recursal/Fanatic-Fandom huggingface dataset:
Dangerous Beast (Alive)

*A trashing, slavering predator that you've somehow managed to capture alive. Don't let it escape.*

Weight: 5

## Gain

* a hideous creature with feathers, tentacles and head of a predatory horse might be found when exploring wreckage in the chimeric empire region
* A worm may be captured at Waste Disposal. Requires a hard Grit check
* While delving in the underbelly of Carapas, you may encounter a giant rat. Calming it down with a spirit check grants +1 Dangerous Beast
	+ This encounter is random, not guaranteed, and can happen several times. But you lose the ability to explore once you've reached the bottom of the underbelly.
* A giant spider may be captured as a random event at Gossamer Smile while exploring the carnival ground. Requiring a difficult Grit check.
* Explore the depths of the swamp in Grossfathom, a lower deck crew will die, need Grit Check.
Hobby: Gambling

*You have managed to acquire a small fortune in illegal gambling-dens, though you know your luck won't last forever.*

One of the available hobbies. Instead of boosting one of your Stats, gives you an extra 250 starting guineas. Also opens an additional option at Clayton's Mill, allowing you to make 100 G per visit without a skill check. Gained at character creation.
Penny Dreadful

*A poorly-printed volume of hack genre fiction, featuring bodice-ripping, dashing swordplay, and a hackneyed old plot.*

Weight: 0.5

## Uses

One is required to start Abbas Salem's questline

## Gain

The City of Angels, Wander the Streets:

* Cinders Common: failing the Esoterica test grants +1 Penny Dreadful

The City of Keys, Visit your dwellings:

* Write a ghoulish true-crime anthology: +2000 G, +1 Penny Dreadful, -10 Lurid Tale
Waste Disposal

Waste Disposal of Another World is a landmark between The Chimeric Empire and Oddwinter. There are no shops here.

## Description

*Some lucky world elsewhere has discovered the House's potential as a consequence-free interdimensional garbage dump. This room is a ten-mile-high mountain of rot and plastic and leaking barrels.*

## Interactions

### Scavenge.

Once per visit, Vigilance check

*Perhaps something useful came through.*

Possible results:

* -1 Lower-Deck Crew, +1 Dangerous Beast (dead), +1 Thrilling Yarn
* +1 Biological Anomaly
* +1 Occult Relic, -Sanity
* +1 Troublesome Pup
* +2 Old Bones, +1 Reflection On Mortality
* +1 Glimpse of Another World
Passenger

Carchar Passenger: *The carchar are quite used to discomfort, and don't mind sleeping amongst the cargo.*

Weight: 4

Mycena Passenger: *It must be uncomfortable to ride in the cargo car, but it's safer.*

Weight: 2.5

Human Passenger: *You wonder what led them to this point - hitching a ride in the cargo car of a kinetopede.*

Weight: 3

Ghoul Passenger: *They have trusted you with what remains of their life.*

Weight: 3

Passengers can be picked up in many cities, then delivered to their destinations for 100 G or turned into prisoners. Their destinations are tracked by the Passenger concern. Their race affects their weight, their description, and the type of prisoner they become.
Anglecrab

Anglecrab, the Impossible Geometries, is one of the Sanctioned Gods of The Cities. He is the god of anti-geometry.

## Gaining Scrutiny

* "Sketch the Fortress" at Fractal Fortress.
* Killing Noddy Doctors' bubble in a random encounter.
* If you have 8+ Reputation: The City of Angels, you will be invited to a private religious festival. And you can obtain a random Divine Scrutiny. However, you can only obtain Reputation: The City of Angels by calling in your Divine Favour: Wyl o'Pan in V1.2

### Missionary

* Eld Abrathat: Esoterica check
* Jabad: Esoterica check

## Propitiate Anglecrab

Once you have reached 7 Divine Scrutiny: Anglecrab, you may perform a ritual to gain Anglecrab's Favour. This ritual requires:

* 1 Hazard-Coffee
* 1 Witchglass
* 1 Thread
* 3 Lumber
* 1 Mind-Shattering Disruption
* 3 Fragments of Epiphany
* 1 Oscillating Prism
* Vigilance Check

## Anglecrab's Favour

* You can trade Anglecrab's Favour for either:
* Improvement:
	+ +10 Vigilance
* Artifacts:
	+ +3 Undreamt Treasure
	+ +5 Oscillating Prism
	+ +3 Bizarre Effigies
	+ +5 Occult Relics

## Anglecrab's Displacement

Once you have reached 7 Divine Reproach: Anglecrab, you will:

* Suffer Anglecrab's Displacement
* Lost 7 Divine Reproach: Anglecrab
* -10 Vigilance
* Lost all your Sanity
* Gain 1 Mind Shattering Disruption
Fuel

Fuel is what makes your Kinetopede move. The rate at which it burn is dependent on your crew's graft and your current engine. The price at which fuel is sold often varies between location and is not available at all locations. The frugal captain may wish to plan accordingly.

#### Burning cargo

In addition to normal fuel it may be posable to burn other items as a fuel source depending on the captain's current engine. This can be a lifesaver if you find yourself short on fuel and, while not ideal, is less of a financial loss than simply discarding an item if you find you are suddenly over cargo capacity.
'79 Vintage Angelwine

*Insert description here*
Weight: [insert here]

## Gain

* Keeping the bottle Tybalt gives you when you invite him to your lodgings gives you 1.
* The Carrion Minister will give you 1 if you fix the Ghoulwatch election for him and he wins.
* Sell the Swarm Bomb to Lady Nyctimene for 2800G, 1 **'79 Vintage Angelwine**, and -1 Stability: The City of Keys.
Dangerous Beast (Dead)

*A vicious, terrifying predator. Or, more accurately, its corpse. Propably for the best.*

Weight: 5

## Uses

* Donate to the Museum of Unnatural Curiousity for Academic +0, Beauty +3, Morbidity +1, Controversy +0, Insanity +0

## Gain

### Grossfathom

* Explore the depths of the swamp. (+1)

*Tangled trees cluster at the edges of Grossfathom's lake. Beyond themn, miles of restless wilderness.*
Zoological Specimen (Alive)

*An interesting creature which yo've managed to capture alive. Don't let it die.*

Weight: 2

## Gain

### Grossfathom

* Explore the depths of the swamp.

