Redguard:Route Logic: Difference between revisions
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Redguard's primary goal in 100% completion is to acquire as many quest journal entries as possible. These journal entries are tied to various actions, with each entry being able to be categorized as a certain type of logic node. | Redguard's primary goal in 100% completion is to acquire as many quest journal entries as possible. These journal entries are tied to various actions, with each entry being able to be categorized as a certain type of logic node. | ||
== Quests == | |||
Quest nodes are journal entries that represent the actual core tasks the player completes throughout the storyline. Of the 136 possible journal entries, '''27''' of them are quest nodes. Some of these nodes are bundles of journal entries that are unlocked for completing a single action, such as the first three after completing the tutorial. | |||
== Dialogue == | == Dialogue == |
Latest revision as of 08:43, 24 May 2023
Redguard's primary goal in 100% completion is to acquire as many quest journal entries as possible. These journal entries are tied to various actions, with each entry being able to be categorized as a certain type of logic node.
Quests
Quest nodes are journal entries that represent the actual core tasks the player completes throughout the storyline. Of the 136 possible journal entries, 27 of them are quest nodes. Some of these nodes are bundles of journal entries that are unlocked for completing a single action, such as the first three after completing the tutorial.
Dialogue
Dialogue nodes are journal entries that can only be achieved by talking directly to specific NPCs, sometimes at specific points in the progression of the story. Of the 136 possible journal entries in the game, 109 of them are dialogue nodes. Some dialogue nodes are mutually exclusive, so only one or the other can be obtained on a single save file. Here are all of the NPCs that have dialogue nodes:
- Avik — 5 dialogue nodes.
- Basil — 1 dialogue node.
- Brennan — 1 dialogue node.
- Coyle — 9 dialogue nodes.
- Crendal — 3 dialogue nodes.
- Dreekius — 3 dialogue nodes.
- Erasmo — 5 dialogue nodes.
- Falicia — 1 dialogue node.
- Favis — 2 dialogue nodes.
- Gerrick — 3 dialogue nodes.
- J'ffer — 1 dialogue node.
- Kotaro — 6 dialogue nodes.
- Kirsandra — 2 dialogue nodes.
- Lakene — 3 dialogue nodes.
- Maiko — 2 dialogue nodes.
- Mariah — 4 dialogue nodes.
- N'Gasta — 9 dialogue nodes.
- Nidal — 14 dialogue nodes.
- Orsone — 1 dialogue node.
- Prisoner — 1 dialogue node.
- Prnell — 4 dialogue nodes.
- Rollo — 1 dialogue node.
- Saban — 3 dialogue nodes.
- Siona — 9 dialogue nodes.
- Tobias — 5 dialogue nodes.
- Trithik — 8 dialogue nodes.
- Urik — 1 dialogue node.
- Yaeli — 2 dialogue nodes.
Ideally, the route logic should visit each of these NPCs as few times as possible to save time backtracking to them.
Mutually exclusive nodes will be indicated as we map them out through routing.