recursal/Fanatic-Fandom huggingface dataset:
How to Locate Side Quests in Adventure Mode

Below is a tutorial on how to navigate the side quests in **Adventure Mode** during **Free Play**.

What is A Side Quest?

In Adventure Mode, there are different kinds of tasks to complete. Tasks that are not part of the main story and are optional to complete are called **Side Missions** or **Side Quests**. These tasks can involve anything from solving puzzles with Lenses to fending off several waves of invading enemies. Opened and completed side quests can be viewed in the **Journal** under "Side Missions" (see How to View Missions in the Journal). Side quests may unlock **Lore** that reveals narrative information.

Side quests are located all over the map in **Free Play** and are represented by a white flag icon. These icons will appear on the Compass and can be found just by exploring. As you approach the locations of side missions, their icons will appear on the map. You can open the map by pressing M and learn more about individual side missions by clicking on their icons. Some side quests are area-specific and will be failed if you leave the mission area before completing the required task(s).

Side quests may involve different types of tasks:
* Defeat a number of waves of enemies
* Protect a number of objects from being destroyed
* Solve a puzzle using Lenses
* Solve a puzzle using Hacks
* Solve a puzzle by navigating through an area

1. To initiate a side quest, you must enter the mission area or fulfill a specific condition, such as interacting with a character.
2. When the side quest begins, you must complete the task(s) involved in the quest (see "Types of Side Quests" above). If you leave the mission area before completing all the required tasks, the mission will be failed and must be restarted in order to complete it.
3. Once all the required tasks are complete, you will be notified that the mission is complete and it will now appear under "Completed Missions" in the **Journal**. The mission icon on the Compass and Map will appear green instead of white. Some side quests unlock lore, play a cutscene, or have a special interaction after they are completed.
How to Adjust the Variables of Hacks

1. To view all of your available hacks, press Esc and click on the **Inventory** tab.
2. Make sure the hack you want to change is equipped in an active hack slot (See How to Equip Different Hacks for more information about equipping hacks).
3. Click on the icon of the hack you want to change in your active hacks. A box will appear with the name of the hack, its effect, the current value of its effect, and the current energy cost.
4. You can change the value of the effect by entering a value directly into the field, using the plus and minus arrows, or using the slider beneath the value. Note that hacks typically have an upper and lower limit for effect values.
5. Changing the value of the effect will cause the energy cost of the hack to change. The greater the effect of the hack, the more energy it will cost to use it. For example, using the Uniform Scale tweak to increase an object's size just a little bit won't take very much energy. Using it to double or triple an object's size, however, will cost substantially more energy.
6. When you are satisfied with the new values, click the "OK" button in the lower right corner of the box. This will save the changes, and the next time you use the hack, it will have the effects you set.

* **Tutorials & Guides**
How do I View Everything in my Library?

There are three possible ways to access your **Library**, depending on whether you'd like to **1)** just play a Game, **2)** import an **Asset** into your Game creation, or **3)** start editing a Game in the **Editor:**
**1)** If you access your **Library** by pressing Esc and then selecting the **Content** tab, and then selecting the **Library** subtab, you will be able to view Games & **Assets** that you have downloaded or saved locally yourself. Games that came with The Endless Mission will be visible here, but you will not be able to see **Assets** that came with the game in this way.
**2)** If you access your **Library** by using the **Library Panel** in the **Editor** (the menu on the right edge of the screen), you will be able to see all **Assets** you have stored locally regardless of the source, but you will not see any Games there.
**3)** A third way to access your **Library** is by pressing the **Load** button in the **Editor**. Here, you will see all the Games you have stored locally regardless of the source. No **Assets** will appear here.

Here are some things you can do with a Game in your **Library**:
* Play a game you downloaded: **How do I Play a Game I Downloaded?**
* Play a Core Game: **How do I Play a Core Game?**
* Start Editing a Game: **How do I Start Editing a Game?**
Syrvanian tanks of the Westenlands Wars

[Placeholder]

## Classes and nomenclature

[Placeholder]

(Vehicle variant, two letters)(Vehicle type, two letters)(Vehicle family, one letter).(Family iteration)/(Special designator)

Example: OlCzL.1/Z.23: Ol("Olpien", flamethrower)Cz("Czolga", tank)L("Likkoy", light).1 (First in family)/Z.23(with Zoroprom W.23 turret)

### Vehicle families

CzL = Czolga Likoy = Light Tank

CzS = Czolga Szagzlo = "General Tank" (Medium Tank)

CzS = Czolga Cszietsiy = Heavy Tank

## Overview per tank

### CzS.1

*Main article: CzS.1*

**Designed: 516-521**

**Produced: 522-524**

**Variants:**

N/A

[Placeholder]

### CzL.1

*Main article: CzL.1*

**Designed: 519-522**

**Produced: 522-528**

**Variants:**

* OlCzL.1 "Pichklo", Flamethrower
* LaCzL.1, Amphibious
* DiL.1/57, Tank Destroyer
* Tába-Sozijetsky Light Mk.1, Hettic production

