recursal/Fanatic-Fandom huggingface dataset:
Pigman Joe

```
Twice-cursed, soul and human body both torn from his grasp.
```

**Pigman Joe** is a minor character in *Weird West* and an ally of Cl'erns Qui'g. He's an accomplished painter and a poet who is cursed and has to speak in rhyme. He's the author and illustrator of the book *Pigman Joe's Tour du Weird West*, which recounts his journey across the West.

## Pigman Journey

When Ruth Bough attempts to feed Cl'erns' soul to the Soul Tree, Pigman Joe is there and is the only other pigman who can talk. He asks Cl'erns to meet him at this home, Joe's Hideaway, in order to discuss their next plan. When the two meet again, they devise a plan to destroy the Soul Tree and stop Ruth Bough. Throughout the Pigman Journey, Pigman Joe helps Cl'erns finding the three tap roots, which must be burned in order to kill the Soul Tree.

During the journey, Pigman Joe also reveals that he wanted to become a great poet, so he sold his soul to a Wraith. Because of that, the Soul Tree couldn't take his soul but he must also speak in rhyme at all time. Cl'erns can choose to help Pigman Joe, which starts The Bard's Bargain quest. If Cl'erns completes the quest, Pigman Joe becomes a Friend for Life, and is also available as a Companion.

## Subsequent Journeys

If Cl'erns chose to free pigmen souls, Pigman Joe travels across the West, and there are news articles reporting his visits to various locations. Joe also collects snowglobes which he brings back to his home. The book *Pigman Joe's Tour du Weird West* is written about this trip.

Otherwise, if Cl'erns burned pigmen souls, he will be stuck at Joe's Hideaway together with Cl'erns.

## Trivia

* Writer and narrative designer Lucas Loredo came up with the idea of Pigman Joe talking in rhyme, which he did not think would be challenging at first. The task turned out to be very difficult, but he and fellow writer Erin Firestine succeeded, and Joe became one of their favorite characters.
* Pigman Joe possesses a white guitar with broken strings, a unique Junk item. At the beginning of the Pigman Journey, when asked why he took Cl'erns' locket, Joe said he wanted to buy a new guitar string.
* Joe still has nightmares about Ruth Bough.

## References

1. ↑ *Pigman Joe's Tour du Weird West*, p.16
Zombie

**Zombies** are corpses that were re-animated by some kind of plague. One of the ways for zombies to transmit the disease is through bites. During The Plague event, they might dig themselves out of their graves and attack anyone nearby; and many other locations can be infested by zombies. They can also be reanimated by Wraiths, though this is a rarer occurrence.

## Combat Tips

* Zombies may appear slow but they have lunge attack that can deal high damage.
* Zombies are immune to poison, though they are weak against fire.
* Zombies raised by wraiths will die immediately if the wraiths are killed.

## Trivia

* Characters who were killed might come back as zombies, and they might wander to nearby locations as well.
* During a plague outbreak, dead Lost Fire Nation people don't come back as zombies.
* One of the loading screen tips mentions that most zombies are mindless corpses driven only by hunger, but *"there are exceptions"*. It is unclear what that means by this point.
* Surprisingly, zombies can start vendettas if their living relatives are killed in front of them. This is typically happens during a plague outbreak and at a farm where dead people were buried close to where their living family members live.

## Gallery

Zombies seen in a trailer.Jane shooting a zombie.Across Waters fighting a wraith and its zombie minions.
1. ↑ Idle NPC dialogues during The Plague Community Event: *"Travelers comes into town with a zombie bite. Week later, half the town's got the plague..."*
2. ↑ Developer commentary - Procedural story systems
The Siren's Companion

**The Siren's Companion** is a book found in *Weird West*.

## Transcript

```
The Siren, being a cunning and intelligent creature, is a dangerous foe in its own right. But beware, for they may also be accompanied by another, yet more deadly foe: the CAVE TERROR. Those few survivors who have managed, by the grace of the spirits, to escape a Siren's den have reported these cave-dwelling beasts serving as terrifying "guard dogs" in the deeps.
```
Tool

**Tools** are items that help the protagonists explore and survive the *Weird West*. Some tools have durability and thus have limited uses and some can be used as improvised weapons.

## Lockpick

Lockpicks are used to open locked doors. There no gameplay involved in lockpicking, more difficult locks simply require more lockpicks, and break them in the process. The Locksmith Perk adds a chance to save lockpicks from breaking. The types of locked container and locked door and the corresponding number of lockpicks required to open them are as follow:

* Ornamented chests: 1 lockpick
* Silver chests: 3 lockpicks
* Safes: 5 lockpicks.
* Doors: 1 lockpick
* Reinforced doors: 2 lockpicks
* Unbreakable doors: 5 lockpicks

Notes:

* Wooden doors can be destroyed by weapons and kicking, and reinforced doors dynamites, thus saving lockpicks if stealth is not a priority.
* Not all safes and unbreakable doors can be lockpicked, these require safe combinations or keys to open.

## Pickaxe

Pickaxes can be used mine copper, silver, and gold ores in order upgrade weapons. They have a durability of 10, and can also be use as melee weapons. Pickaxes can be upgraded to a unbreakable gold version using 30 gold nuggets. There are also coal deposits which can also be mined to gain coal, which is a junk item.

## Rope

The protagonists can use ropes to climb down to otherwise unreachable locations or create alternative pathways. Ropes are not retrievable once tied to anchors, forcing the protagonists to acquire new ropes. Ropes can be typically tied to wells, chimneys, and skylights.