*Tangled trees cluster at the edges of Grossfathom's lake. Beyond themn, miles of restless wilderness.*

### Concerns

* One can be gained near the end of Otto Von Honbach's questline, A Zoological Adventure if you rescue the Optivore Hawk from the Graveddonites' Temple.

### Unpopulated Rooms

* A Giant Flower, found randomly around The Entomarch allows you to collect frogs for a Zoological Specimen
* Can be bought from a Trade Convoy beetle for 40g
Dreamsalve

*A purple-pink ointment scraped from the cracks in the Porcelain Spire which looms over Phobetor Quinn. It allows the user to walk amongst dreams or dreams to walk amongst reality. Banned in the Seven Cities.*

Weight: 0.50

## Shops

 Black Market, The City of Keys

\**When making multiple purchases/sales at the Black Market in the same visit, prices become slightly less favorable with each transaction. Listed prices are the starting rate.*

## Gain

### Unsettled Cells

* Buy from A Shifty-looking Crew for 120 G
Hextall

Hextall is a settlement in The Principate.

## Description

*Not a town, but an ecosystem built around Incarnate University. This is the Principate's centre of learning, where the scholars become beasts in their attempt to outpace death.*

## Interactions

### Rest and recover.

Required: Sanity damage

*You've spent a long time in darkness. Your crew need a few days to blow off steam.*

-20 G

+Sanity

### Repair your hull.

Required: Hull damage

*The aero-engineers here are more used to dirigibles, but they'll have a crack at it.*

-# G

Hull to max

### Gather news.

Required: 0 Current Affairs: Hextall

*The University bar is the place to go.*

- 5 G

+1 Current Affairs: Hextall

### Attend a lecture.

Once per visit

*Scholars flap and squawk overhead.*

Possible results:

* +1 Cultural Knowledge: The Sixfold Principate
* +1 Droll Reflection
* +1 Romantic Encounter
* +1 Glimpse of Another World

### Help Jack search the Incarnate Library for the Seventh Volume.

Requires: Jack of Quills on board, The Seventh Volume 1, Vigilance check

Success: +1 Ancient Grimoire

### Help Gladys track down Dr. Doscheki.

Requires: Gladys Skarter on board, An Inexorable Course, 1 Empty Memory-box

*She insists that you bring along a memory-box.*

Options:

* +1 Moment of Melancholy
* +1 Grit

### Research the "Cities of Gods" for Spire.

Requires: Spire on board, Third Eye 2, Esoterica check

Six successes to update Third Eye

## Shops

### Gra Bin Sha's Academic Supplies

*You cannot imagine a mycena owning such a prestigious shop back in the Cities.*

### Monkton's Slurry

*Caters to scholars of unusual appetite.*
Undreamt Treasure

*Money can't buy happiness. But happiness can't buy a new house.*

Weight: 1

## Notes

When placed in your museum in the City of Keys, this item has the highest bonus to Beauty, and a substantial boost to Academic value

## Uses

* can be donated to the museum in The City of Keys

### Concerns

* Wooing the Scenic 1x Undreamt Treasure needed
* Helping the Prince's Heart

## Gain

* Can be found as a random combat reward.
* Call in your Favor with Graveddon
* Chance to find in a locked room (The Ballroom) by Search the Ballroom.

### Concerns

Empire's Overthrow

* Finish Thralls of the Entomarch on Queen Sabetha's side (Balance the Power).
* After speaking to the heart of Chimer, report back success. If the Ragged Emperor believes you, gain +1 Undreamt Treasure and +2 Reputation: The Chimeric Empire
	+ If he doesn't believe you, no treasure and -2 Reputation instead. This is entirely luck based
Keybearer

All player characters start with the distinction "Keybearer." It is gained automatically and has no in-game effect.

*About a tenth of humans in the City of Keys are born holding a small Key in their pudgy hands, a Key to one of the House's many locked Doors. You were one of them. It was promptly confiscated by the Governor's Men.*
The Silent Minister

Visit the Silent Minister at Ghoulwatch and you will be able to:

* Sell 1 Terrible Secret for 180G, +1 Reputation: Ghoulwatch, and 1 Gallows Candle
* Sell 1 Scandalous Gossip for 40G and 1 Old Bones
* Sell 1 Unsettling Conjecture for 50G and 1 Embalmed Corpse
* Sell 1 Dread Machination for 200G, +1 Reputation: Ghoulwatch, and 1 Ghost-Dice
* Sell 1 Hideous Revelation for 400G and 1 Deiform Scabmatter
* Sell 1 Incriminating Evidence: The Governor for 100G and 1 Primordial Oddity
* Sell 1 Incriminating Evidence: The Shrouded Council for 100G and 1 Indecipherable Tome

* Sell 1 Incriminating Evidence: Consortium for 100G and 1 Cryptoglyphic Tablet
* Sell 1 Glimpse of Another World for 90G and 1 Fetch-mirror

After selling any Information, you will be given a chance to pass an optional Guts check,

* If success:
	+ +1 Mind-shattering Disruption
	+ +1 Forgotten Legend
	+ +1 Haunting Vision
	+ +1 Fragment of Epiphany
	+ Gain Apprehesions
	+ +1 Divine Scrutiny: Morbazar
* If fail:
	+ Loss some Sanity
	+ Spend 4 days in hostipal
	+ Physical Condition Worsen
Filimenor

Filimenor is a city in The Empire of Thread.

