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Tag: Visual edit
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Tag: Visual edit
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*[[Incantation#Incantation Spells|Incantation Spells]].  Whip up a mist to keep yourself reasonably hard to recognise.  (roll v. ≤14)
 
*[[Incantation#Incantation Spells|Incantation Spells]].  Whip up a mist to keep yourself reasonably hard to recognise.  (roll v. ≤14)
   
Success: ?, ''choose gain''
+
Success: ''Unlock '''''Gates '''''option'', ''choose again''
 
Failure: ?
 
Failure: ?
 
*[[Negation]].  Stun everybody.  (roll v. 16)
 
*[[Negation]].  Stun everybody.  (roll v. 16)
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Success: ?
 
Success: ?
 
Failure: ?
 
Failure: ?
  +
* [[Gates]]. The guards can't see your face, can't see what you're doing...
 
  +
Success: expand [[Gates Phemes (Gates)|Gates Phemes]] +1 SL, go to '''Phase 10'''
 
  +
Failure: ?
 
   
 
===Phase 10: The Legate and the Servant===
 
===Phase 10: The Legate and the Servant===
 
*[[Negation#Negation Methods|Negation Methods]].  See if you can render the servant incapable of speech.  (roll v. ~17)
 
*[[Negation#Negation Methods|Negation Methods]].  See if you can render the servant incapable of speech.  (roll v. ~17)
   
Success: ?, ''choose gain''
+
Success: expand [[Tactics (Raid)|Tactics]] +1 SL, go to '''Phase 11'''
 
Failure: ?
 
Failure: ?
 
*[[Revision#Revision Spells|Revision Spells]].  Just ruin the documents to hurry things along.  (roll v. ~17)
 
*[[Revision#Revision Spells|Revision Spells]].  Just ruin the documents to hurry things along.  (roll v. ~17)
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*[[Compete#Wit|Wit]].  Stall the guards with a riddle.  It just seems Sphinx-appropriate somehow.  (roll v. ~17)
 
*[[Compete#Wit|Wit]].  Stall the guards with a riddle.  It just seems Sphinx-appropriate somehow.  (roll v. ~17)
   
Success: ?, '''''conclude Adventure'''''
+
Success: expand [[Insight]] +1, expand [[Cooking#Recipes|Recipes]] +1 SL, '''''conclude Adventure'''''
 
Failure: expand [[Insight]] +1, expand [[Cooking#Recipes|Recipes]] +1 SL, -2 Vitality, '''''conclude Adventure'''''
 
Failure: expand [[Insight]] +1, expand [[Cooking#Recipes|Recipes]] +1 SL, -2 Vitality, '''''conclude Adventure'''''
 
*[[Incantation#Incantation Phemes|Incantation Phemes]].  Create some kind of net to bind the guards long enough for you to free the Sphinx.  (roll v. ~17)
 
*[[Incantation#Incantation Phemes|Incantation Phemes]].  Create some kind of net to bind the guards long enough for you to free the Sphinx.  (roll v. ~17)

Revision as of 23:38, 1 August 2018

This is an adventure with in which the hero gets to deliver honey and investigate the imperial palace. which was added in DLC 16.

The adventure can be completed in just one session, a successful adventure can gain multiple skill-ups, learn about the Sphinx and access both Sphinx abilities.

Unlocked by: DLC 16

Phase 1: A Ruckus

  • In fact...
Automatic:  go to Phase 2


Phase 2: Clearing the Mean Streets

  • Just walk away.
Automatic:  expand Dispassion +1 SS, pause Adventure
  • Minetan Swagger.  Do you know anything useful about the neighborhood?  (roll v. ≤6)
Success:  add Incantation & Negation options, choose again
Failure:  ?
  • Glamour Spells. Use the fire escape to get some elevation, then try to induce a whole lot of nausea.  (roll v. ≤6)
Success:  expand Courage +1 SS, go to Phase 3
Failure:  ?
  • Incantation Spells.  Use the fire escape to get some elevation then spread some ice around.  (roll v. ≤7)
Success:  expand Courage SS, go to Phase 3
Failure:  ?
  • Negation Methods.  use the fire escape to get some elevation then try to stun the mob.  (roll v. ≤8)
Success:  expand Courage +1 SS, go to Phase 3
Failure:  ?


