recursal/Fanatic-Fandom huggingface dataset:
I'm Safe

**I'm Safe** is a mail in *Weird West*.

## Transcript

```
Ma, please don't come to Grackle. Were still trying to put everything to rights--spirits, feels like we only just got the fires out. I promise I'm safe. They got a bounty hunter tracking the missing. Well see Sam again--I know it. Just stay safe where you are, and pray for us, all right?
```
Notes on Distillation

**Notes on Distillation** is a set of three Wanderer grimoires found in *Weird West*.

## Transcript

### Part I

```
We cracked the translation on the distillment process runes months ago—even before the spirit-bait witches figured it out—but we've hit another block. We can't seem to reckon the means the ancients used to force the realms closer, to find the most powerful spirits. All we're getting now is drips and drabs. Elders won't give up, though--ain't the Wanderer way to let such a thing lie.
```

### Part II

```
These Drogad were crafty. Even in the tombs we've found, where the distillers were doing their most powerful work, they didn't put anything of their magics to record. What were they afraid of? Enemies among their own people? Figures. Tie civilization down to one spot, and it'll go bad every time.
```

### Part III

```
Finally got my hands on the notes left over from old man Bell's deal with the First. Incredible stuff. Where'd this "First" person get half these diagrams? Looks like something from the Old Home, or even further. Gotta be something that'll help me tie the distillation process down.
```

## Location

All three books can be found in the Wanderer Caravan Random Encounter:

* The first and second books can be found near the shop.
* The third is inside the wagon.
Franciscus's Journal

**Franciscus's Jourmal** is a written note found in *Weird West*.

## Transcript

```
(A number of entries fretting over Oneirist slaughter. How to activate the Blood Moon. And then, page upon page of the same name written over and again: Caroline. Caroline. Caroline.)
```

## Location

* On a table in Franciscus' office in Absolution Hall.
Nimp

**Nimps** are mysterious ancient creatures that have long been extinct. According to one of the researches from the Carrier and Co. Treasure Outfit, Nimps were revered by the Ancients for their restorative properties. There are carvings in Temples of the Ancients showing Nimps being cut into sections and used in unknown rituals. Their statues of various sizes can also be found in these Temples.

## Nimp Relics

Main article: Nimp Relic
Nimp Relic is one of the most valuable items found in *Weird West*. Nimp Relics were made from their bones or claws and allow the protagonists to learn powerful Abilities.

## Nimp Heads

Main article: Nimp Head
Their heads can be found in various places in the West and can be sold to general stores or to the Wanderers for good prices in normal game mode. Stockpiling nimp heads (together with ore ingots) is a good way to kick start a new journey financially. In Nimpossible Mode, Nimp Heads can't be sold but instead allow the Protagonists to resurrect themselves.

## Gallery

A mine crawler standing next to a Nimp statue.Close-up of a preserved nimp head.Nimp statues found on Heronwall Summit.A large Nimp statue inside a Temple of the Ancients.
## References

1. ↑ 1.0 1.1 Item Description - Nimp Relic: *"A shard of bone carved from the flesh of an ancient creature."*
2. ↑ Statues in the Ruins
3. ↑ Loading screen tips
'Ma Barker

## How to Acquire

General tips and strategy:

* Gun shops and Dagger & Bones shops have many high value items to steal.
* It's easier to steal from houses and buildings at night as NPCs are usually asleep. It's also possible to pickpocket them while they are sleeping.
* At the beginning of the game when Grackle was attacked, go through all the buildings and acquire all their keys. Later on after Grackle recovered, use those keys to enter the buildings, which are now full of new items to loot.
* It's generally easier to infiltrate houses and buildings from their rooftops since ropes can be used enter through chimneys or skylights. Doors and windows can be broken down but that will likely wake up the NPCs and/or attract lawmen.
* Learn and upgrade the Locksmith Perk to reduce the need to buy more lockpicks.
* It's possible to out stolen items back to their containers and steal them again. Repeating this process evetually triggers the achievement.
Hunting Cave Terrors: A Guidebook by the Dagger and Bones

**Hunting Cave Terrors: A Guidebook by the Dagger and Bones** is a book found in *Weird West*.

## Transcript

```
You may think you're as tough as Maryann Wilson herself, and mayhap you are, but know this: only a fool seeks out combat with a Cave Terror on purpose. If ye must tangle with the beast, move slow and quiet, find a surface of STONE to prevent it from burrowing below you, and pray that you were clever enough to bring POISON with ye on your travels, for little else can penetrate the fell creature's hide. If a Cave Terror threatens your land, DO NOT BE A HERO. HIRE THE PROFESSIONALS AT FORT GLENN.
```
Maryann's Journal

**Maryann's Journal** is a journal found in *Weird West*.

## Transcript

```
(One entry reads:)

They called you Mills. Just Mills. Me, I'm just the Missus. Oh, they'll follow orders--after I fight tooth and nail to get 'em to listen to me givin' them. Spirits, I miss you, love. I love our people, but you know how stubborn they are. Don't know how you did it.

Sometimes I dream about goin' out into the woods with a rifle and a knife and gettin' some justice for you at that fuckin' Native camp. Harvesters take me, I think about it every day. If it didn't mean losin' more of our people to war... but I promised you I'd take care of your trappers--our trappers—and I ain't goin' back on my word.

I just don't know if I'm ever gonna feel whole without you.
```

## Location

* In the house of the upper part of Fort Glenn.
Be Careful of Wiindigo's Influence