## Description

*The gateway to the rest of the Empire, where the unthreaded are forbidden to tread. "Gateway" is no metaphor - the entire city is built atop and inside a gate which fills the room from floor to wall to ceiling.*

*Predictably, the Empire has lined their gate with the spiked heads of gods. Each looks immensely tired, and regal, and sad.*

## Interactions

### Repair your hull.

Requires: Hull damage

*Danglehands hang from the distant ceiling: severed hands at the end of long lengths of Thread. They glide silently about your kinetopede, hammering and welding.*

-# G

Hull to max

### Gather news.

Requires: 0 Current Affairs: Filimenor

*A Threaded citizen mistakes you for a mindless Vessel. You can eavesdrop on her conversation, for a while.*

+1 Current Affairs: Filimenor

### Wander the streets.

*Filimenor is a gate through which you are forbidden to pass. But the city itself is open to you.*

+1 Moment of Melancholy

### Release the souls trapped in the lockbox.

Requires: 1 Lockbox of Butchered Souls, Dreams of the Dancing Gods 3

-1 Lockbox of Butchered Souls

+2 Disquieting Incident

+1 Terrible Secret

+1 Dread Machinations

+1 Thrilling Yarn

Dreams of the Dancing God 4

## Shops

### Volorous Man's Hospital

*You will never forget the screams of the Vessels, to which as little attention is paid as to the squealing of pigs.*
Wordhunter's Hearth

Wordhunter's Hearth is a Locked Room, and can therefore be considered a **spoiler**. It is a settlement in The Stormlands.

## Description

*A word: A series of marks on paper. A particular vibration in the air. A shared cultural understanding. And on the Edge, where reality wears thin, words are prey.*

*Wordhunters' Hearth: A crude wood-and-thatch roundhouse, slender horses tethered outside, boisterous voices shouting and laughing within.*

*A black-letter word is impaled by the door, perhaps in boast, perhaps in warning. It's dead, its meaning lost.*

## Interactions

### Rest and recover.

Requires: Sanity damage

*You've spent a long time in darkness. Your crew need a few days to blow off steam.*

-1 Sack of Salt

+Sanity

### Gather news.

Requires: 0 Current Affairs: Wordhunters' Hearth

*The Wordhunters are unfazed by offers of money. They want alcohol, which is in short supply down here.*

-1 Fargyle Whiskey, -1 Angelwine, or -1 Blinding Hooch

+1 Current Affairs: Wordhunters' Hearth

### Enter the Hearth.

Once per visit

*Pulling aside the leather flap that serves as a door, you are greeted by the stench of horse dung and unwashed armpit.*

+1 Disquieting Incident

### Warn the Wordhunters about the approaching storm.

Requires: Oncoming Storm 1, have not run out of time.

+1 Etymological Collection

+1 Disquieting Incident

### You were too late.

Requires: Oncoming Storm 1, ran out of time

+1 Disquieting Incident

## Shops

### The Trophy Room

*A gap-toothed old man shows you the words he's killed. He offers you one in exchange for some of what you've learned.*
Scornvaunt

Scornvaunt is a city in The Entomarch. The residents have domesticated giant wasps.

## Description

*A many-tiered city of slender spires and white pulp, suspended from the ceiling by a thousand pale threads.*

*The is the nexus of the Entomarch's slave-trade. Iron chains and cages dangle from the hive-city's underbelly.*

## Interactions

### Rest and recover.

Requires: Sanity damage

*You've spent a long time in darkness. Your crew need a few days to rest.*

-35 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Scornvaunt

*The serfs of Scornvaunt are desperately afraid of giving offence. You'll have to speak to the wasp-riding slave-takers, who answer only to coins and Scorn.*

-15 G

+1 Current Affairs: Scornvaunt

### Visit the slave-market.

Once per visit

*A stinking, heaving sea.*

+1 Disquieting Incident

### Lady Scorn extends an invitation.

Requires: Thralls of the Entomarch 1

*Baroness Skinwing has told her of the Queen's little gambit. The Lady would like to offer you a profitable counter-proposal.*

### Foster a slave-rebellion.

Requires: Thralls of the Entomarch 1

Opens "Smuggle arms to the slaves."

### Smuggle arms to the slaves.

Requires: Thralls of the Entomarch 1, 3 Gunpowder, 3 Arms Consignment, Guile check

-3 Gunpowder

-3 Arms Consignments

### Hand Queen Sabetha's edict to Lady Scorn.

Thralls of the Entomarch 2

+80 Apprehensions

## Shops

### The Hive

*Hive-thralls are not just free labour. They also provide useful incubation for wasp-eggs.*
Waker's Respite

Waker's Respite is a settlement in The Cities. There are no shops.

## Description

*The air hums with strange energies. The floating orb-communes of the noddy-doctors orbit each other overhead.*

*Those who come to the House from other worlds are surprised to find that they can go much longer without food or drink, and even sleep is not exactly required for survival. But those who go without sleep for too long become wake-mad, and the noddy-doctors come for them.*

*The noddy-doctors have no obligation to entertain guests. There is no-one to greet you at the door, and no way to access the orbs overhead, which are usually forbidden to sound sleepers.*

## Interactions

### Try to attract the noddy-doctors' attention.

Once per visit.

*They must know you're here. Maybe they'll speak with you?*

No results.
Bleeker Thigh

*This article is a stub. You can help Pine Wiki by expanding it.*

*A rare and rather slimey piece of Bleeker meat.*

## Glossary entry

>
> A rather slimey piece of Bleeker meat. It has high value, as it heals and energizes greatly.
>
>
> But to get it, I'll have to fight some Bleekers first...
>
>
>
>

## Usage in crafting

Power Brew Idea[E]

Rotten Meat Platter Idea[E]

Poisoned Meat Platter Idea[E]

Highly Toxic Meat Platter Idea[E]
Former Profession: Clergy

*The gods of the House are venal things, common as fleas, but you found something worthy of worship in the Sanctioned Nine, for a while. (Spirit +10)*

One of the available professions. Boosts Spirit and allows you to become a Missionary for any of the Sanctioned Gods on your first visit to The City of Keys. Gained at character creation.
Mixture

Mixtures are potions that Hue can drink to gain a temporary buff.

## Species Mixtures

These mixtures can only be obtained by trading with Tier A villages of specific species that are friendly.
They are very powerful, because they grant multiple or very strong effects at once.