[Placeholder]

### CzL.2

*Main article: CzL.2*

**Designed: 522-525**

**Produced: 525-532**

[Placeholder]

### CzS.2

*Main article: CzS.2*

**Designed: 522-525**

**Produced: 526-529**

[Placeholder]

### CzC.1

*Main article: CzC.1*

**Designed: 526-530**

**Produced: 530-[]**

[Placeholder]
Advanced Tutorial 5: How to Reference and Change a GameObject

Your scene in The Endless Mission is filled with assets called **Entities.** Using this **Entity System** allows The Endless Mission to save complex data about the object such as the **EndlessEvents** and properties that you have on it. Because these objects are saved as "Entities" you have to manually get a reference to the **GameObject** contained in the Entity. Doing this allows you to access and change all of the wonderful properties that **GameObjects** have to offer such as: Positional coordinates, rotation, visibility, behavior, pretty much anything you could want to do.

1. In your "Barebones Game" scene, place an object anywhere.
2. Make and name a new script on this object.
3. Declare a variable of the Type **EntityReference**.
4. Add a [SerializeField] tag in the line above this variable to access it in the inspector. It should look like this:

```
 [SerializeField]
 private EntityReference myEntity;

```

5. Take the time now to drag the Entity you want to change into the new field in the inspector.
6. To get the **GameObject** of this Entity you can simply write the following inside of the Start() or Awake() functions:

```
 private GameObject myGameObject = myEntity.GameObject

```

7. From myGameObject you have access to tons of cool properties and variables attached to this Entity. For example, to change the position of the object:

```
 myGameObject.transform.position = new Vector3(0, 0, 0);

```

or disable the object in the scene:

```
 myGameObject.SetActive(false);

```

for a full list of the cool things you can do, check out: GameObjects .
Burgeoning Risen

Moth 4
Winter 4
Remnant
 **Element ID** | spirit\_wintera\_moth

The **Burgeoning Risen** is a summon-able minion with a duration of 120 seconds. It requires at least 2 Moth, 4 Winter and A Human Corpse to summon. Its timer can be refreshed; to do so requires a ritual with the **Burgeoning Risen** itself, at least 4 Moth, and at least 4 Winter. The Burgeoning Risen's aspects does not contribute towards the rite, so the Moth and Winter has to be provided in addition to do complete the ritual.
Burgeoning Risen can protect against sickness.

Both **Burgeoning Risen** and Shattered Risen are key to achieving a Variant Ending.
What is the Offline Account

So you’ve installed Endless Mission and created your account.  But right below your main account you also see an option for “Play Offline”.

What’s that all about?

The original intent is to allow you to play the game if you have chosen to go into “Offline Mode” in Steam. If you do that and try to log in with your normal account it won’t work. So you would need to choose the "Play Offline" option.

It is important to note though that the Offline Account is a completely separate account from your main one.  Is not hooked up to the Endless Cloud server and as such will only save data to the machine that accessed the account.  So, because of that, you can also consider this account sort of like a secondary account.  This could be used for allowing a friend to check out the game without messing up your main progression or even as a fresh account that you could use for Streaming from once you’ve discovered all the secrets on your main account and want to discover them all over again “live” while streaming.
How do I Save a Game I Edited as my Own?

Here are a few important things to know:
* You can only perform a normal "Save" (that is, save and overwrite the current Game without changing its file name or making any new files) if you are considered to be the "author" of the Game.
* There are only two ways you can become the "author" of a Game:
	+ Enter the **Editor** from the **Title Screen**, thereby starting with an 'empty' Game that you build from scratch.
	+ Open an existing Game that is authored by someone else, and then select "Save As" to save it as a new file. When you perform Save As, you become the new author of the Game since you made changes to it.
* In fact, if you open an existing Game authored by someone else, you are not even allowed to make changes to it using the normal Save command.

You can't "Save" normally any Games that were authored by someone else.
In this case, your only option if you would like to save your changes is to perform a "Save As", which will force you to create a new Game file with a new name.
To do this, just press the drop-down arrow symbol next to the "Save" button, and you'll be able to "Save As".
You'll see a dialog box appear where you can enter a new name for your edited Game.
Once you Save this way, you will become the author of the newly named Game, and you will be able to Save your further edits normally.
How do I Change the Stats of the Racer Vehicles?