Phase 3: Getting Past the Guards

  • Sleight of Hand.  See if you can use the guards' own equipment to distract them.  (roll v. 7)
Success:  expand Infiltration +1 SS, go to Phase 4
Failure:  ?
  • Glamour Spells.  See if you can get the guards distracted. (roll v. 7)
Success:  expand Manipulation +1 SS, go to Phase 4
Failure:  +1 Stress
  • Sabotage.  See if making things worse helps you clear a path. (roll v. ≤10)
Success:  expand Infiltration +1 SS, go to Phase 4
Failure:  ?

Phase 4: Cleaning Up

  • Maybe another time.
Automatic:  +1 Stress
  • Persuasion.  This would be a whole lot easier if other people did it - and you're prepared to pay 10 pims to make it happen.  (roll v. 10~13)
Success:  expand Negotiate +1 SL, -10 pims, go to Phase 5
Failure:  -10 pims, pause Adventure
  • Endurance.  Just bear down and do the work.  (roll v. ≤10)
Success:  ?
Failure:  ?


Phase 5: Getting Directions to the Sphinx

  • Astrology.  Before you do anything, try calling on the affinities of the stars to make the lute player a bit more receptive to strange visitors.  (roll v. ~2)
Success:  Chance of Success +25%, choose again
Failure:  ?
  • Mastery Spells.  No games - just force the man to tell you.  Of course, if you get caught your adventure is basically over.  (roll v. ~5)
Success:  ?
Failure:  ?
  • Conversation.  Just be nice about asking.  (roll v. ≤16)
Success:  expand Confidence SL, go to Phase 6
Failure:  -2 Vitality, go to Phase 6



Phase 6: The Refectory

  • You've still got the invitation and the bright yellow suit; leave knowing that you can come back another time.
Automatic:  expand Patience +1 SS, pause Adventure
  • Puzzles.  Legend suggests simple wordplay might be the answer - but be careful, lest your Palace privileges get revoked.  (roll v. ≤9)
Success:  ?
Failure:  ?
  • Sleuthing.  Look for clues - but be careful, less your Palace privileges get revoked.  (roll v. ≤13)
Success:  go to Phase 7
Failure:  ?


Phase 7: Meeting the Sphinx

  • Wit  (roll v. ?)
Success:  ? go to Phase 8
Failure:  +1 Stress, pause Adventure
Success:  ?
Failure:  ?
Success:  ?
Failure:  ?

Phase 8: The Menagerie

  • Lockpick.  You need a distraction and there's a caged tiger handy.  See what you can do.  (roll v. 13)
Success:  unlock 'On second thoughts ...' and Zoology options, choose again
Failure:  ?
  • Patrol.  Figure out the guards routine, and get around it.  (roll v. ~14)
Success: ?
Failure: ?
  • Sneak back to the school and come back when you're better prepared.
Automatic:  ?, pause Adventure?
  • 4. On second thoughts, maybe you want the tiger locked up after all.
Success:  ?
Failure:  ?
  • Zoology.  You can release the tiger...though keeping it from turning on you might be an issue.  (roll v. 11)
Success:  ?, go to Phase 9
Failure:  ?



Phase 9: The Crown

  • Incantation Spells.  Whip up a mist to keep yourself reasonably hard to recognise.  (roll v. ≤14)
Success:  Unlock Gates option, choose again
Failure:  ?
  • Negation.  Stun everybody.  (roll v. 16)
Success:  ?, go to Phase 10
Failure:  ?
  • Glamour.  You need to be invisible here - or as close as you can get.  (roll v. ~17)
Success:  ?
Failure:  ?
  • Gates. The guards can't see your face, can't see what you're doing...
Success:  expand Gates Phemes +1 SL, go to Phase 10
Failure:  ?

Phase 10: The Legate and the Servant

  • Negation Methods.  See if you can render the servant incapable of speech.  (roll v. ~17)
Success:  expand Tactics +1 SL, go to Phase 11
Failure:  ?
  • Revision Spells.  Just ruin the documents to hurry things along.  (roll v. ~17)
Success:  ?, go to Phase 10
Failure:  ?


Phase 11: The Sphinx at Bay

  • Concentration.  Take a breath and clear your head in the second before everything goes bad.  (roll v. 19)
Success:  Chance of Success +20%, choose again
Failure:  ?
  • Wit.  Stall the guards with a riddle.  It just seems Sphinx-appropriate somehow.  (roll v. ~17)
Success:  expand Insight +1, expand Recipes +1 SL, conclude Adventure
Failure:  expand Insight +1, expand Recipes +1 SL, -2 Vitality, conclude Adventure
  • Incantation Phemes.  Create some kind of net to bind the guards long enough for you to free the Sphinx.  (roll v. ~17)
Success:  ?
Failure:  ?