 Fexel Blend | Ranged Damage Boost
 Gobbledew Melange | Move Speed Boost
 Krocker Brew | Less vulnerable
 Litter Broth | Less vulnerable

## Missing Mixtures

There are icons for 8 mixtures and their ideas in the game assets, that don't seem to be used in the game. [TODO: add the images here].

Additionally the Vitality Drink with the Vitality Drink Idea, were removed from an earlier beta version of the game. They have almost the same icons as the Vigor Brew with the Vigor Brew Idea.
Amam's Cavern

## Glossary entry

>
> A dark cavern discovered with your brother Amam. He had been trying to get in for a long time, and eventually created a slingshot to shoot the contraption with enough impact. There was some old traveler gear in there, such as two Pinewood Swords, but also a mural depicting a certain trek of a group of Humans towards the cliff you live on now.
>
>
>
>
Kennedy Yard

Kennedy Yard is an outpost of The Cities. There are no shops.

## Description

*Sweeping searchlights cut the dark in two. Barbed wire glimmers, catching light in its tangles.*

*Visitants to the House, those people newly-stolen, bring with them many dangers. Dangerous knowledge, dangerous items, dangerous personal beliefs.*

*Such newcomers who appear within the borders of the Seven Cities are bustled to Kennedy Station for tea and polite questioning and, if necessary, brutal re-education.*

## Interactions

### Petition for entry.

Requires: 3+ Reputation: The City of Keys and Journalism or 3+ Reputation: The City of Keys and Spirit check

*A Governor's Man with a rifle is approaching your kinetopede. She looks unhappy.*

+1 Disquieting Incident

### Meet Gladys' contact.

Requires: Gladys Skarter on board, An Inexorable Course 1

*"He is a Governor's Man upset by my treatment," she explains. "His patrol begins in a few hours."*

An Inexorable Course 2

### An explosion rocks the Yard.

Unknown trigger; does not happen on first visit

*A pillar of smoke climbs to the ceiling. Distant shouting.*

Options:

* +2 Reputation: The City of Keys
* +1 Passenger: Peter McNally, -5 Reputation: The City of Keys, and -35 Hull
Bottled Darkness

## Description

*"It gouges the inside of the glass with pale claws."*

## Uses

* Can be consumed (though it is ill-advised)
* Required to begin The Plague Mask
* 3 required for A Statue for Abjah
* Can be sold in The City of Knives for 270 G
* Can be sold in Sticky End for 500 G

## How to Acquire

Select the option 'Draw up the bucket' during Empty Well exploration.

Can also sometimes be purchased in Sticky End for 540 G.
Gravespite

Gravespite is a settlement in The Ghoulwatch. There are no shops here.

## Description

*Ghoulwatch tolerates the living, but here in its smaller satellite-village they're much more suspicious. If you living folk love being alive so much, they ask, how come you all end up dead?*

*Most of the ghouls here live in their graves, and stir only with reluctance. The quiet is infrequently shattered by someone yelling muffled obscenities at earthworms.*

## Interactions

### Rest and recover.

Requires: Sanity damage.

-20 G

+Sanity

### Gather news.

Requires: 0 Current Affairs: Gravespite

+1 Current Affairs: Gravespite

### Knock on one of the tombs.

Once per visit

*They like to insist they're too dead to talk, but most of them are lying.*

Possible results:

* +Sanity
* -Sanity, +1 Old Bones, +1 Historical Curio
Den's Fort

## Glossary entry

>
> Within an external, hollow part of the largest mountain on Albamare I found this settlement. Built on the remnants of an older civilisation, they seem to use the provided shelter from external forces very well. This village protects the entrance to the inside of the mountain, which apparently is... hollow.
>
>
>
>
The Brite

The Brite is a Locked Room and can be considered a spoiler. It is a settlement in The Maelstrom.

## Description

*The Brite are luminaries, fanatics. They swathe their village in strings upon strings of dangling bulbs, each emitting harsh galvanic light.*

## Interactions

### Wander the light-blasted streets.

Once per visit

*Spike-haired faces peer from every window. They have never seen someone like you before.*

Possible results:

* +1 Breathtaking Spectacle
* +1 Oils & Perfumes
* +1 Lower-Deck Crew
* +1 Moment of Melancholy

## Shops

### Greasy's Griddled Squids

*Greasy is an uncomplicated man who lives up to his name. He is passionate about squids.*
Frogbit Smut

Frogbit Smut is a Mycena village in The Entomarch. There are no shops here.

## Description

*A cluster of mycenae have gathered in the swamp, building a fungal community of their own.*

*The marsh here is untamed - you wonder how often these mycenae see human faces.*

## Interactions

### Visit the Elder.

Once per visit

*The mycenae are excited to have a stranger in their midst.*

Possible results:

* -1 Medicinal Herbs, +1 Dubious Trinket, +1 Reputation:Mycenae

### Dance in fungal dreams.

Requires: Jhang Ba Sho on board, Find-the-Lady 1 or 3, 1 Dreamsalve

-1 Dreamsalve

If Find-the-Lady 3: +1 Divine Scrutiny: Wyl o'Pan
Dunerice

*This article is a stub. You can help Pine Wiki by expanding it.*

*An energizing, edible seed of a grass that grows wildly in the Dune areas of Albamare.*

## Glossary entry

>
> An energizing, edible seed of a grass that grows wildly in the dune areas of Albamare.
>
>
> It's pretty hard to distinguish from normal tall grass in the dunes, but it's often found near water, so that helps. The ground under it is often grassy too.
>
>
>
>
Gatherer Gearset

All items in this set are the starting gear with which Hue begins his journey.

## Items in this set

* Gatherer's Tunic
* Gatherer's Wrist Rope
* Gatherer's Slacks

## Related Items

These items aren't named `Gatherer's`, but can be considered as related, because they form the starting equipment.
They are given within The Ceremony - the first quest.