**Be Careful of Wiindigo's Influence** is a Relayogram sent by West Standing Woman to Across Rivers.

## Transcript

```
You thought you could bribe those townsfolk without consequence? You're breaking zhaganaash's trust in us. Careful the path you walk, Across Rivers. Even you are not invulnerable to Wiindigo's influence.

West Standing Woman
```

## Note

* West Standing Woman sends this relay if Across River didn't return the land deeds to the villagers and instead asked them to pay him.
Ghost Town

## How to Acquire

In order to earn this achievement, kill every single inhabitant of a town. Choose a small town with as few people as possible so there will be less resistance and less NPCs to kill. Townspeople who don't fight usually run and hide at the edges of the map so check the minimap to find all of them. Once all NPCs are kill, leave the town, travel a short distance and the achievement should pop.
Ghost Torment

**Ghost Torment** is a rare side quest in *Weird West*. This quest can only be completed after Across Rivers performed the Thunderbird ritual during the Protector Journey, therefore gaining the ability to talk to ghosts.

## Walkthrough

When the Protagonist killed any characters, there is a very low chance of that character becoming a ghost. The ghost will ask the protagonist to dig up an item and deliver it to their family. Go to the marked location on the map, dig up the treasure stash, and take it to the next location marked on the map (usually a farmstead). Completing this quest also give the Who You Gonna Call? achievement.
Justinian Abernathy's Fyne Bestiary of Terrible Creatures

**Justinian Abernathy's Fyne Bestiary of Terrible Creatures** is a book found in *Weird West*.

## Transcript

```
Chapter Two: The Inhuman Among Us. Has your neighbor ever demonstrated an alarming enthusiasm for the midnight hour? Have you found blood 'pon their fenceposts during certain summer nights? You may be dealing with a monster in disguise. Read on, gentlefolk, to learn how to identify—and destroy—these foul creatures.
```

## Location

* In the hut in Joe's Hideaway.
* On a table in Grackle's sheriff office.
* On a cabinet in Boulder Creek's sheriff office.
Aleph

**Aleph** is a member of The Twenty-One, a group of immortals from the Old Home, and father to Anaïs

## Pigman Journey

During the A Familiar Face Random Encounter, Essex Mast tells Cl'erns Qui'g that he is looking for an immortal named Aleph.

## Protector Journey

It is revealed that Essex plans to steal Aleph's immortality by using a branch of the Soul Tree to take his soul. When Across Rivers asks why Essex doesn't steal the soul of any other members of the Twenty-One, Essex replies that it's not possible to steal someone's soul if they cannot be hurt, and somehow only Aleph is weakened and vulnerable.

## Oneirist Journey

During a vision, Constance discovers that Aleph and Heathen visited the Wanderers, and with their help, forged the brand. Using the brand, which could transfer one's soul to another's body, Aleph possessed five individuals. The plan was for him to experience the struggles of these mortals, therefore experiencing humanity again and regaining mortality.

## Trivia

* "Aleph" is the first letter of the Abjad alphabet, which coincides with his status as the first of the Twenty-One.
A New Sight to be Seen in Town

**A New Sight to be Seen in Town** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
Visitors to (location name) may amuse themselves with a brief and pleasurable visit to see the West's deepest hand dug well, constructed over the course of some years since the founding of the town itself. The well may yet produce water when the rivers run high. Praise Inun!
```

## Notes

* This news article can randomly appear in Western Gazettes without any specific condition.
* *(location name)* is replaced by a random town name.
Letter from Percy Weeks

**Letter from Percy Weeks** is a mail in *Weird West*.

## Transcript

```
Father,

The land is ours. The Clarksons took some--convincing. But rest assured, not one acre of good land will be kept from our hands.

Home soon, Percy
```

## Location

* On the second floor of Galen's Crossing.

## Trivia

A letter from Tally Clarkson can be found during the Protector Journey, threatening to report Galen Weeks to Diego Trogón for taking his family's land.
Ammunition

**Ammunition** for Ranged Weapons consists of pistol slugs, shotgun shells, rifle cartridges, and arrows. Ammo can be found throughout Weird West in containers, ammo boxes or looted from enemies.

## Notes

* Pistol slugs, shotgun shells, and rifle cartridges can be bought from gunsmiths, while arrows can be bought from Dagger & Bones stores.
* Ammo boxes when shot will explode and shoot bullets in all directions.
* Ranged weapons can be scrapped to gain a few bullets or arrows.
* Arrows, typically used by Lost Fire Nation's protectors, are much rarer than the other types of ammunition but in rare cases, they can be retrieved from bodies.
	+ Due to Companions having unlimited ammo, this trick can be used to gain an infinite amount of arrows, albeit this process is slow-going and not sustainable. Simply let them equip bows and once a battle is over, check enemies' bodies and the environment for any arrow that they fired.
* Arrows can also be lit by fire to create fire arrows or dipped into poison for poison arrows.
Miner's Journal

**Miner's Journal** is a written note found in *Weird West*.

## Transcript

```
(An excerpt from the journal reads:)

Hacking away at a vein when my pickaxe struck something—different. Few of the fellas came and helped out. When we dig it out, it was something... peculiar. Architecture, like, Magic. Seems we came across one of them temples. I ain't want to stick around, but the boss's keen on going in deeper. Ain't got a good feelin'...
```

## Location

* In a tunnel leading into Oleander Temple.
Encrypted Relayogram

**Encrypted Relayogram** is a Relayogram in *Weird West*.

The text is indecipherable, but scrawled on the bottom in hasty pencil is a list of names, including that of your husband.
```