1. If the Racer Avatar is not already present in the scene, delete any children in the “Avatar” folder in the **Project Hierarchy**. Using the **Library Panel**, click on the Filters tab and select "Avatar". Find the "Racer Avatar" object and drag it into the **Project Hierarchy** under “Avatar”.
2. Select the “Racer Avatar” object in the **Project Hierarchy** and view its children. Select the “UI” child object and view its **Components** tab.
3. On the Script “UI Avatar Racer Selection”, scroll down to the fields for “Light Stats”, “Medium Stats”, and “Heavy Stats”. These fields are where the objects containing the stats are stored.
4. To customize the stats for a particular Racer, we need to replace the default Stats object in its corresponding field with a new Stats object. For this example, we will change the stats of the Medium Racer. In the Library, search “Racer Stats Medium”. Drag “Racer Stats Medium” into your **Project Hierarchy** as a child of “Racer Avatar”.
5. Rename that “Racer Stats Medium” as something else to designate it as a custom stats object. For this example, we will call it “New Racer Stats Medium”.
6. Select “New Racer Stats Medium” and view its **Components** tab. You can edit the fields for each property of the Racer Medium here. In this example, I will set the value for “Max Speed MPS” to 50 and the value for “Acceleration” to 12.
7. Select the “UI” child object under “Racer Avatar” again. Drag the “New Racer Stats Medium” object from the **Project Hierarchy** into the field for “Medium Stats”.
8. Now, the stats for the Medium Racer will be the same as those in “New Racer Stats Medium”. You can play test to see how these new stats change the behavior of Racer Medium.
9. To change the stats of the other racers, simply follow these same steps with the corresponding Racer Stats objects.

* **Tutorials & Guides**
The Endless Mission

*This article is a stub. You can help The Endless Mission Wiki by expanding it.*

***The Endless Mission*** is a narrative sandbox where the story revolves around modifying games using the Unity engine.

## Description

*The Endless Mission* is a sandbox-style creation game that takes players on a hero's journey through a rich narrative world where they develop the power and opportunity to craft games and experiences of their own in the Unity engine - all while challenging forces larger than themselves.

Developed through a collaboration between E-Line Media and Endless Interactive, with a story by the veteran team of writers at Sleep Deprivation Lab, whose credits include Middle Earth: Shadow Of Mordor, Rise of the Tomb Raider, and The Crew - The Endless Mission explores what it means to shape the technology in our lives versus being shaped by it. It launches players on a journey to a world where nothing is as it seems and the power to shape everything around them exists at the tips of their fingers.

Those who embark upon *The Endless Mission* are invited to mashup, mix, and modify games across a wide variety of beloved genres, even manipulating the essence of the game down to the very code itself - creating new experiences and gameplay opportunities as they discover what is at stake for the world as we know it.

## See also

* How to play guide for The Endless Mission
* Release date
* System requirements
Beginner Tutorial 2: Reduce The Rock King Boss' Health In The Platformer

* First, enter the **Editor**.
* Then, press the 'Load' button, and load the **Platformer** Core Game.
* Before you start, select "Save As" using the drop-down next to "Save" the top of the screen, and give the Game a new name, like "MyTutorialPlatformer". Now, you can save your progress whenever you want just by pressing "Save", and you will be able to Load your tutorial Game and come back to it anytime.

In another one of the **Platformer** quests, you'll have to find three gems, deliver them to a treasure chest, and eventually face the Rock King boss at the top of the mountain. This tutorial will explain how you can make fighting the Rock King easier by reducing his health.

2. Select "RockKing" and view its **Components**. You'll want to locate the section labeled "Health Controller".
3. Find the Property called "Max Health". It is 1000.
4. Change this value from 1000 to 200.
5. Now, it will only take one hit from Capitán BlackClaw to defeat the Rock King, instead of the five hits it normally requires. This is because her dash move does 200 damage per hit.
How do I Change the Avatar in my Game?

In this example, we will replace the normal **Avatar** for the **Barebones Game** with a different one. In general, all you need to do is add the new **Avatar** to your Game, and delete the old one. Using this pattern, you can replace any **Avatar** with any other valid **Avatar**:

2. First, open the **Library** on the right side of the screen.
3. Search for "racer avatar" in the **Library**.
4. Drag "Racer Avatar" out into your **Viewport**, its position in your world also represents your starting point.
5. In the **Project Hierarchy**, select "Racer Avatar", and drag it onto **Avatar**.
6. Right-click the **Entity** "First Person Avatar" in your **Project Hierarchy**, and then select "Delete"
7. Now, you can press the blue Play button to test out your new **Avatar**!
How do I Add Something to my Game?

When you add an **Asset** into your game, the following things happen:
* A copy of the **Asset** in the **Library** is made.
* This copy of the **Asset** is placed inside your Game. We call this copy of the **Asset** an *instance*.
* The reason why it's called an *instance* is because now, every time you edit any of the properties of this **Asset** in your Game, you are only changing the Properties of that particular *instance*. The Properties of the **Asset** that is in the **Library** remains unchanged no matter how much you change the *instance*. Instead, when you Save your game, the properties of that *instance* are simply saved as part of the Game itself.

You can drag any **Asset** from the **Library Panel** and drop it into your Viewport. As you drag the **Asset** out and into the Viewport, you will see it appear.
However, if the **Asset** does not have a visual mesh, it will look invisible as you drag it out.
By default, **Assets** you add to your Game in this way will appear at the bottom of your **Project Hierarchy Panel** on the left.