## Shovel

Shovels can be used to dig up graves and mound caches, or to bury corpses (particularly useful when trying to hide bodies). They have a durability of 10, and can also be used as non-lethal melee weapons. Shovels can be upgraded to a unbreakable gold version using 30 gold nuggets.

## Skinning Toolbag

Skinning tools are used to skin deer, bears, snakes, and bisons to gain hides, which are used to craft and upgrade Vests. Each skinning toolbag has a durability of 20.
Tales of the Ravenous

**Tales of the Ravenous** is an book found in *Weird West*.

## Transcript

```
Here, an account of a woman hunter, experienced on the trail "The fellow muttered to himself, under his breath like, and stared at me with burning eyes. I felt a chill on my spine, and readied my weapon, and a good thing too, for he suddenly leapt at me, screaming for gold, for flesh, with no concern at all for his own safety. Though he were grievously wounded, he would not stop, and I were forced to flee." The signs are these: an all-encompassing hunger, and a bloodied face, lips chewed away.
```

## Location

* Can usually be found in bookshelves in haciendas.
Weird West Wiki

### Welcome to the Weird West Wiki

*Weird West* is a single player dark fantasy reimagining of the Wild West, where gunslingers mix with wild creatures of nightmare. Survive and unveil the mysteries of the Weird West through the intertwined destinies of its unusual heroes in an immersive sim from the co-creators of Dishonored and Prey.

## Characters

Jane BellCl'erns Qui'gAcross RiversDesidério RíosConstance DriftwoodFlora AlbrightShelby CrossPigman JoeCecilia OscuroRuth BoughCleric FranciscusEssex MastAlephAnaïsHeathenThe ScholarDiego TrogónPain

## News

 BLOG\_LISTING\_POST\_BUTTON\_TEMPLATE

Arcius Rhetus
21 December 2022

 0

## The Plague Community Event will be back during Xmas!

WolfEye has announced that the long-awaited "The Plague" Community Event will start from Dec 25th 8AM US Pacific / 4PM GMT and end on January 02nd 8AM US Pacific / 4PM GMT. Be on the lookout for uniq…

Read Full Post

Arcius Rhetus
22 November 2022

 0

## Mod support is here, together with a first-person camera mod!

Patch 1.05 has been released to add mod support (only for Steam, GOG, Epic Games Store & PC Game Pass) and some additional bug fixes. The mods are available via mod.io or the in-game mod menu. Five m…

Read Full Post

Arcius Rhetus
13 September 2022

 0

## Patch 1.04 has been released on all platforms

Patch 1.04, titled "Nimpossible", has been released on all platforms. This update contains the permadeath Nimpossible Mode and the long-awaited alternate aiming system. For the full change logs, ple…

Read Full Post

More >
Temple of the Ancients

**Temples of the Ancients** are ruins of a long past civilization that once inhabited the Weird West.

## History

The first who rediscovered the temples in the West was the Oneirists, when they came from the Old Home and settled in the region. While sheltering in an old cave, they felt a great power coming from under the sands, and under the guidance of the Authority, dug into the cave system. There they found hewn walls, stone floors, doorways, but on a massive scale, to an extend that they needed to build their own staircases to access. The power they sensed before came from the Dreaming Tree within the ruin, which powered the inner workings of the temples. This ancient ruin was later named Somnolence by the Authority and soon became the headquarter of the Oneirists in the West.

## Sigil Stones

To gain entry to the temples, one must find Sigil Stones which sometimes can be looted from the Oneirists. An easier way is to find an abandoned temple, usually found in desert locations (they are either labeled as Oneirist Temple or Oasis). There are usually outlaws guarding these places and they should have a sigil stone with them. They also have a low chance to appear in random containers.

Canker, Fighting Pit, and Horsetail Grotto have their own sigil stones and they can only be acquired during the Pigman Journey.

## Notable Temples

* Broken Steppe
* Canker
* Old Ginkgo Temple
* Old Mugwort Temple
* Old Skullcap Temple
* Oleander Temple
* Somnolence
* The Fighting Pit
* Valerian Temple

## Trivia

* There is a odd glowing ball inside Oleander Temple. This is a reference to InFlux, an unreleased game by Joe Wintergreen, one of the developers at WolfEye studios.
* There are lightning wisps flying around the temples. They are harmless but if attacked, they electrocute anything nearby.
	+ These wisps are also similar to Oneirists' Summon Wisps ability.
* The monoliths at the Fighting Pit are called the Three Witnesses. Legend has it that they contain the souls of angry spirits, trapped by the Ancients centuries ago.
* Some abandoned temples have claw marks on their walls. This suggests the werewolves attacked these temples, forcing the oneirists to abandon them.