### Deciphered

```
TO: Caroline Stillwater of Greenwood Run
FROM: Shelby Cross of [REDACTED]

Gather our best heads of cattle and bring them to me immediately after your dealings with Mayor Weeks in Galen's Crossing.

I am famished.

-Shelby
```

## Location

* In a safe in the underground tunnels, under the Stillwaters' Greenwood Run camp. The combination to the safe is given by a captive if Jane Bell freed them.
* In order to decipher the relay, talk to a relayogram clerk and pay $300.
Infamous Miscreant (Person Name) Released from Local Jail

**Infamous Miscreant (Person Name) Released from Local Jail** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
Having completed a stint in the town lockup for various and sundry crimes, known troublemaker (person name) is once more loose in the West. While (person name)'s crimes are erased in the eyes of the law now that the sentence has been served, travelers should beware running afoul of this individual.
```

## Notes

* This news article is published after the Protagonist went to jail and was released.
* (person name) is replaced by the name of one of the five protagonists.
Dinner Party Itinerary

**Dinner Party Itinerary** is a journal found in *Weird West*.

## Transcript

```
5:00 PM - Guests arrive. Music.

5:30 PM - Hors d'oeuvres. Dancing.

6:00 PM - Supper.

6:45 PM - Dessert. Lock doors.

7:00 PM - Leave home. Go for walk.

9:00 PM - Return. Check for survivors and eliminate.
```

## Location

* On the second floor of the Olvidado Pueblo mansion, next to the silver chest.
Edith's Journal

**Edith's Journal** is a journal found in *Weird West*.

## Transcript

```
After Constance's latest vision, this much is clear: we must retrieve The Proving Knife and The Wellspring Tome to anchor further dreams.

The knife should be safe in Valerian Temple, though the tome's status is less certain. Some say the strange temple in Stone Plains holds the book, but I do not feel certain.

Regardless, we'll need these objects to anchor our dreams. The Authority's plan must be exposed.
```

## Location

* This journal can be taken from Edith Frond during the Dark Magic Random Encounter.
Lottie

**Lottie** is a mail in *Weird West*.

## Transcript

```
I'm sorry. Lottie's gone. Grackle got hit hard by them Stillwaters, I'm sure you've heard. Wanted you to know she fought back. Gave the kids time to get out. I didn't want to send it by post, but I saved her locket for you, whenever you can make it back to town.
```
Anaïs

```
That girl--somethin' mighty off about her. A look in her eye dead as river stone.
```

**Anaïs**, also known as the **Mysterious Girl**, is an ominous figure that appears throughout *Weird West*.

## Bounty Hunter Journey

Anaïs first appears while Jane Bell is trying to track the Stillwaters and find her husband. For some reason, there are dead bodies all around her, and she refers to Jane as "Passenger", and says *"This body suits you"*. At the end of the Bounty Hunter Journey, if Jane killed Alonso, Anaïs shows up again at Bell Stead, expressing astonishment that the Passenger would do such a thing.

## Pigman Journey

Anaïs appears again in Elephant's Spine, and again with dead bodies all around her. She also refers to Cl'erns Qui'g as "Passenger" and asks him if he can feel. If Cl'erns responds by saying he feels plenty, she will say that it's unfair that he's the one who gets to experience feeling, after all he's *"put [them] through"*. If asked how long she's been alive, she says that she remembers the Old Home language and the languages before that, and that she has *"seen enough empires rise and fall that they feel regular as seasons"*.

## Protector Journey

If West Standing Woman is killed, Anaïs will be the person who assists Across Rivers throughout the journey. She shows him the location of the Dagger & Bones' missing caravan, and she also opens the hatch leading into the Olvidado gold mine since without West Standing Woman, Across Rivers cannot talk to the Olvidado children and ask them for help. Lastly, after defeating Wiindigo, Across has to bring the head to Anaïs and burn it, instead of going back to Thriving Place.

## Oneirist Journey

It is revealed that Anaïs is none other than the Authority, the leader of the Oneirists. She joined the Temple sometime prior to their discovery of Somnolence, and due to her immortality, she outlived all the senior members, eventually becoming their leader.

## Trivia

* Anaïs is obsessed with being able to feel any kind of emotion or sensation. Attacking her results in her wishing she could feel any of the pain.
* Anaïs is the person who narrated the game intro, which is voiced by Ava Gore, Raphael Colantonio's bandmate in Weird Wolves.
* Anaïs possesses a worn-out stone doll, which she had when she was but a child 4,000 years ago, before gaining immortality. When she held it on that day, the doll was still intact but when Constance Driftwood found it in the present time, it has lost an arm and a leg, and the paint faded.
* In the game files, Anaïs's portrait is called "Second", which possibly refers to her number or ranking within the Twenty-One, similar to how Aleph is called the First.
* Anaïs has an unused portrait with her putting the hood over her head. This portrait is instead used to depict Oneirist initiates.

## Gallery

Anaïs' stone doll.A vision of the Twenty-One, at the moment they gained immortality.Anaïs' unused portrait.
Being a Record of the Temple in the New Land

**Being a Record of the Temple in the New Land** is a collection of various Oneirist tomes with the same name.

## Transcript

### Part I

```
The Disciples are exhausted; I can hardly blame them. I think that the captain of our ship had begun harbor certain suspicions of our company in the days before landfall. By the grace of the spirits we disembarked before they could lay hands on us. This old cave is no Temple, but it will shelter us for now, spirits willing. We can only hope we've left the Old Home and its troubles behind us.
```

### Part II