The nice part of doing it this way is that you can decide where in your **Project Hierarchy** the **Asset** should go first. This is especially convenient for Assets that don't have visual meshes and therefore look invisible in the Viewport.
If you don't drag out your **Asset** to the **Project Hierarchy Panel** in this way, then it will automatically be added to the bottom of the your **Project Hierarchy Panel** as explained in the first method above.
Arcade Racer

In the Kart Racer, you will select one of three robotic racing vehicles and race to be the first to complete three laps around Dawn City, a hazard filled floating metropolis made up of three connected blocks.

Vehicle Selection
Light Kart* High Acceleration
* High handling
* Low Top Speed
* Low Weight

Medium Kart* Medium Acceleration
* Medium handling
* Medium Top Speed
* Medium Weight

Heavy Kart* Low Acceleration
* Low handling
* High Top Speed
* High Weight

* **Electric Trap** - releases an electric trap behind you, temporarily disabling any kart that touches it.
* **Boost** - initiates an instantaneous boost.
Advanced Tutorial 3: Have something move to a Desired Location When You Press a Button

Below is a tutorial detailing how to move something to a desired location when you press a button. It will go over how to use the "InputGetKey" script, the "SingleMove" script, and how to use them together to produce the desired behavior.

The InputGetKey Script
This section will show a simple implementation of the "InputGetKey" script. You can apply the method in this section to trigger any Endless Event on any button down you want. If you do not have a project you are currently working in, open up "Barebones Game" in the Editor.
1. Start by Right-Clicking on "Gameplay" in the project hierarchy, and select "Create Empty". Rename this empty entity "Button Press Entity". This will be Entity that you attach the script to. In order for you to have a script do something in your project, you always will need an Entity to attach it to.
2. Search for "InputGetKey" in the **Library** with the "Endless" tab selected. Drag the script "InputGetKey" from the Library onto "Button Press Entity".
3. For this example, we are just going to make you win the game if you press "p".
4. Press the "+" button beneath "On Button Down ()" Endless Event on the "InputGetKey" script you just added.
5. Drag "GameplayLogic" from your **Project Hierarchy** onto where it says "No Target" beneath "On Button Down ()". Choose "PlayerWon()" from the dropdown that says "No Function"
6. Finally change the "Key Name" variable on "InputGetKey" to "p" (without the quotes). You can put any key here really.4
7. Play the scene, and press "p". You will see that you will win the game by pressing whatever key you put in the "Key Name" field.

This section of the Wiki will detail how to move an object from point A to point B using the "SingleMove" script. If you have completed "The InputGetKey Script," you can do this all in the same scene. You may also start from scratch by opening "Barebones Game" in the editor.
1. Right-Click on "Gameplay" in your Project Hierarchy and select "Create Empty" from the dropdown that appears. Rename this entity to "Moving Object".
2. Drag an object you want to move automatically onto "Moving Object" from the Library. For this tutorial, we will be moving "Racer Light Visuals"
StoneTide Wiki/Section 1

Welcome to the Official StoneTide Wiki!Welcome to the Official StoneTide Wiki
The StoneTide reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 303 pages (25 articles).

About StoneTide
StoneTide is an immersive, open world, pirate action game.

Embark on an epic open world pirating adventure, roam the seas and see where it takes you. Build your ship and gather your crew! Blast, fight and loot the corrupted lands and seas of enemy pirates, ghosts, bosses and much more!

[Read more...]
How to Equip Different Hacks

1. To equip Hacks or change which Hacks are active, press Esc and click on the **Inventory** tab, or press "I" on the keyboard as a shortcut.
2. In your **Inventory**, the left side of the screen will display all of your available Hacks. To view only one type of Hack, click the "Tweaks", "Mods", or "Revs" buttons.
3. Each Hack will be displayed as a circular icon. To view more information about each Hack, you can hover the mouse over the icon or click on it.
4. The circles numbered 1 through 4 display your active Hacks. To equip or change the number of a Hack, simply drag the icon for the Hack into the numbered circle where you want it to be active. Now, that Hack can be selected in-game by using that number.

* **Tutorials & Guides**
Editor Basics

Welcome to the Endless Mission Editor. This tool is the beating heart at the center of the Endless Mission community, allowing you to untap your creative energy and turn it into creations to share with the entire community!

The Editor is the interface and system that allows you to make games, stories, and art. It features a suite of tools to create new game environments, add, and edit new assets to your game, and create custom gameplay using scripting in C#. Games you create in the Editor can be published to the Content Portal and shared with the entire Endless Mission community.

Editor Video Tutorials

Editor Basics* **Finding the Editor**
* **Templates**
* **Finding and Adding Assets**
* **Adding Assets**
* **Changing the Avatar in Your Game**
* **Saving Your Game**
* **Playing a Game That You Have Edited and Saved**
* **Creating Your Own Asset**
* **Editing the Position, Rotation, or Scale of an Asset**
* **Publishing Your Game**
* **Publishing Your Asset**
* **Using Smart Objects**
* **Using Health Change Volumes**
* **Using the Simple Input Listener**
Using Your Own Assets In The Endless Mission

**Note:** Importing your own assets into The Endless Mission is an **experimental** feature. Bugs might occur, please follow carefully the steps and instructions. If you would like to use the work in progress feature, and encounter an issue or error, or have feedback on how to improve it please report it via email to *support@theendlessmission.com*.

