Crystal Plains, ???, and Shieldfall Vale

For Killigan’s Treasure Public v0.57a. This volume starts after leaving Aris and ends before entering Spiceport. Day numbers are those shown in the current location. The middle section keeps the game’s displayed name, ???; there are some scene hints below.

Crystal Plains

Follow the road on Days 1–4. On Day 3, The hiking path shows Brawn +3 on screen; The creek path shows Charm +3. The paths meet again. If you lose the Echo fights on Days 2, 4, or 7, your companions help you and the journey continues; victories give extra Ouros. At night camp, adjust equipment and attend to food and water before choosing to sleep.

Airinetics Echo tip: choose Evade and time the dodge; success weakens it, while failure hurts you. Its agility makes a direct Attack miss even after a successful QTE. Combat reference.

On Day 5, Zhokhar’s image appears before the question about helping Macsen treat him. Help treat him brings you closer to Zhokhar and moves Personality toward Noble; Leave him be moves it toward Barbaric. Macsen still treats him in either case, and refusing to help does not stop the journey. Save before the question to compare the relationship and Personality response. You can speak to all three companions at camp that night; speaking to one does not cost the other conversations. See Personality and the Memories entries.

The dreadstone images from Days 8–10 are two separate Crystal Plains Memories that appear along the main story. Day 9’s Sir Dion encounter leads to camp after a scripted retreat. The Day 10 confrontation also reaches the common crisis and aftermath; you do not need a combat win for those images. These two story fights work differently from ordinary Echo battles. See the four entries in native order.

???

After Day 10 you enter a special section displayed as ???, with its own Memories category. On your first round of visits, you can start with Tren, the seamstress, Woodie, the musician, or Ray, for sleeping arrangements; you can then visit the other two. You will reach all three. The order mainly changes nearby dialogue, without mutually exclusive daytime time slots.

For Ray’s overnight branches, check the earlier Aris balcony decision first: he will not offer to share his nest if Macsen is already Killigan’s confirmed partner. Make separate regular saves before Ray’s faith question (Yes / No) and before the nighttime activities. You can dance, play ring toss, and make bugs on a stick. After one activity, you can continue with the remaining ones or choose (Done for the night) to end early. Dancing and ring toss results change closeness with Ray in this section, while the main story continues. Making the bugs for Killigan or Ray also matters. You can do all three activities, but ending early forfeits any you have not done.

Overnight choices and two optional Memories

For a straightforward route to Ray’s nest invitation, answer Yes to the faith question, make the bugs for Ray, then complete either dancing or ring toss. That last interaction may fail and still leave enough for his invitation. Answering No has a different workable activity plan. See the complete steps for both answers and the relationship condition.

Accept Ray’s invitation with Yes for the nest image. Answer No, or receive no invitation, and you return to your own nest. There, choose Sure at the question about the other optional adult scene to see its image. These two ??? Memories are mutually exclusive branches of the same night. Once the invitation is available, save before answering to compare the two nests. If it never appears, do enough activities or return to an earlier activity or faith-question save. The next day’s conversation, artifact, and ritual images still appear in the shared main story. See the ??? entries and SFW notes.

Back on the road: late Crystal Plains

After ???, the display returns to Crystal Plains Day 13. Its Memory appears with the story. Clothing received in ??? is worn only during that section; the story handles repair of earlier equipment and the journey’s food and water. The return image and the following Vale story also unlock Dressing Room appearances automatically. See Dressing Room appearance locator. Shieldfall Vale begins after the Day 13 camp.

Shieldfall Vale

Zhokhar’s sunset image on Day 1 appears with the story. Arrange camp talks as you like, but on each of the five evenings, Days 2–6, you can talk to only one companion or go straight to sleep. If Macsen became Killigan’s partner at the Aris balcony and you want the adult Shieldfall Vale Memory with his relationship icon, talk to him three times within those five nights. The third talk offers Ask him / Hold off. Choose Ask him for the image; Hold off still uses that conversation. Choosing Macsen on Days 2, 3, and 4 gets the scene as early as Day 4. The evening of Day 6 is the latest possible third talk. Save before that third choice.

Earlier Crystal Plains camp conversations do not count toward it. See the full condition and SFW note.

There is another Echo fight on Day 5. Victory gives extra Ouros; after a loss, companions help and camp proceeds as usual. Travel continues on Day 6, and Day 7 reaches the Spiceport gate. Map progress updates with the journey, and you can replenish water at camp. There is no separate equipment or memento pickup to hunt down in this section.

On to Spiceport

The gate on Shieldfall Vale Day 7 is the entrance to the next city. Check what Killigan is wearing and any camp images you still want before leaving the Vale. This volume ends at the city entrance; continue with Spiceport.