```
We've begun the dig. The Authority was right: there is great power in the depths of this cave system. Even the Initiates can feel it now. We still don't know how deep it goes, but we've found hewn walls, stone floors, doorways, all on a massive scale. We've had to build our own stairs just to navigate to the lower levels. Who—or what—built this place? And why?
```

### Part III

```
My hands are shaking as I write this. Initiate Hawthorne had the dire misfortune to upset some sort of strange device that erupted in terrible, fiery fury as soon as she lay hands upon it. She lies senseless still, and even our best arts cannot bring her from her sleep. The Authority herself has set about investigating the object, but we have little hope of recovery for the Initiate.
```

### Part IV

```
The Authority called us together today to being us dire news. The runes buried deep in the caves have yielded up their secrets, and now we begin to understand: the strange magics these Ancients practiced are an abomination, an affront to the spirits. The spirits themselves are... are trapped here, somehow, crying out for release. Now we know why they led us here: to free those we can, and prevent this knowledge from ever again falling into human hands.
```

### Part V

```
We are not alone. Mere days after Initiate Hawthorne's passing, Disciples working on the surface caught sight of a caravan of travelers moving through the wastes, clearly looking for the entrance to our dig. They bore strange artifacts, similar in form to what we've found, but... active somehow. Have these lost souls found some way to awaken the Ancients' work? Spirits help us.
```

### Part VI

```
A new class of Disciples has emerged from their initiation this day. We are all thinking on poor Hawthorne, but the Disciples are in good spirits. They are ready to do whatever it takes to drive these "wanderers" away from the terrible secrets in this place. The Authority will dedicate the new Temple tomorrow—she has decreed that it will be called Somnolence. Spirit guide us!
```

## Location

* These books are usually found on bookshelves of Temple of the Ancients.
Better Hunting

**Better Hunting** is a mail in *Weird West*.

## Transcript

```
I was skeptical at first, too, but pal, these Natives know their shit! They can track like the best of us, and now that were sharing secrets, the Millswood is thriving. No more starvation rations for me! You oughta come up to Fort Glenn--plenty of work to be had.
```

## Location

* Found in random mailbox after the Protector Journey if Across Rivers chose to ally with Dagger & Bones.
Canker

```
The magic here has turned foul, the sigils  corrupted, the witches' hands covered in blood.
```

**Canker** is a Temple of the Ancients and also serves as a base of operation for Ruth Bough and her Coven.

## Description

Canker consists of two main areas: the pig farm above ground which likely provides pig parts for Ruth's operation, and the temple underground which is where Ruth carries out her experiments and dark rituals.

## Pigman Journey

When Cl'erns Qui'g arrives at Canker, if Shelby Cross is still alive by this point, he can be seen delivering to Ruth's Coven two captives, who are to be turned into Pigmen. There is no key to the cage so Cl'erns has to pick the lock in order to free them.

## Trivia

* The grave of Ruth's father, Joe Culloch Bough, can be found on the cliff, on west side of the map. The gravestone reads *"Here lies Joe Culloch Bough, who taught his only daughter to fear him. Spirits forgive you, for I won't."*
	+ His grave contains a wedding band with the names Bough and Culloch engraved into it.
	+ There is also a Dreamer's Vervain flower next to the grave.
* On the opposite cliff, there appears to be a sacrificial altar, and next to it, a Silver Stubbs Double-Barrel shotgun.
* In Ruth's office in Canker, there is a blackboard with a number of names. Clarence Quigley's name is marked by a red circle.
* On another board in the same room, there are pictures of various individuals, possibly Ruth's targets. Pictures of Galen Weeks, Pain, and Alonso Bell can be found there.

## Gallery

An altar found on a cliff near the entrance.Grave of Ruth's father.A dessicated dreaming tree.Pig carcasses, likely used to create pigmen bodies.List of targets in Ruth's office, with Clarence Quigley circled in red.Likely photos of victims and potential targets, including a photo of Galen Weeks.
Monsters Who Speak!

**Monsters Who Speak!** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
The informed reader will no doubt have heard the rumors abroad of strange beasts in the wilds wearing the faces of hogs, but who walk on two feet like men. This publication has now received numerous additional reports, from all corners of the territory, that the beasts have begun to speak in human voices. Whether these terrible monsters mean the good folk of the West ill has yet to be seen.
```

## Notes

* This news article is published after Cl'erns Qui'g freed the pigmen souls from the Soul Tree.
Condolences

**Condolences** is a letter found in *Weird West*. There is another letter with the same name, which is written by Minerva Long.

## Transcript

```
I'm sorry, friend. Uncle told us about your cousin in Grackle. We've been praying for you and the family night and day. I know the dead will rest easy with Yeb, but that don't make it easier on the living. We're sending some cash by courier for you to make it through--take care, and stay safe.
```
Jane Bell

```
Thought she could hang up her shootin' irons for good.
Thought wrong.
```

**Jane Bell** was a famous bounty hunter, and is one of the five main characters in *Weird West*. Jane left behind her past, married Alonso Bell, and settled down in Bell Stead. At some point, they gave birth to their son Huck, and adopted a wolf whom they named Ava. Jane also has a mare named Calamity who used to travel with her when she was a bounty hunter. Calamity's ankle was injured prior to *Weird West* and was stabled at Albright Stead to heal up.

## Bounty Hunter Journey

One day, Jane is awoken by a terrible pain. Out of no where, a strange mark appears on her neck as if she is branded by cattle iron. At the same time, a gang of outlaws attacks the farm. Despite Alonso trying to fend off the attackers, he is overpowered and taken away, while both Huck and Ava are murdered in cold blood. Left with no choice and no time to mourne her son, Jane digs up her old gear, once again becomes a bounty hunter, and heads out to find her husband.