## Using The Endless Mission Exporter

One of the more powerful features of The Endless Mission is being able to import your own assets for use in the editor!

So let's talk about how to do that!

This assumes you have some familiarity with the Unity Engine and how to use it/navigate it.

## Step 1: Download our Unity Exporter Project

Download the Exporter! - Current Version 1.0.2 as of 5/01/2020

## Step 2: Download Unity!

Unity Hub let's you manage your Unity installs.
Download Unity!

## Step 3: Load The Exporter Project

The exporter runs in it's own isolated project for now. What that means is you can load it up on it's own, bring in the assets you want, and export directly from there.

If you see a steam .dll error don't panic! Sometimes this happens on the first load, just close unity and load up the project again.

## Step 5: Open the Exporter.

This will bring up a new window that we can use to build our own packages to send to The Endless Mission, and to other users online!

## Step 7: Build Your Packages

If you remembered to install the MacOS and Linux build tools, you should see a Build and Export button.
This will build the packages you've made, and copy them to your local The Endless Mission folder.
You should see a loading bar, let this process complete!
If everything went well... then you should see this message.

## Step 8: Use Your new Assets!

Congratulations, you've just taken a huge step into the world of The Endless Mission.

See you on the Content Portal!

## Troubleshooting:

**Q: Why does the tool keep asking me to log into Steam?**

A: If you launch the project before you are logged into steam, you may run into this. To fix it, simply go up to the menu you use to load the tool and manually select "Login".

**Q: Why are my materials purple?**

A: This could mean that either the material uses a shader you forgot to include, or the materials themselves are missing. Try embedding the materials. Importing into Unity

**Q: Why won't my models animate?**

A: This can happen if the animator controller that was used doesn't have the correct setup. Or the code doesn't call the correct parameter names. Writing a custom animation script for your character using the parameter names you picked can work around this.

**Q: My model has an animator with the correct parameters but won't animate! My models materials and/or textures are missing!**

A: The required files are either the same as files currently in your project or, they weren't included in the package. Try duplicating them and renaming them, then re exporting, or make sure they are dragged into the proper references.
Intermediate Tutorial Part 3/4: How do I Build a Game World?

* Either starting with "Barebones Game" Loaded into the **Editor**,
* Or starting from your saved copy of your Game that you used while following the other modules of this tutorial.

Add a Few Buildings1. At this point, we have a tower that shoots rocks at you, but it's not very fun because there is nothing to hide behind. In this module we will make a simple world that you have to navigate through. Once you know these basics, you can make any design you want here for your world- these steps are just examples and suggestions. Feel free to deviate and get creative here, it will not affect your ability to follow the other tutorial modules.
2. A great place to find some buildings is to search for "building" in the **Library**.
3. Drag out two buildings from the **Library**, "Building Block 4x4x1" and "Bulding Block 2x2x1". Place them on the floor but a distance away from each other as shown in the screenshot. You'll have to set Building Block 2x2x1's X Rotation to -90.

Add a Stairstep & Bridge1. Drag out another "Bulding Block 2x2x1" from the **Library**, and place it next to the existing one, but move it downward into the ground halfway so that it effectively functions like a step. You'll use this to jump up to the roof of the initial "Bulding Block 2x2x1".
2. Then, search for "walkway" in the Library. Drag out "ModularWalkways" into your Viewport, and place it to make a bridge connecting the roofs of the first two buildings.
3. At this point, your world should look something like the screenshot. Now, we have a path that follows a step up from the ground and onto the roof of the small building, with a bridge that leads to the roof of the big building. Take the time nudge the pieces around so everything looks connected to each other in a believeable way.

Add A Rooftop Floor1. Drag out "Bulding Block 2x2x1 Orange" from the **Library**, and place it on top of the existing large building like in the screenshot. It will look better if you rotate it upright, but make sure that you can access all corners of the top of the 4x4 building. The purpose of adding this building is to make the rooftop area contain some geometry that you have to both walk around to get to the end, and also to give you something to hide behind as the tower will be firing at you all the time.
2. Go ahead and press Play to test your work. Make sure you can jump up to the small rooftop, cross the bridge, and reach the far corner of the large rooftop. From here, you can optionally save your current Game, and you can move on to the next part.

* **Previous Module: Part 2/4**
* **Index Page For This Tutorial**
* **Tutorials & Guides**
How to View Missions in the Journal

Viewing Main Missions1. In the **Journal**, select "Missions".
2. Under "Open Missions", you will see main story missions that are currently active. Under "Completed Missions", you will see any main story missions you have already completed. Click on a mission to learn more about it.

Viewing Side Missions1. In the **Journal**, select "Side Missions".
2. Under "Open Missions", you will see optional missions that are currently active. These can be completed at any time and are not critical to the main story. Under "Completed Missions", you will see any optional missions you have already completed. Click on a mission to learn more about it.