## Gallery

A fresco in a temple.Giant chairs and table found in Horsetail Grotto.Werewolves' claw marks.A dreaming tree in Somnolence.A large Nimp statue inside a temple.InFlux easter egg.
## References

1. ↑ The Shard of the Ancients
2. ↑ Roots of the Dreaming Tree
3. ↑ Being a Record of the Temple in the New Land
4. ↑ Loading screen tips
Sybil's Notes

**Sybil's Notes** is a written note found in *Weird West*.

## Transcript

```
Home again. My visions are stronger here. In all of them, only one outcome: death. They do not wish to kill me. They wish to call me kin, welcome me back. But they see it, as do I: if they set me free, I will not stop in my ambitions. I cannot. And so, my death--it comes for me.
```

## Location

* In Sybil's holding cell in Somnolence, if she is still alive after the Werewolf Journey.
Statues in the Ruins

**Statues in the Ruins** is a book found in *Weird West*.

## Transcript

```
Figure 04: a statue found in a site abandoned several centuries past, of the same style as many others we've seen. Note the protruding tongue and oversized head. Preliminary examination of the location seems to indicate that these creatures were revered for restorative properties. We've found carvings of the creature being cut into sections and used in rituals, though for what purpose, we cannot yet say. -From the journals of Carrier and Co. Treasure Outfit
```

## Location

* Found both inside the house and in the cave on Heronwall Summit.
Trader's Journal

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

## Transcript

```
Followed from the last crossing. Couldn't shake 'em. Wish I hadn't woke up. Could've passed peaceful in my sleep... Should never have taken this spirit-cursed job. Told the boss this trail was too dangerous, but the clients need their shit quick... Yeb curse 'em all.
```

## Location

* This is one of four possible notes found in the Carrion Birds Random Encounter. The others being Last Words, Order from a Client and Bounty Notice.
Ravenous

**Ravenous** are human who are influenced by Wiindigo. Driven mad by greed, they always have the urge to find riches, and always hungry they chewed their lips off. Their eyes shine bright blue due to the influence Wiindigo has on them. In order to kill those who become Ravenous, their heads need to be severed and burned, or else greed will bring them back. Leave a Ravenous alive long enough and they will eventually be completely taken over by greed, becoming a new Wiindigo.

Ravenous often drop ores when killed, and have the tendency to eat corpses.

## Combat Tips

* Even though many of the Ravenous use improvised melee weapons, they can use Bloodthirsty Ability to increase their damage.
* Ravenous frequently throw Wildfire Cocktails.

## Quotes

### Idle

* *"Why can't I get in? Curse it! I'll flood the whole mine with fire... yeah..."*
* *"Please I can't... I'm so... hungry--!"*
* *"Can't get distracted. So close..."*
* *"Carve out the heart--carve it out!"*

### Combat

* *"Put you out of your misery..."*
* *"I don't care what you have--it's mine now!"*
Spirit Vessels

**Spirit Vessels** is a book found in *Weird West*.

## Transcript

```
It's well known, of course, that much Ancient magic was fueled by death and sacrifice. What is less well known is how often the spirits themselves were trapped and used as kindling for the Ancients' flames. Artifacts found in Ancient temples appear to have been designed to contain the intelligence of the spirit and its energies, trapping it within, to be used for later spellcraft. Such an act is, of course, an abomination of vilest heresy, and anyone in possession of such a vessel today should be brought to justice immediately for their sins.
```

## Location

* Found inside the cave on Heronwall Summit.
* Found in Valerian Temple.
Passes Through the Shepherd Mountains

**Passes Through the Shepherd Mountains** is an book found in *Weird West*.

## Transcript

```
(The volume contains several dozen finely-detailed maps of the Shepherds, from the branching spur to the north all the way to the El Castillo Desert at the eastern edge of the foothills. Passes are cleanly marked, with helpful landmarks described for travelers.)
```

## Location

* Found in Shelby Cross' chamber in Copper Mountain Quarry.
Dishonored

## How to Acquire

Simply climb onto a rooftop, a balcony or any high place, and either drop or jump onto any NPC below to knock them out. With the High Jumper Perk, it's possible to just jump on top of a NPC's head.

This works on not just NPC but with any animals such as horses, pigs, wolves.

## Trivia

* This achievement is a reference to the *Dishonored* franchise where the protagonists can perform air assassination or knock-out by jumping onto enemies from above. The icon of this achievement is also a nod to one of *Dishonored's* key arts.
Rough Harvest for (Location Name)

**Rough Harvest for (Location Name)** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
Readers will certainly be saddened to hear that this year has been a tough one for the farmsteads near (location name), as food stores run low following a poor harvest. Spirits willing, conditions will improve with the next growing season.
```

## Notes

* This news article can randomly appear in Western Gazettes without any specific condition.
* *(location name)* is replaced by a random farm name.
Winds of War

## How to Acquire

Tornados can take on elemental properties and become fiery, electric, and poisonous tornados (or all three at the same time). The easiest way to get this achievement is during the Protector Journey. Have Across Rivers use the Western Wind ability then use any fire, lightning or poison attack/item on the tornado. Or cast Western Wind next to an explosive or poison barrel.

Tornados also occur naturally so this achievement can be acquired as early as the first journey.
Vest

**Vests** are protective equipment that reduces damage or increases elemental resistance. Vests can be crafted or upgraded at tanning racks, using hides from deer, bears, snakes, or bison. Skinning these animals either gives normal or superior pelts/hides, the latter of which is needed to upgrade vests to higher rarities. The trader at Fort Glenn has a high chance to have a legendary vest on sale, together with a legendary bow.

Stoneskin Vest, an end-game armor that appears to be made from Cave Terror hides, can be found in Old Ginkgo Temple during the Oneirist Journey. Constance Driftwood needs to interact with the stele in Blood Moon temple in order to reveal the location of the Old Ginkgo temple.

## Gallery

Bear Pelt.Superior Bear Pelt.Bison Leather.Superior Bison Leather.Deer Leather.Superior Deer Leather.Snake Skin.Superior Snake Skin.
Talking Pigman Visits Famous Lantern Room for Night on the Town

**Talking Pigman Visits Famous Lantern Room for Night on the Town** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
A curious experience for the ladies of the famed house of companionship the Lantern Room. Some few days since, a terrible pig-faced monster who spoke with the voice of a man called upon the Lantern Room and, if the fair reader can possibly believe it, was granted entrance! Goodly Absolutionists have one more reason to avoid that den of ill repute.
```

## Notes

* This news article is published after Cl'erns Qui'g visited the Quigley's Lantern Room.
* If, however, Cl'erns completed this part of the quest completely undetected, this article won't be published.
Vile Curse Strikes Boulder Creek!