## Oneirist Journey

When Constance Driftwood visits Bell Stead, Jane and Alonso can be heard arguing about how Jane is not the same and how she can't let go of the past. Jane, on the other hand, still has nightmares and memories she shouldn't have, and she wants to get to the bottom of what happened.

## Trivia

* Jane's brand can be seen in her portrait and some other artworks.
* Jane's wolf, Ava, is labeled as a "Weird Wolf", which is a nod to Raphael Colantonio's bandmate Ava Gore and their band Weird Wolves.
* Jane's parents (whose names are random) can be encountered in Grackle, either alive or dead (buried in the graveyard). If they are dead, they might come back to life in the form of plague zombies during The Plague event.
* Conversation with her parents reveal that Jane buried her gear after her grandfather died, and she promised to never pick them up again. It is unclear how the two events are related.
* Jane might start a Vendetta if her husband or Flora Albright is killed in front of her.

## Gallery

Jane Bell's concept art by Cedric Peyravernay.Jane Bell's concept art by Cedric Peyravernay.Jane shooting a zombie by Fred Augis.Jane without her hat.
Ye Moderne Herbal for Warts, Pleurisy, and Other Maladies

**Ye Moderne Herbal for Warts, Pleurisy, and Other Maladies** is a book found in *Weird West*.

## Transcript

```
A VIPER'S BITE. STRANGE PROPOSAL FOR EXTRACTING THE VENOM BY MEANS OF FOWLS. Let a living cock be procured, and let the anal extremity be applied to the wound, and so held. This will extract the venom. This is a good plan.
```
Disciple's Report - The Fighting Pit

**Disciple's Report - The Fighting Pit** is a written note found in *Weird West*.

## Transcript

```
As requested, I have completed a more thorough survey of the so-called Fighting Pit, and especially the Gelsinnig monoliths that surround it. As we suspected, the monoliths are soul vessels, containing the largest and Most powerful spirits I've ever seen enslaved in this vile practice. I can also confirm that the so-called leader of the Pit, known as Pain, is not who he appears to be. I recommend extreme caution with the area, moving forward--but agree with the assessment that something must be done. Such power cannot remain in the hands of an unknown.
```

## Location

* In the Authority's quarter in Somnolence, only during the Oneirist Journey.
Hog Wild

## How to Acquire

In order to acquire this achievement, the following conditions must be met:

* Complete The Bard's Bargain side quest during Pigman Journey.
* At the end of Pigman Journey, free the souls of pigmen.
* Pigman Joe must not be at Joe's Hideaway. If he's there, recruit then dismiss him. Check and make sure his portrait doesn't appear when hovering over Joe's Hideaway on the map.

Once all three conditions are met, at the beginning of the Protector Journey, Pigman Joe should be the first poker player the Protagonist encounters (in a saloon of a town). If the protagonist misses this opportunity, he will randomly appear again in any town's saloon, but it can be quite frustrating to find him. Instead of trying to loiter or going from town to town, keep playing the game normally and he might show up. Make sure to save before playing poker with him. Winning a game would trigger this achievement.
Disciple's Report - Dread Slough

**Disciple's Report - Galen's Crossing** is a written note found in *Weird West*.

## Transcript

```
Ruth's experiments continue to escalate. Soon she will begin to cause complications to our goals beyond our ability to easily contain them. I must formally request an Astral Gate be directed to focus upon Dread Slough, to allow us to monitor her activities more closely until we are finished dealing with the Absolutionist threat.
```

## Location

* Found in the Knowledge Hall of Somnolence, only during the Oneirist Journey.
Cleric Franciscus

**Franciscus** is a cleric and the de facto leader of the Absolutionists. Many people believe that he discovered the way to turn people into werewolves and founded Gavan's Hounds, a group of devotee-turned werewolves who protect the Church from the Oneirists threat.

## Bounty Hunter Journey

Franciscus is briefly mentioned by Minerva Long in one of her notes, though not by name. He is the person who persuaded Leila Vidrio to join the ranks of Absolutionists and promised to cure her of her illness.

## Oneirist Journey

If Franciscus wasn't killed during the Werewolf Journey and if the Blood Moon was destroyed, he will be imprisoned by the Oneirists at Somnolence. If Constance frees him while Dezi is part of the posse, he will immediately become hostile and has to be killed or incapacitated. However, if Dezi is not in the posse, Franciscus will run away and can later be hunted down as a Bounty.

When Constance takes on Franciscus' bounty and confronts him, he says the following: *"They sent... you? But-- you're the one who freed me in the first place! Well, I'll not go quietly back into captivity!"*

## Trivia

* If Franciscus is freed, some Oneirists can be heard saying *"It matters little if Franciscus is free. His army is broken."*
* In his journal, the name "Caroline" is written many times though it is unclear who this person is.
On the Habits of Witches, by Justinian Abernathy

**On the Habits of Witches, by Justinian Abernathy** is a book found in *Weird West*.

## Transcript

```
LIGHTNING from the HANDS and MYSTERIOUS TRANSPOSITIONS. Readers shall know the subtle hexes of a witch already: but beware the destructive curses in addition. These being: lightning and the manipulation of the elements, and the TELEPORTATION, by which means the witch may appear in whatoever place she chooses, where her victims may be most vulnerable. Beware! Beware! A witch is not to be trusted, and may summon FOUL DEMONS from the BEYOND to strike at the innocent
```
Grandpa Gill's Favorite Roasts

**Grandpa Gill's Favorite Roasts** is a book found in *Weird West*.

## Transcript

```
Just you make sure the meat's nice and fatty. None of that stringy, dry, last-to-slaughter crap. You know what I'm talking about. Juicy roast makes a happy host! Now then, next up, you'll need the biggest cook pan ye can lay hands on...
```
Revenant

## How to Acquire

Contrary to the description of the achievement, it's not necessary to be drunk during the whole fight. Fight a bear and reduce its health to near death, consume any alcoholic drink (wine, whiskey, beer, etc.), then finish it off. Be careful not to let Companions take the killing blow. Bears can usually be found in Hunting Grounds (mountain area), in caves, around Dagger & Bones camps, and also appear in Bear Sighting Random Encounter.