* **Tutorials & Guides**
How do I Play a Game That I Have Edited & Saved?

* You can directly play the game you are editing while inside the **Editor**.
* You can play your game from the **Library**.

Playing Your Game While Inside the Editor
Whenever you are in the **Editor**, you can press the *Blue Play Arrow Button* to instantly start playing the current state of your Game.
This is a good way to test out small changes. You don't even need to Save your edits to start playing in this context. However, it is good practice to Save your Game before you start playing, in case some unexpected unrecoverable error is encountered during play.

Playing Your Game From the Library
Whenever you Save your Game, it is saved to the **Library**, which means that you can always easily access it.
To access the **Library**, press 'Esc' to open your menu, then select the **Content** tab. Next, select the **Library** subtab.
From here, you will see all of your Games in the **Library**, including the one you recently Saved.
When you see the Game you want to play, select it and press 'PLAY' to load it and start playing.
StoneTide Wiki/Section 4

Wiki Community
We are currently maintaining 303 pages (25 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to StoneTide Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.
Adventure Mode RTS World Walkthrough

The goal of this walkthrough is to give you the information you need to get through the game but to be as “spoiler lite” as possible.  The very nature of a walkthrough though is one big spoiler because even at the highest level, it is still hinting at things to come. Each chapter is broken down into individual tasks you have to do to complete that chapter.  Each task has a short descriptor, a **Hint** and a **Solution**:

>
> **Hint** - will give you a suggestion as to things you might want to try.  It provides you with just a little nudge in the right direction so you can still try to solve things on your own.
>
>
>
> **Solution** - will help you if you are flat out stuck on something, telling you exactly what you need to do and how to do it, which of course means it will contain the most spoilers.  You have been warned.
>
>
>
>

## **Key Tips**

Before we get into the walkthrough, here are some key tips that might help you from needing the walkthrough at all.  We’d rather have you play the game than read about how to play it.
StoneTide Wiki/editcopy/Section 3

Featured Video

Twitter
Tweets by @StoneTidegamewindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
Release date

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

This page contains the **release date** information for StoneTide.

Released 26th March 2019 on steam here: https://store.steampowered.com/app/1039350/StoneTide\_Age\_of\_Pirates/

## See also

* How to play guide for StoneTide
* System requirements
System requirements

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

The following are the minimum and recommended **system requirements** for StoneTide. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## See also

* How to play guide for StoneTide
* Release date
How do I add a Trigger Volume to Any Item

Below is a tutorial on how to add a Trigger Volume to any **Entity** in The Endless Mission.

What is A Trigger Volume?
A Trigger Volume is a volume of space that can do one thing when you enter the volume, and another event when you exit it. You may also have the Trigger Volume be destroyed once you enter it, which is helpful if you only want something to happen the first time you enter a Trigger Volume. You can make this volume in the shape of a box, sphere, cylinder, or a capsule.

This section will detail how you can add a Trigger Volume to any **Entity** in the Endless Editor. If you do not have a game you are working in, open up "Barebones Game" in the Editor.
1. Drag in any Entity from the Endless section of your **Library** into the "Gameplay" section of your **Project Hierarchy**. Alternatively you can start with an empty Entity by right-clicking on "Gameplay" in your hierarchy and select "Create Empty" from the menu that appears. However, if you start with an empty Entity, you will have no visual indication of where the trigger volume is in your game (which may be desirable in some situations). For this example, we will be using "Roof Block 2x2" as our base entity we will be putting the trigger volume on.
2. Right click on the Entity that you created in the Editor (in this example it is "Roof Block 2x2"), and select "Create Empty". Rename this Entity you just made to "Trigger Volume Entity". This will be the Entity that has the Trigger Volume attached to it.
3. In the Endless filter tab of your Library, search for "TriggerVolume". Drag the script titled "TriggerVolume" onto "Trigger Volume Entity" in your **Project Hierarchy**.
4. You will now see a small green box appear on "Trigger Volume Entity". This green box is the trigger volume that can fire an "On Trigger Enter" event when you enter it, and an "On Trigger Exit" event once you exit it.
5. You can now resize "Trigger Volume Entity" by adjusting the scale in its inspector window. You may also reposition "Trigger Volume Entity" independently of whatever it is a child of. In this example, set the scale of "Trigger Volume Entity" to (7,7,7).

When you add the TriggerVolume script to an **Entity**, you will see two Endless Events appear, the "Trigger Enter" and "Trigger Exit" events. If you would like something to occur when you enter the trigger volume that you have in your scene, such as make a particle effect appear or make a platform move, you can add that event here.

If you would like something to happen when you exit this trigger volume, you may put that event here. For example, you may have a light turn on with the "On Trigger Enter" event, and have it turn off on an "On Trigger Exit". This would create the effect of a light only being turned when you are inside of the trigger volume that you created.
StoneTide Wiki/Section 3

Featured Video

Twitter
Tweets by @StoneTidegamewindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));
StoneTide Wiki/editcopy/Section 4

Wiki Community
We are currently maintaining 303 pages (25 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to StoneTide Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.
How can I Get My Imported Character Model to Animate

When uploading characters to The Endless Mission, an important step is getting them to animate. There are multiple approaches to this of varying degrees of complexity.