**Vile Curse Strikes Boulder Creek!** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
Miners, once friends and brothers, found killing one another like dogs! Hoarding of wealth! The desecration of flesh! Victims tearing at their own faces! What foul, vile magic has descended upon the Boulder Creek Mine? And why were individuals of the Native Lost Fire Nation seen in the vicinity? Be watchful, gentle readers!
```

## Notes

* This news article is published after Across Rivers visited Boulder Creek during the Protector Journey.
Bounty

**Bounties** are posted on bounty boards in towns across Weird West. If the protagonists committed serious crimes, it's possible for them to end up on bounty boards though they cannot take on their own bounty.

Targets can either be killed or taken alive, with the latter required them to be incapacitated and then handcuffed. While captured, the targets will follow the protagonists but are defendless against monsters and other hostiles. Turning in a bounty alive will yields better rewards but the bounty has a 15% chance of escaping imprisonment and will start a Vendetta against the protagonist.

## Notes

* Most of the time, the targets, locations, and rewards are procedural generated, saved for a few story-related bounties.
* During the Highway Robbery Random Encounter, if the protagonist gave the outlaws money or a quest item, the leader of the gang might end up on a bounty board with a remark "Face seems awful familiar". The protagonist can take this opportunity to regain the lost money or item.
* After completing the Them Bones, Them Bones quest, the undertaker might be hunted by the law.
* The outlaw leader in the Grave Robbers Vignette might become a bounty.
* It's possible to capture a bounty alive even during open combat by using blunt weapons, or stunning them, then move in and knock them out.

## Trivia

* One of the possible gang name is the Soggy Bottom Boys, which is a reference to the movie *O Brother, Where Art Thou?*.
Wiindigo

```
Old legends talk of Wiindigo--the spirit of greed--who possesses the hearts of men.
```

**Wiindigo** or **Spirit of Greed** is a type of mysterious creature that can infect the minds of people, turning them into Ravenous. If left unchecked, their influences can spread far and wide. It is said that Wiindigos have hearts as *"colder than the North Wind"* and a *"hunger that never ends"*. Wherever they go, the land is shrouded in a perpetual winter.

No one knows more about Wiindigo than the Lost Fire Nation, who came West to hunt one of them. Wiindigos are weak against lightning damage, but can only be permanently killed by cutting off and burning the heads. A Ravenous that is left alive for too long, will eventually give in to greed and become a new Wiindigo, thus the Spirit of Greed never dies as long as the greed of men still exists.

## Combat Tips

* Wiindigo can throw energy projectiles from afar.
* It can also summon tornadoes similar to the Protectors' Western Wind ability.
* Throwing a few cluster dynamites can almost kill it instantly. When this happens, the usual conversation is triggered, and then Across Rivers can kill it.

## Gallery

Across Rivers fighting Wiindigo.Wiindigo in Olvidado mine.Wiindigo's head.
The Occult Threat

**The Occult Threat** is an Absolutionist scripture found in *Weird West*.

## Transcript

```
By the teachings of the spirits, this we know: that all practitioners of the Occult are SINNERS, whose actions threaten the very order of the natural way of things. Yeb has thus decreed: let all sinners be harvested, that their souls' taint may no longer threaten the great cycle. Let Inun's grace forgive us for allowing these sinners to trespass. Let the spirits protect us from their evil.
```

## Location

* This book can usually be found in libraries of Absolutionist spirit halls.
Treasure Hunt

**Treasure Hunt** is a type of procedural-generated side quest that involves acquiring a treasure map and going to the indicated location to dig up a mound cache. Treasure maps are randomly looted from enemies or containers, and reading the maps would randomly generate 'Secret Stash' locations on the Weird West map.

The layouts of Secret Stash maps are also procedural generated and are guarded by different types of enemies such as Pigmen, Wraiths, and outlaws. Note that exiting then reentering the locations would respawn the enemies. The actual location of the mounds caches also vary but they can usually be found near interesting-looking rock formations and/or surrounded by a circle of small rocks/plants. Occasionally, the mound caches are also marked by a white 'X' on a nearby rock or tree.

Potential rewards include but not limited to: Nimp Relics, Golden Aces of Spades, copper/silver/gold nuggets. In very rare cases, high level amulets and legendary weapons can be found in the mound caches.

## Trivia

* During Beta, sometimes Profane Treasure Maps can be found, which require Profane Linguistic affliction possessed by Constance Driftwood to decipher. This item, however, seems to have been removed from the release version.

## Gallery

A mound cache with an "X" mark above it.A mound cache surrounded by small rocks.Another one, surrounded by rocks and trees.
Safety Manual for Miners

**Safety Manual for Miners** is an book found in *Weird West*.

## Transcript