## Trivia

* The name of achievement is a possible reference to the film *The Revenant* where the main character, Hugh Glass, was attacked and badly mauled by a bear but managed to kill it.
Hunter's Journal

**Hunter's Journal** is a journal found in *Weird West*.

## Transcript

```
(Each entry has a lock of wolf fur clipped to it. Most are stained with blood.)

Last one was moondrunk by the end. Howling mad, even with its claws broken, teeth pulled. Can't help remembering... She was like that too, in the end. Spirits take Franciscus and his dirt-sucking cures. My sister would've had a peaceful death in her own bed if he hadn't put those vile thoughts in her head...
```

## Location

* In the Werewolf hunter's homestead (random location) near Grackle, accessible only during the Lone Wolf quest.
Please Come Home

**Please Come Home** is a mail in *Weird West*.

## Transcript

```
First the Stillwaters, now you got werewolves? I don't care how cheap the land is out there. You GOT to come back east. It ain't worth dyin' over! Please, baby, please! I can't stand the thought of some monster beast eatin' you.
```

## Location

* Found in random mailbox during the Werewolf Journey after Leila Vidrio killed a werewolf hunter in Grackle.

## Notes

* If Dezi found Leila before going to Grackle, the event in the mail wouldn't happen, thus this mail wouldn't exist.*[Confirmation needed]*
Native Nation Departs

**Native Nation Departs** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
Longstanding readers of our publication may be interested to learn that the bands of Natives known as the Lost Fire Nation is apparently preparing to depart the West as suddenly as they appeared. Intrepid travelers who spoke with Nation citizens report (via relay) that the Natives have apparently destroyed the beast they came to the West to hunt, and may now return home to the East. May the spirits protect them on their journey!
```

## Notes

* This news article is published after the Protector Journey if Across Rivers didn't succumb to greed and became a Wiindigo.
Special Bounty: Ruth Bough

**Special Bounty: Ruth Bough** is a Relayogram sent by Diego Trogón.

## Transcript

```
Attention, Bounty Hunters:

Ever wanted to skin a pig? The flesh-stitcher known as Ruth, responsible for the abduction and unnatural transformation of legions of men into unsightly hogs, is said to've become a pig herself. Better yet, we've finally found her.

Local bounty board's got her location. Bring a frying pan-bacon's on the menu.

Marshal Diego Trogón
```

## Note

* Trogón sends this relay when Ruth Bough became a bounty. This only happens if Cl'erns Qui'g chose to turn Ruth into a pigwoman during the Pigman Journey.
Relayogram from Cleric Franciscus

**Relayogram from Cleric Franciscus** is a Relayogram sent by Franciscus.

## Transcript

```
TO: Spirit Hall of Cedar Flats
FROM: Cleric Franciscus

The witches continue to slaughter our people.

But remember: the Blood Moon Prophecy is on our side. The marked wolf will soon appear.

Gather your sick and wounded. Gather your willing. Send them to me--they will become one of Gavan's Hounds and become an integral part of our salvation.

-Cleric Franciscus
```

## Note

* This relay can be found inside the Spirit Hall of Boulder Creek during the Protector Journey.
Minerva Long

**Minverva Long** is a doctor, and a toxicologist specialized in Ridgeback and other venomous megafauna.

## Biography

She owned a clinic in Grackle where she treated victims of Ridgeback infection. After witnessing their agonizing symptoms and deaths, Minerva determined to create an antivenom for the infected. She hired the Dagger & Bones Trading Company to gather Ridgeback samples for her research and eventually achieved her goal. Dr. Long Antivenom Elixir was invented and widely used across the West, not only for Ridgeback venom but also other type of poisons.

## Bounty Hunter Journey

After the Stillwaters raid on Grackle, Minerva's clinic becomes a triage for injured people. Soon after the town is back on its feet, her clinic resumes normal operation where she sells medical supplies and treats patients. She occasionally requests travelers to deliver medicines to remote farmsteads.

## Pigman Journey

Minerva sent a letter to Jane Bell to express sympathy toward Huck's death. She regretted not being able to write sooner, given the situation in Grackle at the time.

## Protector Journey

Minerva was contacted by Maryann Wilson, leader of the Dagger and Bones, regarding a strange illness that took hold of some of their people. She responded by saying whatever was happening was mental issues, which was beyond her expertise.

## Trivia

* Minerva Long sends out mails to advertise her antivenom elixir.
* Minerva attempted and failed to treat Leila Vidrio from Ridgeback venom.

## References

1. ↑ Relay from Dr. Minerva Long, Grackle
2. ↑ 2.0 2.1 Patient Notes: Leila Vidrio
3. ↑ Notes on the Ridgebacks
4. ↑ Nothing More to be Done
Bell Stead