* Old Pinewood Sword
* Amam's Slingshot
* Sling Pebbles
Morrow Hay

*This article is a stub. You can help Pine Wiki by expanding it.*

*A soft grass that, when bound, creates strong structures. Finding this in lower grassy areas.*

## Glossary entry

>
> A soft grass that, when bound, creates strong structures. Species seem to use this for their beds a lot - its soft structure must be perfect for that.
>
>
>
>

## Usage in crafting

Outgoer's Jacket Idea[E]

Outgoer's Arm Guards Idea[E]

Outgoer's Trousers Idea[E]

Outgoer's Shinguards Idea[E]

Spitter's Hood Idea[E]

Spitter's Wristguards Idea[E]

Spitter's Legs Idea[E]

Stuffcloth Idea[E]
Fexel

## Glossary entry

>
> These are the wittiest species I have met so far. With their clever potion-making and alchemy skills, they seem to be ready for any battle but cunningly avoid conflict where they can.
>
>
> The **Fexels** apparently arrived on Albamare by boat at some point, looking for a place to experiment with their bombs and alchemy. The large crater in the Wedgewoods is a testament of that...
>
>
> They are very cunning and I'll have to be careful dealing with them. Their ranged skills are great when throwing bombs and, combined with their impressive stamina, they make for a good ally.
>
>
>
>

## Appearance

**Fexel** are fox-like creatures that are described as witty and clever and seem to specialize in potion brewing and alchemy. They appear in brown, blonde, and ginger and in body shapes from very thin to somewhat muscular.

**The Fexel Crest** contains a green potion bottle having white liquid and white smoke, orange fox ears on either side of the bottle, and all on a dark green background. Their village structures consist primarily of wood, some of it painted green, and have an old English style to them. **Fexel** structures appear the most architecturally advanced of all the species.

Fexel Units

## Combat

When faced in combat, **Fexel** excel in ranged combat due to usage of their powerful bombs. They tend to avoid physical combat but won't hesitate to swipe with claws, especially after throwing a smoke bomb. Their most common attack is the flash-bang attack that can temporarily stun their targets. Try not to fight them straight on, but instead circling around them to avoid their bombs. Bow strafing and dashing will help considerably in battles, but for the most part, keep moving. Standing still when fighting a **Fexel** is not smart.

## Items

* Fexel Essence
* Barrel Gear Set
	+ Barrel Mask
	+ Barrel Gloves
	+ Barrel Boots
	+ Barrel Bow
	+ Barrel Shield
	+ Barrel Mask Idea
	+ Barrel Gloves Idea
	+ Barrel Boots Idea
	+ Barrel Bow Idea
	+ Barrel Shield Idea
Albamare Chest

*This article is a stub. You can help Pine Wiki by expanding it.*

**Albamare Chests** are locked chests hidden in the world that require Albamare Keys to open them.

There are a total of 14 **Albamare Chests** in the game. Opening them all requires 14 Albamare Keys, which can be crafted from 112 Key Graphite.

For a list of all 14 **Albamare Chests** see the article for the Take This achievement, which is granted for opening all of them.
Gronkh

*This article is a stub. You can help Pine Wiki by expanding it.*

**Gronkh** is a male human living on the Unstable Cliff.

>
> I'm thinking something like... Everyone has to hide, and one person comes to find them.
>
> I call it...
>
> Everyone-Hides-Except-For-One!
>
>
>
>

>
> I had so many fantasies about what could possibly go wrong..
>
> Yet - this is worse than all of them...
>
>
>
>

>
> Man, things really changed around here since the collapse.
>
> When you start to pay attention, you see that everything is a bit more unstable than we thought before...
>
>
>
>

>
> There's a whole stream of ideas and plans coming from Gery and Marla...
>
> ...but I'm getting the feeling we should just leave?
>
>
>
>

>
> I've been thinking about lightening the mood with that game I thought of...
>
> But with all the rubble around, the hiding and seeking might be a bit... confronting.
>
>
>
>

### Background

There is a popular German video game streamer named Gronkh that has backed Pine with € 700 (or more) for the *your name eternalized in the game as an NPC tribe member* reward.
Hollow Mountain

*This article is a stub. You can help Pine Wiki by expanding it.*

The **Hollow Mountain** is a vault located under Mt. Telkin. Its entrance is guarded by the Den's Fort village. The former inhabitants of the vault were the Mohlen, today only Bleekers roam its halls.

Hue visits it during one of the following quests:

* The First Vault
* The Second Vault
* The Last Vault

He finds the Conducting Lantern inside it and learns that the Humans worked together with the Mohlen inside the vault.

*The **Hollow Mountain** is a large, open space, dug out by a now-extinct mole-like species called the Mohlen. They started excavating the mountain because of a very rich and important material, which they deemed Mohlenite. It has conducting properties, making it useful for moving objects and powering their machinery inside the mountain.*
Meageryam

*This article is a stub. You can help Pine Wiki by expanding it.*

*An edible, not very tasty vegetable that grows low on the ground in and around the Wedgewoods.*

## Glossary entry

>
> An edible, not very tasty vegetable that grows low on the ground in the wild and in domesticated environments.
>
>
> We Humans have also learned to grow them. Marla's stew is full of them...
>
>
> I can find these all across the forest areas, low on the ground.
>
>
>
>
Drool's Gold

The Litters are a simple but organized folk. They don't care too much about the events surrounding The Blunder... But one of their ancient Kings might have cared. The details of the involvement of the Litters is buried with that King, but finding out your way to that place will require a chief's guidance.

It is said that ancient King Drool had a lot of secret techniques that made the Litters thrive. Finding the tomb might be the best way to start.