```
You may have heard rumors, of course--fanciful tales of "Mine Crawlers" in the tunnels, cursed souls doomed to hoard their takings for eternity, bodies so cold and cursed that not even fire can touch them. Poppycock, of course! Just a few lazy laborers who caught a whiff of bad air and had a spell over it. keep your wits about you, and alert your foreman immediately if you suspect a gas buildup!
```

## Location

* Found in the basement of Absolution Hall.
* In Quail Run Silver Mine.
Support Your Local Spirit Hall: Buy Shepherd's Grace

**Support Your Local Spirit Hall: Buy Shepherd's Grace** is an advertisement mail sent by Absolutionists to residents across Weird West.

## Transcript

```
(A lovely illustration of a woman in a flowing dress, bearing a basket brimming with piles of juicy-looking grapes. Flanking her are a cheerful farmer wielding a scythe and a laughing gentleman holding a glass of wine. Below the image, a caption reads: "GOOD CHEER AND HONOR TO THE SPIRITS!")
```
Sirens: Hidden Monsters, by Justinian Abernathy

**Sirens: Hidden Monsters, by Justinian Abernathy** is a book found in *Weird West*.

## Transcript

```
THE SCREAM. A most perilous tool at a Siren's disposal. Be ye not caught in its blast, lest ye be DAZZLED and DISORIENTED, easy prey for the wicked creature's maw. Instead, let the hunter be nimble enough to close with the beast, but BEWARE! BEWARE! For the Siren's claws are as knives.
```
Wolf

**Wolves** are hostile animals in *Weird West*, and can often found in a pack of three or more. They have slightly higher health and damage than Coyotes but can still be easily dealt with. Wolves can be found in Howls in the Brush Random Encounter, around Dagger & Bones camps, or in Hunting Ground if the protagonist camps in forest areas.

It's unclear whether dogs exist in the world of Weird West, but tamed wolves fill the same role. Jane Bell has a tamed wolf (named Ava), as do other people in the West, especially the Absolutionists and the Lost Fire Nation natives.

## Werewolves

Wolves do not attack werewolves, although they are still hostile toward werewolves in human form. Wolves are also a part of a ritual that turns a person into a werewolf. To become one, a person must hold a wolfsbane clipping, while standing close to a wolf as it is killed at night by a silver Melee Weapon.

## Trivia

* Tamed wolves are sometimes used in dog fighting.
* Wolves have a very rare chance of dropping Wolf Eye, a special variant of the Glass Eye junk item. This is a reference to WolfEye Studios.

## Gallery

A wolf died from a caged fight.A wolf eye.
Snake

**Snakes** or **Rattlesnakes** are animals native to the Weird West. They can be hunted and skinned for snake skins or superior snake skins, which can then be used to craft or upgrade snake scale vests. Among animals, snakes are unique in behavior as they sometimes don't attack immediately but coil and are ready to defend themselves when threatened. Snake bites cause Poisoned status.

Snakes usually appear Hunting Grounds, when the the Protagonist camps in a desert or swarm areas. They also appear in large numbers during the Serpent's Mouth Random Encounter. The murals in this encounter suggest snakes were used as a sacrificial or execution method by an indigenous people. They also show that these people harvest venom from snakes.

## Trivia

* For some reason snake bites don't cause any damage to Pigmen. Because of this and pigmen's natural immunity to Poison, snakes are virtually harmless to them.
* The symbol of the Fighting Pit on the world map is a rattlesnake though it is not clear where the association comes from.

## Gallery

Cave with the shape of a snake.Mural showing snake venom being harvested.Mural showing execution by snakes.Symbol of the Fighting Pit.
Trouble With The Initiates

**Trouble With The Initiates** is a written note found in *Weird West*. Only Constance Driftwood who possesses the Profane Linguistic affliction can read the note.

## Transcript

### Without Profane Linguistic

```
(The words are scrawled in an ancient, angular script. More geometry than language. Precious few mortals could understand it.)
```

### With Profane Linguistic

```
Authority,

This... "amulet" was discovered among Initiate Dewberry's things during muster this morning. While I admit to some private admiration of the girl's initiative and creativity, I'm concerned. The amulet was clearly designed for a particular sort of "game" proposed by a particular individual.

Your... associate... is clearly still able to make contact with our vulnerable young minds, which as I've said before is dangerous for those adepts who still chafe under the Temple's discipline.

Simply give the order, and I shall forbid any of them from leaving Somnolence until further notice. I await your wisdom on this matter.

Edith Frond
```

## Location

* Inside the Authority's quarter in Somnolence.

## Trivia

* This note refers to the slapping game Heathen asks Dezi to play with her during one of the A Witch at a Crossroads random encounters, and the amulet needed to win that game.
The Shard of the Ancients

**The Shard of the Ancients** is both a book and a note in *Weird West*.

## Transcript

### Without Profane Linguistic

Reading the note without Profane Linguistic affliction possessed by Constance Driftwood will result in the below description:

```
(The words are scrawled in an ancient, angular script. More geometry than language. Precious few mortals could understand it.)
```

### With Profane Linguistic

The book version is always translated, and doesn't require Profane Linguistic.