```
This small homestead was just beginning to flourish before tragedy struck.
```

**Bell Stead** is a farm belong to Jane and Alonso Bell. It consists of a farmhouse, a barn, a small shed, a cornfield, and a shooting range.

## Associated Quests

* Bounty Hunter Journey
* Oneirist Journey

## Trivia

* There are many wanted posters at the back of the barn, and two at the shooting range, which alludes to Jane's past as a bounty hunter.
* If Huck's teddy bear is taken from his body, a short tune is played.
* Like other wolves, Ava has a small chance to drop Wolf Eye, a special junk item, and a nod to WolfEye Studios.
* There is a mound cache in the eastern corner of the map which contains an unique junk item called Opuntia Infinity. It's a drink that makes the protagonist permanently drunk, though drinking water removes this status.

## Gallery

Jane at the shooting range in Bell Stead.Inside the farmhouse.Wanted posters.
For Sale; Fine Protective Talisman

**For Sale; Fine Protective Talisman** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
(person name) has for sale some few protective talismans, hand made among the caravans of the wilderness, which Guarantee your choice of longevity, vigor, attraction of wealth, good crop, fine weather, and other Virtues of the spirits. Seek out (person name) of (location name), and be amazed.
```

## Notes

* This news article can randomly appear in Western Gazettes without any specific condition.
* (person name) is the name of a shopkeeper in (location name), a random town.
* The shopkeeper doesn't actually have any Amulet for sale.
Love Note to Cecilia

**Love Note to Cecilia** is a written note found in *Weird West*.

## Transcript

```
My dear Cecilia,
I can't thank you enough for the locket--now your beauty will always be close to my heart. And so what if I'm the brothel‎ owner? Let the others talk. Our love is true, isn't it?
I know I can be... harsh, at times. Let me prove to you I can be a better man. Meet me in my office later, and we can talk things through. Our love is worth it.
Yours,
Clarence Quigley
```

## Location

In a cabinet of the large room on the second floor of the Quigley's Lantern Room.
Gavan's Hounds Defeat Outlaw Gang

**Gavan's Hounds Defeat Outlaw Gang** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
The infamous Blue Water Boys are no more! Survivors of a caravan ambushed by the gang report their salvation at the hands—or rather, claws!—of Gavan's Hounds, the now-famous band of righteous wolves patrolling the Western territories. Settlers everywhere have had cause to be grateful for the Hounds, who work to protect folk that the law cannot reach in time. Praise the spirits, and may the wicked be absolved in Yeb's embrace!

```

## Notes

* This news article can randomly appear in Western Gazettes without any specific condition.*[Confirmation needed]*
Carrier and Co. Logs, Bitter Rock

**Carrier and Co. Logs, Bitter Rock** is a series notes found in *Weird West*.

We're making preparations to head out. We've finally got a good lead--we think one of the Olvidado children is buried at Bitter Rock--with one of the bracelets.

We leave tomorrow. Across the Shepherd Mountains we go. We're close, after all this time--I can feel it...
```

### Volume 2

```
We've arrived at Bitter Rock. Ruins are a hundred years old, easy. A chill in the air, even in high summer.

Olvidado himself built a home here back when he was sane. Stored some mighty fine treasures here, too.

Far as we can tell, somevhere along the line the place was ransacked for whatever riches Olvidado left here, then left to gather dust.

Thing is, our information says the bracelet's in a safe room, a sort of hidden bunker in the basement that was never found, lost to time.

We're about to find it. Time to get digging.
```

### Volume 3

```
The Olvidado Bracelet. We found it.

We finally uncovered the hidden safe room. Poor kid--one of those Olvidado children died down here, trapped, all alone. Seems like she was hidin' out for some reason...

But the bracelet, it was there. I've held it in my own palm. Can't believe it. After all this time, the legends were true.

But there've been some oddities. Strange blue lights in the hills at night. Some of our men chewing on their lips, muttering to themselves...

Something's in the air. Got to be careful.
```

### Volume 4

```
They've found us. Blue eyes. Lips bitten off. They're coming for the bracelet.

Their campfires surround us in every direction. Closing in. Some of our men are turning, too.

We've got to hide the bracelet. Take a stand.

Hope my trigger finger doesn't shake. Spirits help us.
```
Oneirist Journey

**Oneirist Journey** is a main quest of Constance Driftwood.

## Trivia

* In Foxglove, if Constance talks to Heathen in wolf form, Heathen will say the following: *"Aha! Trying to fool me, passenger? I'd recognize that mug of yours no matter how much hair you glued to it. Ha!"*
* Before visiting Foxglove, if Heathen's box was opened and then Constance lied about it, Heathen will say that she knows Constance lied.
Greenwood Chest Note

**Greenwood Chest Note** is a written note found in *Weird West*.

## Transcript

```
[Note's filled with arithmetic, numbers trying to add up to the price of a piece of farmland...]

This siren shit's too much. Stillwaters aren't family no more. You're not stealing from them--you're stealing from them flesheaters.

Patience, patience...

Keep skimming a little off the top. Then, when you've got enough, got the floods outta here. Buy a nice farm. Live a quiet life.

Yeah, that's it...
```

## Location

* Found under the destroyed house near the entrance of Greenwood Run. Next to the note is a chest containing some money, presumably the money they skimmed from the gang.
Bloodied Book

**Bloodied Book** is a book found in *Weird West*.

## Transcript

```
[A series of illustrations:
-A disembodied pig with body parts separated and labeled.
-A silhouette of a man with blood pouring down his form.
-A tree with three coiling roots tearing the ground open.
-A two-legged beast with the face of a pig.]
```