### Prerequisites:

* Using Your Own Assets In The Endless Mission
* An animation set (animated by you, or an animation set that is compatible with your model)
* Animation Clips

* An understanding of Animator Controllers and how to use them

## Method 1: Fully Custom

* Create animation clips for your animations
* Build your own animator controller in Unity, slotting in your own animation clips
* Set up the parameter names the way you see fit
* Set your model's animator controller to your custom controller
* Use the exporter to upload your custom asset to The Endless Mission
* Write a custom script that can pass values to your custom animator

## Method 2: Partially Custom

* Create animation clips for your animations
* Build your own animator controller in Unity, slotting in your own animation clips
* Use the same parameter names that The Endless Mission character controllers use
* Set your model's animator controller to your custom controller
* Use the exporter to upload your custom asset to The Endless Mission
* Let the character controller scripts of characters like Capitán Blacklaw pass the values to the parameters
StoneTide

**StoneTide** is an immersive, open world, pirate action game.

## Description

Embark on an epic open world pirating adventure, roam the seas and see where it takes you. Build your ship and gather your crew! Blast, fight and loot the corrupted lands and seas of enemy pirates, ghosts, bosses and much more!

## Key Features

* **Epic ship battles!** Immerse yourself in a unique survival action experience that allows you to board, plunder enemy ships and distant Islands with your crew whether they are real players or NPC's you've hired.
* **Gather resources!** The world of StoneTide is filled with many rocks, minerals and trees to gather so that you can build your own ship, weapons and armor to fight against the unjustly sea.
* **Explore!** There are many uncharted islands to discover on your journey, make sure you setup camp just in case ghost pirates come for you at night.
* **Online PVE and PVP!** Explore the seas with your friends in local and online multiplayer!

## External links

* Official Facebook
* Official Twitter
* Official Youtube
How do I Find a Specific Asset?

* If the **Asset** is in your Game, then it is considered an *instance* of that **Asset**, and it will appear somewhere in the **Project Hierarchy UI Panel**.
* If the **Asset** is in the **Library**, then it is considered the *source* of *instances* of that **Asset**, because when you add that **Asset** from the **Library** to your Game, you are making a copy (the *instance*) to place in your Game.

**Assets** that you download will automatically appear in your **Library**.

There are two devices you can use to filter and search the contents of the **Library UI Panel**: the *Search Bar*, and the *Filter Buttons*.

However, if all the filters are OFF, then all items are displayed.
The three buttons near the top of this panel are global filter categories. Depending on which one is selected, you will either see only **Assets** that you have saved, **Assets** that you have downloaded, or **Assets** that come preinstalled with The Endless Mission.

Take care when using this *Search Bar--* it only works on the currently visible contents of the panel.
Goblin King's Halls 3

## Event

*"Hoy,lad!" The enigmatic goblin, Mr Lionel, climbs out of a barrel behind a tavern, as you pass through a small village.*

*"I've made some refinements to the magic device, and I think we'll do better this time if we take another shot at those treasure vaults."*

*"You see, goblins sometimes hide their best treasure - magic items, and suchlike - in enchanted treasure chests. The magic amulet will now reveal these to you, if there should chance to be one in any treasure vault we happen to visit."*

*"What say you, lad? Shall we have another shot at that Goblin King's treasure?"*

* A) Accept.

*"Good lad! Let's go right now! I think I've located one in a desert not far from here." Under the blazing sun of a nameless desert you and the goblin find a door, partially buried beneath the shifting sands. "You can keep whatever gold you recover, but remember to look around for treasure chests - they're sure to hold something worthwhile!"*
**Player is sent to trap maze where the goal is to find and open a treasure chest.**
**No treasure chest found:**
*Mr Lionel looks disappointed as you report your failure to find any treasure chests. "There must be one in there somewhere! You're just not looking hard enough!" He stalks off into the desert and quickly disappears among the dunes.*
**Treasure chest found:**
*"Good work!" Mr Lionel exclaims, seeing the loot you return with. "You see? I told you there was more to be gained from these vaults" You divide up the treasure between the two of you.*
**Draw 3 Gain Cards.**
*"A few more raids like this and I'll be living like a king myself! Mr Lionel grins as he happily stuffs his new treasures into a pair of old sacks, then heads back into the desert.*
**Acquire card's token.**
* B) Decline.

*"Hmmm." Mr Lionel mutters to himself, as he turns to leave. "There was a mercenary here this morning, looking down on her luck. Maybe she'd be desperate enough to give it a go."*

## Token

*For helping Mr Lionel with his quest, you receive:*

Encounter: Goblin King's Halls 4
StoneTide Wiki/editcopy

Welcome to the Official StoneTide Wiki!Welcome to the Official StoneTide Wiki
The StoneTide reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 303 pages (25 articles).