```
It was the power of the Dreaming Tree that we sensed below the sands as we made our journey to Somnolence, but it was the Shard we found in the ruins that granted us access to the Ancient magics. The Gelsinnig runes, lost to time, were here laid out and identified, and though the translation was the work of many dreamings, we were able to decipher their meanings. We now know that Somnolence is but one of many Gelsinnig sites beneath the soil of the West, and with the knowledge of their language unlocked, the Ancients' secrets will soon be laid bare.
```

## Location

* The book version can usually be found in library in Temples of the Ancients.
* The note is found in the Hall of Knowledge in Somnolence, and can be read by interacting with the Shard mentioned in the text.
Scandal in the Graveyard: Undertaker Accused of Robbing Own Clients' Graves!

**Scandal in the Graveyard: Undertaker Accused of Robbing Own Clients' Graves!** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
How, one must ask, can any of the West's honest folk trust one another when even the soul entrusted with the care of our dead is revealed to be a common graverobber? Such is the case for locals in one particular town, where grave desecration charges were brought against the local undertaker, once thought to be a respectable person. May Yeb have mercy on such heretics!
```

## Notes

* After completing the quest Them Bones, Them Bones, the undertaker might end up on bounty boards for grave robbing. If this happens, the news article will be published.
Vile Murderer Brought to Justice! Guidance of the Spirits?

**Vile Murderer Brought to Justice! Guidance of the Spirits?** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
This publication is pleased to report the capture and subsequent hanging of a vile murderer once known as the Flayer. By the Sheriff's own account, the evidence leading to the capture was provided by a stranger, with no known connection to the case. A guilty accomplice? Or one guided by the spirits? Only Yeb can say!
```

## Notes

* This news article is published after the Last Request quest was completed.
The Lunar Pact

**The Lunar Pact** is a ancient tablet found in *Weird West*.

## Transcript

```
To Bring a Beast Into the Blood. Fashion ye a DAGGER from purest SILVER. Let the one MARKED FOR THE TRANSFORMATION carry upon their person a sprig of WOLFSBANE.

By NIGHT, find thee a WOLF, and hunt it with all thy craft and cunning. KILL the wolf with thy SILVER DAGGER.

With the wolf slain, let thy subject stand before the corpse, wolfsbane clutched tight, that the wolf's SPIRIT may be drawn within their beating heart, and so fixed in place, the two wedded for all time.
```

## Location

* Found inside Old Mugwort Temple, only accessible during the Oneirist Journey. Constance Driftwood needs to interact with the stele in Cedar Flats in order to reveal the location of the Old Mugwort temple.

## Notes

* This is an actual instruction for turning any character into a werewolf.
Town

**Towns** are hub areas where most inhabitants of the West live. Here, many services such as smithy, doctor, general store, and gun shop are provided.

## Services

Towns offer a wide array of shops and services.

* Bank: A deposit box can be purchased here, allowing the Protagonist to store items that can be accessed by future protagonists. Deposit boxes in all banks are linked together. Banks also buy surplus ores and ingots. Note that it's more profitable to sell ingots than ores.
* Dagger and Bones shop: buy and sell hides, pelts, vests, bows & Ammunition, skinning tools. Vest can also be crafted and upgraded here. Restock after 72 in-game hours.
* Doctor's offices: buy and sell elixirs & bandages. They also buy Nimp heads. Restock after 72 in-game hours.
* General store: buy and sell tools, & food. Also, buy junk items. Restock after 72 in-game hours.
* Gun shops: buy and sell guns and ammunition. Restock after 72 in-game hours.
* Post office: send and receive relays. Newspapers can also be read here.
* Saloon: offer lodging and drinks. Newspapers can be read here, and sometimes there are poker players.
* Sheriff's office: where bounties are posted and claimed. Captured bounties are also imprisoned here.
* Smithy: Weapons can be upgraded here. Ores can be turned into ingots, and vice versa.
* Stable: sell horses.

## Abandoned Towns

There are abandoned towns dotted across the West, which are usually occupied by outlaws, Ridgebacks, and Zombies (only during a plague outbreak). Once an abandoned town is cleared of enemies, a new group of enemies will eventually settle in. If all inhabitants of a normal town are killed, the town will temporarily become abandoned and be filled with enemies. The town, however, will eventually recover and new people will move in. Towns that are abandonned from the start can never recover.

## Notable Towns

* Boulder Creek
* Cedar Flats
* Grackle
* Quickbend

## Associated Quests

* Them Bones, Them Bones
* What the Doctor Ordered

## Trivia

* The "riffle" typo on the walls of gun shops is an actual mistake during development. The developers fixed it by adding a red "X" over the extra "f".
* At saloons, sometimes patrons drank too much and go outside to vomit.
* Running around the pianos at saloons sometimes irritate the musicians. They might say things like *"Hey! You soured my note!"*
* In very rare occasions, Amulets can be found in water towers.
* It's possible to ring the school bells by shooting them.
* If the quest Them Bones, Them Bones is given by an undertaker of a town and then completed. A mound cache will be spawned behind the undertaker's house in that town. It contains a list of the dead, a diagram of the location of their graves, and various personal belongings. This implies the undertaker has been stealing items from the deceased.
Stained Scroll

**Stained Scroll** is a written note found in *Weird West*.

## Transcript

```
You heard right, kin--my temple was evacuated, too. We saved what we could, but too much was lost--and now only vermin and outlaws walk our sacred halls, opportunistic squatters who moved in after Franciscus' curs drove us out. Curse these undreaming wretches!
```
Signs of Illness at Dagger and Bones Camps

**Signs of Illness at Dagger and Bones Camps** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
In camps of the Dagger and Bones trapping company, in several scattered corners of the West, a strange illness has been reported. Travelers have seen the victims chewing their own lips off in apparent fits. Is this a new plague, or something worse?
```

## Notes

* This article is published during the Pigman Journey, foreshadowing the events of the Protector Journey.
Sinners and the Lies They Tell

**Yeb, Spirit of Change** is an Absolutionist scripture found in *Weird West*.

## Transcript

```
Let it be known: If ye should fight against the natural cycle of the world, ye be a sinner. If ye should turn to magics to defy the wills of the spirits, ye be a sinner. If ye should covet what the spirits have not granted ye, ye be a sinner. Let gracious Inun guide your thoughts, and your soul shall be fruitfully harvested when Yeb comes for ye!
```

## Location

* This book can usually be found in libraries of Absolutionist spirit halls.
Rival Distillery

**Rival Distillery** is a side quest in *Weird West*. Jun Saito in Brush Creek Farm asks the protagonist to either destroy the distillery of the rival moonshine operation, or kill their leader.