## Location

Found in Canker, on a table in Ruth Bough's office.
Elusive Prey

## How to Acquire

In order to make these characters appear on bounty boards, do the following:

* Shelby Cross: do not kill him during the Bounty Hunter Journey, he will be on bounty boards starting from the second journey.
* Leila Vidrio: during the Werewolf Journey, Dezi must destroy the Blood Moon. Leila will become an outlaw during the last journey.
* The condition for Galen Weeks to become a bounty is unknown at this point.
A Wolf of Gavan's Hounds, Rescued from Dire Captivity and Certain Death

**A Wolf of Gavan's Hounds, Rescued from Dire Captivity and Certain Death** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
Even the mightiest protectors of the West may fall prey to predators, it seems--but praise the spirits, for one such victim, a Hound under Cleric Franciscus' own care, was freed recently from the clutches of a serial murderer by a fellow Hound. This publication is pleased to report that the perpetrator has been brought to justice. Praise the spirits!
```

## Notes

* This article is published if Dezi freed the werewolf during the Lone Wolf quest.
Dagger & Bones Trading Company

**Dagger & Bones Trading Company** (also known as **Dagger & Bones**, or simply **D&B**) is a fur trapping company which also has expertise in monster-hunting. They can be hired to hunt supernatural creatures, and no one in the West is more skilful than them in this regard. They even published a series of guidebooks about hunting and dealing with monsters. Dagger & Bones have stores in many towns that buy & sell leathers, hides, Vests, bows, and arrows.

## History

Dagger & Bones was founded by Glenn Mills during his first visit to Millswood with a group of hunters. They set out to build their own settlement in the region, and now control Fort Glenn and the Millswood, both of which are named after their founder.

At one point, Glenn was allegedly killed by members of the Lost Fire Nation, thus started the conflict between the two factions. Glenn's wife, Maryann Wilson took over as the leader of the company, though initially she had to fight tooth and nail in order to gain their respect.

## Werewolf Journey

If Across Rivers chose to ally with Dagger and Bones, their trappers can be found in Lost Fire Nation camps.

## Quotes

### Idle

* *"Fine weather, this."*
* *"Finally, out in the open air."*
* *"Deerhide, bear pelt..."*
* *"Been cooped up inside too long."*
* *"In a hurry to hit the trail, huh?"* (if protagonist runs past)
* *"Watch it. Too many itchy fingers around here."* (if protagonist runs past)
* *"Off on another hunt tomorrow. The Lost Fire's gonna teach us some new tracking tricks."* (allied with Lost Fire Nation)
* *"Never thought I'd see the day we'd be sharin' the Millswood, but these Natives know their shit."* (allied with Lost Fire Nation)

## Trivia

* Black Mountain's Forester rifles and Widowmaker shotguns are D&B trappers' weapons of choice. In fact, Black Mountain designed the Foresters specifically for D&B.
* Dagger & Bones do not tolerate poachers encroaching on their territories.

## References

1. ↑ 1.0 1.1 1.2 Loading Screen Tips
2. ↑ Glenn Mills: Hero of the West
3. ↑ Maryann's Journal
Clarence Quigley's Journal

**Clarence Quigley's Journal** is a written note found in *Weird West*.

## Transcript

```
Day 1 - A set-up, Ambushed me at Elephant's Spine. Cecilia wasn't even there. Brought me to this place--for what?
Day 2 - Heard squealing. Like a pig but--human, too. Got a bad feeling...
Day 3 - Heard Ruth talking about tap roots. I'll bet she's got Cecilia locked away at one of them.
Day 4 - They're taking me to the workshop. Floods, if somebody finds this, please go get Cecilia--Ruth must have her at one of those tap root places. As for me... just ask around for the dapper-looking snout...)
```

## Location

* In one of the cells in Canker, where Clarence was previously kept.
Mythical City of Gold Found! Terrible Beasts Defeated!

**Mythical City of Gold Found! Terrible Beasts Defeated!** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
All well-traveled folk of our fair readership surely know of the legend of Generoso Olvidado, whose fabled settlement was supposedly home to the greatest gold mine in the West. But was it real? A band of Natives has apparently rediscovered the forgotten settlement—and the terrible monster that Olvidado himself had become! Treasure hunters beware!
```

## Notes

* This news article is published after the Protector Journey.
Galen's Crossing Robbed!

**Galen's Crossing Robbed!** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
Gentle readers, our relayographs have been ablaze with reports of an angry mob at Galen's Crossing! Unhappy farmers, laborours, and other folk accuse the Weeks empire of robbing them of their land, forcing land sales, and other spurious practices! Further reports from the Mayor's property are even more troubling... read on to learn more!
```

## Notes

* This news article is published after Across Rivers visits Galen's Crossing during the Protector Journey.
Farmstead Deed

**Farmstead Deed** is a written note found in *Weird West*. The deed is needed to complete a branch of the Bounty Hunter Journey, in which Jane Bell has to give it to Galen Weeks.

## Transcript

```
TRANSFER OF OWNERSHIP

FORMER OWNER: Jackson Willby of Brush Creek Farm
PRESENT OWNER: Saito Hideki of Grackle

DESCRIPTION OF PROPERTY: Known as "Brush Creek Farm." 160 acres land. A three-room farmhouse. (The description continues awhile)

(The deed is dated and signed at the bottom by both parties.)
```

## Location

* In the safe on the second floor of Brush Creek Farm. The safe combination can be found in the cellar of the same house.