About StoneTide
StoneTide is an immersive, open world, pirate action game.

Embark on an epic open world pirating adventure, roam the seas and see where it takes you. Build your ship and gather your crew! Blast, fight and loot the corrupted lands and seas of enemy pirates, ghosts, bosses and much more!

[Read more...]

Content

* About the game
* Equipment
* Resources
* Map

* Crafting
* Items
* Gameplay
* Enemies

Guides

* How to play guide for StoneTide
* System requirements

* Release date

StoneTide Links

* Official Facebook
* Official Twitter

* Official Youtube

Featured images
mw.loader.load('ext.slideboxlightshow');

Featured Video

Twitter
Tweets by @StoneTidegamewindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community
We are currently maintaining 303 pages (25 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to StoneTide Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed **here**.
How do I Download Things Made by the Community?

To get there, first press Esc to open your menu, and then select the **Content** tab.
From here, You can browse and download the Games and **Assets** available online. You'll also be able to see things you have already downloaded in your **Library**.
Online content can be Published (uploaded) by the developers, other fellow game players, and you.
When you select a listing here, the details screen that follows will have a "Download" button on it. Pressing this button will then initiate downloading the content.
You'll know if you've already downloaded something because the Download button will change to say "Downloaded" and will be dimmed/ nonfunctional.
Anything you download will also appear in your **Library**, which can also be access from within the **Content** tab. To edit or play something you've downloaded, you have to access it from your **Library**.
StoneTide Wiki

Welcome to the Official StoneTide Wiki!Welcome to the Official StoneTide Wiki
The StoneTide reference written and maintained by the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

We are currently maintaining 303 pages (25 articles).

About StoneTide
StoneTide is an immersive, open world, pirate action game.

Embark on an epic open world pirating adventure, roam the seas and see where it takes you. Build your ship and gather your crew! Blast, fight and loot the corrupted lands and seas of enemy pirates, ghosts, bosses and much more!

[Read more...]

Content

* About the game
* Equipment
* Resources
* Map

* Crafting
* Items
* Gameplay
* Enemies

Guides

* How to play guide for StoneTide
* System requirements

* Release date

StoneTide Links

* Official Facebook
* Official Twitter

* Official Youtube

Featured images
mw.loader.load('ext.slideboxlightshow');

Featured Video

Twitter
Tweets by @StoneTidegamewindow.twttr=(function(d,s,id){var js,fjs=d.getElementsByTagName(s)[0],t=window.twttr||{};if(d.getElementById(id))return;js=d.createElement(s);js.id=id;js.src="https://platform.twitter.com/widgets.js";fjs.parentNode.insertBefore(js,fjs);t.\_e=[];t.ready=function(f){t.\_e.push(f);};return t;}(document,"script","twitter-wjs"));

Wiki Community
We are currently maintaining 303 pages (25 articles)!

Recent changes | New pages | Missing pages

How to help
See how you can help contribute to StoneTide Wiki! Remember to maintain a standard for grammar and punctuation in your contributions, please.

Register
Register an account to keep track of your contributions.

Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Book of Hours

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

***Book of Hours*** is a game created by Alexis Kennedy and Lottie Bevan, who together comprise Weather Factory. It is set within the same universe as *Cultist Simulator*, and involves working as a librarian in an occult library. The game has completed beta testing and was released on August 17, 2023.

In the first week of sales, purchasers were offered 'Perpetual Edition' giving access to all future expansions provided for free, at no extra cost.

## Description

*Book of Hours* is a single-player digital board game in which the player takes on the role of an occult librarian. Gameplay is more laid-back than *Cultist Simulator*, but still requires careful board management. Books can be acquired through traditional or more underhanded means, restored, purified of curses, and studied to reveal their mysteries, while visitors can be craftily guided to influence their paths and stories.

## Notes

* The idea of *Book of Hours* began as a joke posted by Alexis Kennedy on Twitter for an "extremely relaxed *Cultist Simulator* expandalone".
* A Kickstarter for the game was originally planned to launch on September 3, 2019, but it was layer cancelled.

Weather Factory subsequently won funding from the European Union to complete the project, and a new launch date for *Book of Hours* in 2023 was announced.

## Gallery

* Concept art of Hush House
* Interface concept
* Board concept

## External Links

* Weather Factory: MAY #2: KNOWL
* Book of Hours Wiki

## References

1. ↑ 1.0 1.1 Eurogamer: Cultist Simulator dev reveals "elegant, melancholy" occult library follow-up, Book of Hours
2. ↑ [1] W
]
3. ↑ Weather Factory: MAR #2: FLORIMELL
Change: Stigma

The Forms of Change 5

This card can be upgraded from Change: Antumbra.

To upgrade this card to Change: Pupil , dance in the Ecdysis Club with this as a Purpose and at least 13 Heart or 13 Moth to create Guise: Eagle or Instar: Far Travelling. Then send it on an expedition to Miah to create the card Sight, Surrendered, which will be consumed in the Season of Ambitions to advance this card.