## Note

* This quest will fail if the Farmstead Deed was stolen from the safe on the second floor of Saito's farmhouse, and after Hideki Saito, Jun's brother, realizing that and sending a relay to the protagonist.

## Walkthrough

The distillery is guarded by a few outlaws. If the protagonist chooses to complete this task non-lethally, create an explosion in the barn to lure them away. After that, throw a dynamite at the distillery to destroy it. If the leader of the outlaws is killed, the protagonist will lose 15 Reputation.
Fighting Pit

```
Three great stones tower over the fighting pit, where folk come to try their luck betting on—or fighting in—duels to the death.
```

The **Fighting Pit** is a location in El Castillo desert where contestants fight to the death and spectators bet on their lives. It is owned by Pain, a mysterious figure who is obsessed with pain and inflicting pain.

According to Pain, the Pit was built atop one of the Soul Tree's Tap Roots for power. Surrounded the Pit are the Three Witnesses, large Gelsinnig monoliths that are said to trap the souls of the largest and most powerful spirits, enslaved by the Ancients. On the Three Witnesses themselves, there are murals depicting some kind of cosmic horrors, three-eyed monsters with tentacles that seemingly reached down to capture inhabitants of the planet. Others show the people being burned in the middle of the Pit.

## Trivia

* There is a mass grave near the Pit where dead contestants are buried.

## Gallery

Symbol of the Fighting Pit on the world map.The Pit.The mass grave.A mural found in the Temple under the Pit, depicting two unknown monsters.A mural on the Three Witnesses showing a giant creature.They seem to be bigger than the sun if the scale in this mural is accurate.More depiction of one of the creatures.More depiction of one of the creatures.Another mural showing one of the creatures, one of the Witnesses, and people standing on a cliff.A ritual burning.
## References

1. ↑ Loading screen tip
2. ↑ Disciple's Report - The Fighting Pit
You Worry Too Much

**You Worry Too Much** is a letter in *Weird West*.

## Transcript

```
Of course it'll work! Wasn't I there with you, helping you dig out your little Temples and wake up your little trees? Sure, I got bored mid-project and wandered off into the wilderness, but you've got it under control! You always were too serious for your own good. Learn to live a little! Just a bit longer, and one way or another, it'll all be over with!
```

## Location

* On the table of the Authority's chamber, in Somnolence.

## Trivia

* This letter was sent by Heathen to Anaïs, regarding the "experiment" The Twenty-One is carrying out.
* It appears Anaïs sent a response to Foxglove.
Talking Pigman Terrorizes Cedar Flats

**Talking Pigman Terrorizes Cedar Flats** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
Several settlers in the town of Cedar Flats near Pigeater Bog have said that a strange creature, possessed of the faculties of a human being but wearing the face of a monstrous pig, has been causing consternation and panic to all comers in the area. Occultist sorcery is suspected—visitors, be on your guard!
```

## Notes

* This news article is published after Cl'erns Qui'g visited Cedar Flats during the Pigman Journey.
* There is a bug that sometimes make this article available to read in Cedar Flats during Cl'erns' very first visit.
Watch Over Red Thunderbird

**Watch Over Red Thunderbird** is a Relayogram sent by West Standing Woman to Across Rivers.

## Transcript

```
So, you've chosen to walk this path with Red Thunderbird. Use caution--I'm worried his heart's grown far too cold. Don't let yours follow.

West Standing Woman
```

## Note

* West Standing Woman sends this relay after performing the Thunderbird ritual if Across Rivers let Red Thunderbird joins his posse.
Encounters with Witches

**Encounters with Witches** is an Absolutionist scripture found in *Weird West*.

## Transcript

```
The WITCH may be known by these signs: A LUST for BLOOD. A WILD and FECKLESS demeanor. An INABILITY to AWAKEN during the DAYLIGHT HOURS. A STRONG SCENT of ROT. Be wary, ye settlers of the West!
```

## Location

* This book can usually be found in libraries of Absolutionist spirit halls.
* In the basement of Absolution Hall.
Strife Among Natives?

**Strife Among Natives?** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
A great slaughter having been reported among some sundry villages of the Lost Fire Nation band of Natives, this publication has reached out to locals to gain some insight into what terrible events may have occurred. Our sources have described a single Native, apparently having gone [mad], killing villagers indiscriminately! Travelers beware.
```

## Notes

* This news article is published if Across Rivers attacked and killed his fellow Lost Fire Nation tribesmen.
The Quill and Medley Quarterly Catalog

**The Quill and Medley Quarterly Catalogs** are a collection books found in *Weird West*.

## Transcript

### Issue No. 34

```
Lot No. 237: A FINE and ACCURATE sidearm for the modern traveler. Find on page 312 this finely-crafted miracle of engineering, each part uniquely made and produced to exacting specifications. Luxurious bone handle and exquisite filigree. GUARANTEED never to jam! Another exceptional piece of engineering for the discerning buyer.
```

