Blueleaf Grove
For Killigan’s Treasure Public v0.57a. Dates here follow the game’s displayed Days 9–12. This volume covers the journey and save points first, then the choices needed for particular scenes.
How to use this volume
For the main story, read forward from Day 9. For one of the three camp gifts, read the Day 10 evening plan first, then use the Equipment gift table. The four entries with identical or similar titles are in Blueleaf Grove Memories. Zhokhar’s earlier formal relationship choice is under Relationships.
Arrival and equipment
The transition out of Spiceport damages ordinary gear in the equipment slots and unequips Killigan’s weapon. The story gives or returns Marchanide Langou and makes it usable. He may still own other earlier items; Special items may need equipping again. When Equipment becomes available, check worn gear, damage, and the weapon. A camp repair requires an item that can be repaired and either a free repair opportunity or a Repair Hammer. Check whether the item is worn afterward.
On Day 10, Macsen introduces the shared trunk. You can keep using it at later camps after this first try. If the Arcanics Scroll stock is below five at that point, he also gives five scrolls. The useful supplies table tells you where to check the hammer and scrolls.
Day 9: talk to everyone on the first evening
The arrival image appears with the story as one Blueleaf Grove Day 9 Memory. At camp that first night, you can finish conversations with Macsen, Cabotte, and Zhokhar separately; they do not exclude one another. Opening a character’s conversation and backing out, seeing Taavi’s short exchange, or waiting for dinner with Cookie does not advance the later gift-related evening-talk count. Waiting for or eating dinner ends the night, so finish any talks you want before going to Cookie.
Day 10: choose a gift route tonight
During the daytime travel scene, Join in adds Balls Research (by Mac) extra Codex pages at that day’s update. Afterward, look under Killigan, Zhokhar, Cookie, and Cabotte; all four get a page. The ordinary Blueleaf Grove region entry also updates with the story. Save before the daytime choice if you want the optional pages. Talking with Macsen at camp later does not add them retroactively.
The Codex lookup gives the four locations. Answers before and after this choice also change Personality and what Killigan wears; see tendency and clothing.
Tonight is the first split for the three gifts. There is time for one full talk with Macsen, Cabotte, or Zhokhar. You can click a character and choose Nevermind to return without using the opportunity. Choosing Talk and finishing the conversation advances that person’s series.
To receive a gift in the current save, complete a full conversation with the same person on each of Days 10, 11, and 12. Talk to someone else tonight, or end the evening with Cookie’s dinner first, and there are too few nights left for that target in this release. Make a separate regular save before your first Talk on Day 10 evening to compare the three routes. You do not have to date the person giving the gift. See gift names and where to check them.
Day 11: spar with Zhokhar, then choose
The three-round spar with Zhokhar is part of the main story. Frontal Assault, Sucker Punch, and Weighty Wallop lead to Brawn, Charm, and Wits interactions respectively. In this spar, Zhokhar dodges a Weighty Wallop attack even if you complete its interaction. Try Frontal Assault or Sucker Punch if you want an attack to connect. Defense still affects each round, and Wits also comes up in the last round’s defensive interaction. Choosing Weighty Wallop once does not mean you must lose the whole spar.
A worn weapon is temporarily put away before the spar; its bonus does not count toward the Brawn used here. The presentation and Brawn growth from a successful Frontal Assault can vary with current stats, but neither affects story progress or access to the spar images. A win, loss, or tie all continue the journey. The result determines which of the two Day 11 Memories you see: Killigan’s win shows Zhokhar falling, Zhokhar’s win shows Killigan falling, and a tie shows both. Save before the spar to compare. See the individual entries. For fight goals, inputs, and retries, see the combat reference.
Afterward, choose between Find the round boys and Undress the dragon. The first can lead to trying Cookie’s ingredients, changing dinner description and stat rewards. The second gives a Day 11 Memory with Zhokhar’s relationship icon if you formally confirmed him on Spiceport Day 7. Whether you had sex with him there changes dialogue and image variations, not the basic acquisition of this entry. The spar result does not gate it either. Save before these two post-spar choices to compare. See the relationship condition and Memory entry.
There is still only one full evening talk tonight. If you are pursuing a Day 12 gift, return to the person you chose on Day 10. Switching now leaves too few nights for any person’s three talks. Taavi’s short exchange and Cookie’s dinner do not replace that talk.
Day 12: final evening
The daytime story continues without a new free-exploration map or a battle you must win. This camp is the last full evening talk for Grove gifts in Public v0.57a. Talk to the same person for a third consecutive night and the relevant item gets an Obtained notification. If Equipment’s Special slot is full, check for the physical item in the shared trunk; use Equipment to confirm what is worn. See notifications versus equipped gear. One continuous playthrough can get at most one of the three gifts.
Where Public v0.57a ends
After dinner on Day 12 evening, the story makes an automatic save, shows a short passage before sleep, and reaches the end of this release. There is no Day 13 journey you can naturally continue into after this camp. Blueleaf Grove has no separate inventory Map or memento pickup to find in this version.
For earlier regions, return to the journey overview.