* Find the trail of Spystal sockets in the Sparse Fields
* Follow the Spystal sockets
* Uncover King Drool's legacy from the largest oak near the field's shrine
	+ Rewards:
	2xKing Drool's Spystal Fragment
	Preservation Knowledge Idea
* Find and talk to a Litter chief about King Drool's legacy
* Influence the Litter village with the Preservation Knowledge
* Collect Droolica from the new boxes near the village's houses that appeared through the newfound Preservation Knowledge
	+ Droolica: 0/4
		- Reward: Fermented Meageryam
* Drop some Droolica in the bowls
	+ Incenses activated: 0/4
* Become exhausted and return to the shrine in Rock's Gaze
* Follow the wisps
* Look for clues about The Blunder
	+ Rewards:
	Litter Council Invitation
	Spitter's Hood Idea

Previous Quest: The Research

Next Quest: N/A
Gravel Moss

*This article is a stub. You can help Pine Wiki by expanding it.*

*Moss that grows on low rocks in and around the Wedgewoods.*

## Glossary entry

>
> Moss that grows in certain humid spots of the Wedgewoods. It's highly usable as soft padding for armor, but also for making Stuffcloth.
>
>
>
>

## Usage in crafting

Barrel Mask Idea[E]

Barrel Gloves Idea[E]

Barrel Boots Idea[E]

Wedgewood Tunic Idea[E]

Wedgewood Pants Idea[E]
 6x

Wedgewood Sword Idea[E]

Stuffcloth Idea[E]
Humid Shores

## Glossary entry

>
> A surprising far-reaching part of the Soggy Woodlands, just below the coastline. It's just as humid and dense as the rest of the woodlands. While seemingly impossible, it's even more maze-like than the rest, with lots of mysteries at its borders.
>
>
> The capital of the Krockers seems to be here.
>
>
>
>
Idea: Hunter's Bow

*This article is a stub. You can help Pine Wiki by expanding it.*

## Hunter's Bow Idea

### Location

Show on map

*An Idea for a strong, common bow used mainly for hunting critters.*

### Open World Puzzle

#### Requirements

Spoiler

Scouting Lens
and
Conducting Lantern
or
Taming Bands

#### Walkthrough

SpoilerFly the balloon to confirm the correct mark.

When the central target is attacked, the three towers rotate.

When the correct mark is met at the light, lock it.

If the three marks match, chest appears.

Front:pull down a lever

Right:Bleeker

Left:Conducting Lantern

(If you can lock two places, you can clear the area.)

Chest Guide by Ligu94 (talk)
Carpenter

*Gather all tools created by species.*

**Carpenter** is one of Pine's achievements.
Its objective is to craft all 10 species-specific weapons and shields in the game.

Cariblin

* Antler Mace
* Antler Shield

Fexel

* Barrel Bow
* Barrel Shield

Gobbledew

* Feather Sickle
* Feather Bow

Krocker

* Skull Mace
* Skull Shield

Litter

* Spitter Axe
* Spitter Bow
Former Profession: Crook

*You claimed a street in Sticky End and had a gang of your own. You peddled drugs and black-market goods, and left rivals dead in the gutter. The money was good, but your little operation was torn apart by internal squabbles. (Grit +20)*

One of the available professions. Boosts Grit. Gained at character creation.
Dusty Springs

## Glossary entry

>
> The highest area of the dry region, where large basins provide the many villages and patches of vegetation with water. There are some large springs with geysers that shoot water high up in the sky every once in a while.
>
>
> Interestingly, these springs make this area look very fertile, as opposed to the southmost parts of the dunes.
>
>
>
>
Bleeker Antenna

*This article is a stub. You can help Pine Wiki by expanding it.*

*A slimey antenna of a deceased Bleeker critter, which still seems to hold some of its conducting capabilities.*

## Glossary entry

>
> A slimey antenna of a deceased Bleeker critter, which still seems to hold some of its conducting capabilities. I can find some of these around their nests, but killing Bleekers also does the trick...
>
>
>
>

## Usage in crafting

Hunter's Vest Idea[E]

Hunter's Arm Guards Idea[E]

Hunter's Pants Idea[E]

Hunter's Boots Idea[E]

Hunter's Sword Idea[E]

Hunter's Bow Idea[E]

Skull Mace Idea[E]

Skull Shield Idea[E]
Former Profession: Miner

*You worked in the Howling Pits, digging for coal, diamonds, and fossilized ghosts. A miner's life is drudge, misery and mortal peril, but a single lucky discovery can pay for a whole new life, if it can be smuggled out successfully. (Graft +20)*

One of the available professions. Boosts Graft. Gained at character creation.
Commonwheat

*This article is a stub. You can help Pine Wiki by expanding it.*

*A common and important cereal eaten by most species of Albamare, found on its lower plains.*

## Glossary entry

>
> A most common and important cereal eaten by most species of Albamare.
>
>
> We Humans also learned to grow this at home. It's not exactly a festive meal, but it does the trick.
>
>
>
>

## Usage in crafting

Spurt Mixture Idea[E]

Vigor Brew Idea[E]
Alpafant Leather

*This article is a stub. You can help Pine Wiki by expanding it.*

*A thin, grey-ish leather that can be used for isolation and coverage, from Albamare's Alpafant critters.*

## Glossary entry

>
> A thin, grey-ish leather that can be used for isolation and coverage. This comes from Albamare's Alpafant critters, who run around in pretty much every biome. I'll have to be quiet to get to them, though...
>
>
>
>

## Usage in crafting

Beagalite Axe Idea[E]

Beagalite Shield Idea[E]

Skull Horns Idea[E]

Skull Arm Braces Idea[E]

Skull Leg Braces Idea[E]

Hunter's Sword Idea[E]

Hunter's Bow Idea[E]

Outgoer's Jacket Idea[E]

Outgoer's Arm Guards Idea[E]

Outgoer's Trousers Idea[E]

Outgoer's Shinguards Idea[E]

Telkin Cap Idea[E]

Idea: Alternate Stuffcloth[E]

Travel Kit Idea[E]
Hunter Gearset

## Set Bonuses

* Movement Speed ++
* Sprint Time ++
* Dodge Speed ++
* Shield Stamina ++
* Melee Attack Speed ++
* Ranged Attack Speed ++

## Items in this set

* Hunter's Vest
* Hunter's Arm Guards
* Hunter's Pants
* Hunter's Boots

### Crafting

Hunter's Vest Idea[E]

Hunter's Arm Guards Idea[E]

Hunter's Pants Idea[E]

Hunter's Boots Idea[E]

## Related Items

These items aren't required for the set bonuses.