### Issue No. 37

```
Lot No. 114: Fair reader, observe the reproduction enclosed of this item's fine detailing of the hardwood handle. A lovely piece, with proper finery and a good size for a lady's fine hands. The barrel is washed in gold, GUARANTEED to hold its luster with good polishing. Or, for a more delicate temperament, proceed to Lot No. 117, which bears a silver filigree design. DO YOU NOT WISH to see your lady wife's honor properly defended? Buy Quill and Medley.
```

### Issue No. 41

```
Lot No. 004: A pistol for the working man. Far more accurate than a Sharpst. For days out in the field, when you MUST be able to rely on the weapon at your side. Treated to prevent rust, GUARANTEED. Why buy a lesser manufacturer's wares, when you could own a Quill and Medley?
```

## Location

* These books can potentially found on bookshelves of haciendas.
Nimp Relic

**Nimp Relics** are items found throughout the game that can be used to unlock Abilities. They are petrified claws of a species of ancient creature. In the environment, they emit a faint purple glow. Locations of Nimp Relics that appear in the environment are fixed, but those found in chests and containers are usually spawned randomly. They have a high chance to spawn in ornamented chests, silver chests, mound caches-especially those in Treasure Hunt quests. Nimp Relics can sometimes be found in rock piles in dead-ends of tunnels, which can be blown up using explosives or Explosive Shells Ability.

## References

1. ↑ Item Description - Nimp Relic: *"A shard of bone carved from the flesh of an ancient creature."*
Rat

**Rats** are animals found in basements, mines, caves, and tunnels throughout *Weird West*. They do not have many gameplay or story implications but they seem to have the same behaviors or similarities to the rats in the *Dishonored* franchise, which was also created by Rafael Colantonio and many other WolfEye developers:

* They eat corpses.
* They are normally skittish but in a swarm, they become hostile and would attack the Protagonist.
* Killing rats yields rat meat, which can then be cooked into rat skewers. Rat skewers are a prevalent food item among the poor in the world of *Dishonored*.
* One of the protagonists of *Dishonored*, Corvo Attano, can summon rat swarms. In Copper Mountain Quarry, there is a dead character named Corvo, who is surrounded by a swarm of rats.

## Trivia

* Rats can be poisoned if they eat poisoned corpses.
Terrible Outlaw and Monster Shelby Cross Still at Large

**Terrible Outlaw and Monster Shelby Cross Still at Large** is a news article published by the Western Gazette in *Weird West*.

## Transcript

```
Bounty hunters, come and earn a fine reward! Lawkeepers of the West, led by Marshall Trogon himself, have issued a bounty notice for the dread gang boss Shelby Cross, recently having taken over the Stillwaters, and notably revealed to be a Siren in man's guise, one of those terrible creatures that sups on the flesh of your neighbors. May he be brought swiftly to justice, in the name of Yeb!
```

## Notes

* This news article is published during the Pigman Journey if Jane didn't manage to kill Cross.
Pain

**Pain** is the owner of the Fighting Pit, an arena in the edge of El Castillo desert where fights to the death, as well as betting on them, take place.

## Biography

Pain is actually an immortal and a member of The Twenty-One. Like his brethren, he came from the Old Home, and had lived for thousands of years. He's obsessed with pain and inflicting pain, and many torturing devices can be found in his office. One of the reasons he runs the Fighting Pit is to witness the brutal carnage that takes place there.

## Pigman Journey

During Cl'erns Qui'g's quest to stop Ruth Bough and find Cecilia Oscuro, he must access the Ancient Temple beneath the Fighting Pit. Pain possesses a Sigil Stone, which is a key to the Temple below the Fighting Pit. Cl'erns Qui'g must take part in a Pit fight to acquire the Stone.

## Trivia

* A photo of Pain can be found in Canker, in Ruth Bough's lab.
* In one of the Random Encounter, Heathen lets Cl'erns Qui'g draw three tarots cards. It does not matter what Cl'erns chooses, he always draw the same three cards and one of them is the Pain Collector. This card seems to refer to Pain, as Heathen immediately asks if Cl'erns has been hanging out at the Fighting Pit.
Pop Stillwater's Journal

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

## Transcript

```
Heard the new bosses muttering about this strange old man in Cross's company they just called "snack." Apparently, he's some kind of pet? They even carted him out to Big Gulch Mine recently. Why is he there?
```

## Location

* Under the rubble near the entrance to the drawbridge where Alonso Bell is held. The rubble can be blown up which gives access to Pop Stillwater's carcass and the journal.
Talking Snout!!

**Talking Snout!!** is a letter in *Weird West*.

## Transcript

```
I seen him with my own eyes! Walked right outta the swamps like he was gonna buy seed from the general store! Spoke in a voice like the dead, rough as a rasp! Wish you could've seen it. Near jumped outta my skin! And before you ask--no, I ain't back on the drink!
```

## Location

* Found in random mailboxes after Cl'erns Qui'g free the souls of the pigmen during Pigman Journey.
Wanderer Trading Outpost

**Wanderer Trading Outpost** is a Relayogram sent by Diego Trogón.

## Transcript

```
Attention, gunslingers:

Them Wanderers--peddlers of nimp relics, elixirs, and occult ephemera of all kinds--have set up a trading outpost in the Ridgeback Wilds. Give 'em your business if you want, but don't come cryin' to the law if them magics backfire on ya, hear?

Marshal Diego Trogón
```

## Note

* Diego Trogón sends this relay after Jane returned to Grackle from Greenwood Run.