times in a single turn. When hit, there will be a chance to make target bleed and expose a weakness.)

Atlach Doll

It cannot remove after equipped.

When you equip it, your POW, INT, and DEX halved, and CON and STR doubled.

Shining Trapezohedron

INT +20. His aura will temporarily hinder the attacks of some other mythos creatures.

(Grants [Resonate with his aura] state.

Resonate with his aura: Mythos creatures will not select you as a priority target in the action, and the damage caused by them reduces 3 points to you.)

Cultes des Goules

Acquire spells [Voorish Sign] and [Implant Fear] while equipping. When you use a melee weapon on your main hand for an active attack and the attack check is a hard success then you will cost 7 SP to make an additional check without an additional check. (You can only activate this effect once in your attack for each action)

Flower of Blood

At beginning of battle each turn, absorb 3 HP from the enemy with the lowest HP.

Yithian Lightning Gun

The weapon of Yith, it can deal spell damage to the enemy. For people who are erudite can make better use of it.

Beasts in the Shadow

When you make a POW or SP Check, you will get a penalty dice.

If your POW is greater than 10, your life will not reduce less than 1. For each time you trigger this effect, your POW is reduced by 5 forever.

(Aryleon: Which seems useful if you have Alienized Magic Seed, and have too high of a Pow.)

Unaussprechlichen Kulten

Acquire spells [Create Barrier] and [Dominate] while equipping.

When you cast a spell, it will consume your luck instead of your SP.

(Aryleon: Is glitched atm, if you equip it, you lose the ability to cast. The cost is halved, rounded up).

The Soladnit

The effect of your bonus dice and penalty dice will be exchanged. In any check, there will be one bonus dice that will substitute by a penalty dice and recover 3 SP.

Merder

Immune stun effect. If any enemy has a debuff in the battle, you can add one bonus dice when you attack.

Bade of the Old King

When you use a melee weapon for an active attack, the Mysticism skill value is added to the skill check value.

The Pearl of Nacha

This item may add new effect in the future.

(Probably means currently has no effects)

Pact of Kadath

Speed +40, incoming spell damage decreases by 3.

Written by Vivi

This is all about Depersonalization – Four Scenario Full Walkthroughs; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!


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