* Hunter's Sword
* Hunter's Bow

### Crafting

Hunter's Sword Idea[E]

Hunter's Bow Idea[E]
Cariblin

*This article is a stub. You can help Pine Wiki by expanding it.*

## Glossary entry

>
> A rather angry-looking species who seem strict but fair. Their antlers are a strong weapon, and they're not afraid to use it in combat...
>
>
> The **Cariblins** have a very tight order in their societies. Trial by combat is not unheard of to decide who's taking the chief's throne. They originate from the high mountains, where their thick fur helps them keep warm and their active livestyle [sic] comes to fruition.
>
>
> While they often want to appear diplomatic, raw power is probably the main thing I can learn from them.
>
>
>
>

## Appearance

Cariblin Units
 Please add a image

## Combat

As described by the Glossary Entry, **Cariblin** excel at melee combat with their raw strength. When confronted, **Cariblin** fight with an assortment of powerful short-range attacks, mostly with their heavy logs. These are slow and well choreographed, and thus easy to avoid with well-timed dashes towards the side. Their most annoying trait is their powerful block, which is functionally identical to the player's Shield. This can prove to be quite annoying, especially when fighting large numbers, so generous usage of block breakers (such as Kicks, Explosives, and the Conducting Lantern) is advised.

Bows are not advised when fighting **Cariblin**, greatly due to their block, and also the fact that they have a powerful distance closer that they are unafraid to use. Instead, it is advised to fight at melee range, making good use of the Shield's Parry.

## Items

* Cariblin Essence
* Antler Gear Set
	+ Antler Mask
	+ Antler Braces
	+ Antler Shinguards
	+ Antler Mace
	+ Antler Shield
	+ Antler Mask Idea
	+ Antler Braces Idea
	+ Antler Shinguards Idea
	+ Antler Mace Idea
	+ Antler Shield Idea
How to play guide for Pine

This page will serve as a basic **how to play guide for *Pine***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

*This article is a stub. You can help Pine Wiki by expanding it.*
Mannoth

**Mannoths** are one of the species that once inhabited Albamare.

Nowadays, only Grob is left. He lives in the Pollen Pass cave, and he's running Grob's Workshop where Hue can upgrade his pouch and armor in exchange for Amphiscus Orbs.

## Quotes

Loading Screen:

>
> *The **Mannoth** are old, but never even met any Amphisci. The fate of the latter is still unknown to this day.*
>
>
>
>

Loading Screen:

>
> *Alpafants could have become very impressive creatures, were it not for **Mannoth** taking the trunk-related crown.*
>
>
>
>
Fashionista

## Fashionista

### Type

Achievement

*Gather all gear created by species.*

**Fashionista** is one of Pine's achievements.
Its objective is to craft all 15 species-specific equipment items in the game.

Cariblin

* Antler Mask
* Antler Mitts
* Antler Shinguards

Fexel

* Barrel Mask
* Barrel Gloves
* Barrel Boots

Gobbledew

* Feather Adornment
* Feather Sleeves
* Feather Shinguards

Krocker

* Skull Horns
* Skull Arm Braces
* Skull Leg Braces

Litter

* Spitter's Hood
* Spitter's Wristguards
* Spitter's Legs
Canyon's Cork

## Glossary entry

>
> All the way at the end of the canyon, I found a settlement that's split by the eroding river. Interestingly, some old tombs seem to be hiding between the houses.
>
>
> There's a combination of dry and dead trees, as well as flourishing grass and plants. Perhaps the soil is rich, but the air is dry?
>
>
>
>
Amphiscus

The **Amphisci** (singular: **Amphiscus**) are a former species that inhabitated Albamare.

Their appearance and whereabouts are unclear. We know very little about them, execpt that they were a VERY ancient and technologically advanced civilization, which had somehow come to ruin before the days of the Mannoths. Fragments of the structures they built, and the Amphiscus Orbs, are all that is left as evidence of their existence.

## Quotes

Grob:

>
> *They belonged to the **Amphiscus**, the first inhabitants of Albamare.*
>
>
>
>

Loading Screen:

>
> *The **Amphisci** are said to be the oldest species to ever roam Albamare, leaving nothing but ruins and their famous orbs behind.*
>
>
>
>

Loading Screen:

>
> *The Mannoth are old, but never even met any **Amphisci**. The fate of the latter is still unknown to this day.*
>
>
>
>

Loading Screen:

>
> *It is said that the **Amphisci** arrived first in the Tunnel Dunes, slowly making the transition from the vast ocean to the humid soil under those ancient, dry arches.*
>
>
>
>
Gatherers, Traders and Guards, Oh My!

### A guide to telling the different species positions apart...

#### **Gatherers carry packs while out and about. Gatherers travel light and rarely have anything inside their pack.**

-Cariblin: Pack looks like a boat

-Fexel: Pack looks like 1/4 of a hollowed out tree trunk sitting horizontally

-Gobbledew: Pack looks like a clay pot

-Knocker: Pack is made of bones

-Litter: Pack looks like a hollowed out tree trunk sitting vertically

#### **Guards all have special outfits and usually spend time in the village or walking with Gatherers.**

-Cariblin: Wears a blue tunic

-Fexel: Wears a blue sash across their chest

-Gobbledew: Wears a purple face covering and scarf around their neck

-Knocker: Wears hefty shoulder pads

-Litter: Wears tan or khaki colored tunic
Idea: Outgoer's Sword

*This article is a stub. You can help Pine Wiki by expanding it.*

*An Idea for a simple, one-handed sword to deal basic damage with.*

Scouting Lens

There are four pins in the immediate area - one on top of the building, one on the side, one off to the side, and one by the circular building. Use the Scouting Lens to see the clues on the side of the building and pin numbers. Match the pins to the numbers and pull the lever to open the door to gain access to the chest.

Chest Guide by Ligu94 (talk)
First Humble Steps

With Spoilerthe village damaged and Amam perished, things are looking grim... But having met Oth and seen a glimpse of the Out, there might be more to life than surviving on the Unstable Cliff. SpoilerAmam would have gone into the Out to look for help, so that is what will have to be done.

* Find Oth
* Become friendly with any of the species on the island
	+ Use a donation box to gift items to any village
* Enter the friendly village
* Explore the village to learn about its organization
	+ 0/4
* Collect the chief's gift
	+ Reward: Wedgewood Shield
* Return to the chief

Previous Quest: A Nose for Adventure

Next Quest: Gearing Up
Cariblin Essence

*A soul-like fragment of a Cariblin organism.*

## Glossary entry

>
> A soul-like fragment of a Cariblin. It can only be 'extracted' from them, which is a bit...
>
>
> Everyone except for the Cariblins appreciates this resource and it's highly valued, as well as applied in some crafting recipes that are key to some other species.
>
>
>
>

## Usage in Crafting

Beagalite Axe Idea[E]

Hunter's Sword Idea[E]

Hunter's Bow Idea[E]

Power Brew Idea[E]
Council Cave

The game files for this cave actually contains two caves that aren't connected with each other directly.

* **Krocker Initiation Cave** as part of The Trial of the Warrior
* **Council Cave** as part of The Council

They both share one entry in the Glossary, that of the **Council Cave**, which can be obtained when finding the **Krocker Initiation Cave**. (Probably a bug.)

## Glossary entry

>
> This is the place where all the species and creatures on the island met to talk about defeating this large, imminent danger. It's impressive how they found it, locked it off and organized everything inside to include such different kinds.
>
>
> The Tambas must be thrilled to see this too.
>
>
>
>
A Nose for Adventure

After you fell down into the Out, you will have to find your way back up to the tribe. A strange looking creature woke you up - following it might lead you to a solution.

* Follow the creature
* Gather the resources and food for the bridge and Oth's Alpafant
	+ Carrant: 0/6
	+ Stiffrope: 0/2
	+ Marrwood: 0/1
		- Reward: Explosive Keg
* Use a keg to enter the cavern.
* Find a way back to the Unstable Cliff
* Fight the creature
* Get out of the cave room
* Find a way back to the Unstable Cliff
* Share your story with Amam
* Find Amam at his lookout
	+ Reward: Amam's Map

Previous Quest: The Ceremony

Next Quest: First Humble Steps
Concave Nest

## Glossary entry

>
> An enormous open cave that definitely relates to the Litters in every way. The large Spystal throne at the center, the abandoned and broken houses in their style... I think this might be where they originate from. It must hold secrets that help me and the Tambas know more about the history on Albamare.
>
>
>
>
Mohlenite Gearset

The **Mohlenite Gearset** has the best stats in the game. It's also the only set that offers items for all gear slots that are available:  Head,  Torso, Hands,  Legs, and  Feet.

Completing it (including the axe and shield) requires

* 55x Amphiscus Orb
* 41x Beagalite

in total and grants the Grob's Support achievement.

## Set Bonuses

* Movement Speed ++
* Sprint Time ++
* Melee Attack Speed ++
* Damage Reduction ++
* Melee Damage ++

## Items in this set

* Beagalite Helmet
* Beagalite Plates
* Beagalite Gauntlets
* Beagalite Breeches
* Beagalite Sabatons

## Related Items

These items aren't required for the set bonuses but for the achievement.

* Beagalite Axe
* Beagalite Shield

### Crafting

Beagalite Axe Idea[E]

Beagalite Shield Idea[E]
Bleeker

## Glossary entry

>
> These scary-looking critters roam all areas and corners of these lands. They seem to crave darkness, but are equally aggressive in wide open areas.
>
>
> One must be careful around these - with a wide range of attacks they can surprise anyone at any given time. Especially their near-magical use of electricity, which makes their antennas glow, is dangerous to anyone encountering them.
>
>
>
>

## Specific Item Drops

* Bleeker Antenna
* Bleeker Thigh

## Rare Item Drops

* Krocker Essence
* Litter Essence
* Gobbledew Essence
* Fexel Essence
Marrwood

*This article is a stub. You can help Pine Wiki by expanding it.*

*A small log, easy to process for crafting a variety of tools.*

## Glossary entry

>
> A small log of soft wood, easy to process for crafting a variety of tools. We Humans use this in many ways, and I imagine other societies of these lands do too.
>
>
> I can find this resource in all areas, near some trees and treetrunks.
>
>
>
>

## Usage in crafting

Antler Mask Idea[E]

Antler Braces Idea[E]

Antler Shinguards Idea[E]

Antler Shield Idea[E]

Beagalite Axe Idea[E]

Beagalite Shield Idea[E]

Outgoer's Sword Idea[E]

Outgoer's Shield Idea[E]

Spitter Axe Idea[E]
 7x

Spitter Bow Idea[E]

Wedgewood Sword Idea[E]

Wedgewood Tunic Idea[E]

Stiffrope Idea[E]

Explosive Keg Idea[E]

Explosive Tripwire Idea[E]

Sparkler Trap Idea[E]

Sharp Arrow Idea[E]

Broadhead Arrow Idea[E]

Staggering Arrow Idea[E]

Explosive Arrow Idea[E]

Fexel Raid Flare Idea[E]
A Cold Reunion

If there's anyone the Tambas can't stand, it's the self-proclaimed Cariblin sage Brenirr who was exiled (for being annoying) and now lives alone on the Northern Plateaus. It is therefore ironic that this is the wisest of the knowledgeable Cariblins, who can tell you everything there is about The Blunder. Finding him is a good first step to figure out the role the Cariblins had in this large-scale event.

* Find and talk to the Cariblin sage
* Explore the high point described by Brenirr and... breathe in?
	+ Reward: Incoming Storm Rumor Idea
* Influence the two villages in the mountain region with the Incoming Storm Rumor
	+ 0/2
		- Cold Resort
		- Hollow's Collapse
* Join the avalanche council
	+ Rewards:
	Beagalite Antenna Cap
	Antler Shield Idea
* Disable the Mohlen antenna
* Visit Brenirr

Previous Quest: The Research

Next Quest: N/A