Clues and Rifts

Clues are only in Bounty Hunt and Rifts are only in Soul Survivor.
The interaction between them is the same. You collect them and a region shrink happens.

## Clue

**Clue** is an anomaly found in the area where the beast resides. It resembles a pile of ash on the ground that smell of burnt flesh and sulfur. Hunters are able to track clues from distance with the use of dark vision. When found, they can 'open' it to relive the events that left an imprint on reality, and by doing so to narrow down the location of beast's lair. At least one clue is located in each compound on the map, but the exact location within the compound is randomly picked from the set of possible locations. In certain compounds two clues will spawn at the same time.

### Tracking the clue

Using the dark vision allows hunter to see the clues in vicinity. Far clues are visible as faint, blue sparks. Near clues shine with blinding blue light.

* Clue visible far in the distance
* Clue close by, behind the wall
* Clue just around the corner in the building
* Clue directly in front of hunter
* Clue in the distance
* Clue close to the hunter

Note, that if you already found the beast's lair, or eliminated the area, the clues will not attract you, even if you haven't claimed them.

### Claiming the clue

After reaching the clue, hunter may claim it to narrow down location of the lair. But the clue gives information even before claiming it. Untouched clue looks like a pile of ash, with sparks flying upwards. It means that you are most likely first one here. If any other hunter have already claimed the clue, the center will look like a hole in the ground, leading to a dark world, with the sparks still flowing up. That tells you that someone already have been here, so watch out for traps or ambushes. You yourself claiming the clue will also open the hole, but since the clue will no longer call to you, the sparks will be gone.

If an enemy team/player is nearby the clue, it will glow red and emit a different warning sound.

* An unclaimed clue
* Clue that somebody already have examined (but not you)
* Clue that you have already examined
* Missing Image please upload.gif

Clue glowing red due to nearby enemies
* Claiming the clue at day
* Claiming the clue at night

After claiming the clue part of the map is darkened to show where the monster's lair is NOT located. The hunt should continue in remaining part of the map. Also the compounds where the clue have been investigated are crossed-out.

* A map before claiming the clue at Pitching Crematorium
* A map after claiming the clue
* Clue at Lockbay Docks were claimed, but compound is still outside darkened area
* Map shringing after claiming the clue

It may happen that the compound in which you investigated the clue will not be in the darkened area. If the second clue is located in this compound you may also claim it. There are 3 compounds containing 2 clues on each map:

* Stillwater Bayou
	+ Port Reeker
	+ Healing Waters Church
	+ Blanchett Graves
* Lawson Delta
	+ Lawson Station
	+ Fort Carmick
	+ Nicholls Prison

### Bounty Tracker

Each hunt can target one or two bosses. The bounty tracker is shown in the top left corner of the screen. The tracker shows what monster is being hunted (or shows both), amount of clues gathered for given monster, monster health, banishing progress or extraction progress.

* Bounty tracker for Butcher (no clues collected)
* Bounty tracker for Spider (no clues collected)
* Bounty tracker showing 2 butcher clues collected
* Bounty tracker showing butcher banishing progress
* Bounty tracker showing butcher health reduced to about 2/3
* Bounty tracker showing monster banished and both bounties being carried by your team
* Bounty tracker showing monster banished and both bounties being carried by other hunters
* Bounty tracker showing monster banished and one clue being carried by your partner and one by enemy hunter

## Rift

A Rift is a puncture in this inter -world-ly fabric. It is, in fact, little more than a leak, and through it a finite pool of valuable energy is slowing escaping—energy capable of healing damaged souls and that is worth much more besides. Should a Hunter close four of these Rifts, they will find themselves able to access that larger energy pool—something we have termed the Wellspring. Close four Rifts, and you will become connected to its Wellspring, and begin to absorb its energy. We cannot yet explain why this is so—the phenomenon was discovered entirely by accident in the desperation experienced by those close to death. That solitary, damned Hunter gave us all a great gift in recording the experience. Many may yet be saved.
(..)
Rifts are visible in Dark Sight, and should your soul fall to this cursed damnation, you must seek out four of them immediately. Close four, and empty the Wellspring of its power, and do it quickly. A single Wellspring can save but one Hunter. Many of your brethren may fall, perhaps even by your own hand. But it is a small price to pay for the return of even a single damned individual. It is a mission you must take on your own.
If you do not complete this task quickly enough, all nearby will fall to its power. These Wellsprings are volatile, and when they have been completely depleted by the slow leak of energy through the Rifts, a cataclysmic event occurs, killing the remaining damned in the area. Furthermore, the creation of a Wellspring brings into being a kind of energy wall that is harmful to pass through. Stay close as you absorb its energy, and proceed, as always, with caution.

 on A Communique for All Hunters

### Closing the rift

After reaching the rift, hunter may close, which will also disable some of the other rifts. Hunter will be able to distinguish those unactive rifts and will mark them on the map. If an enemy player is nearby the rift, it will glow red and emit a different warning sound.

* An open rift
* Rift that you have already closed
* Rift touched by somebody else before you
* Rift glowing red due to nearby enemies

Closing the rift allows hunter to siphon some of its energy. After closing four of them, hunter gains access to even larger energy pool called Wellspring. Energy of Wellspring will clean hunter's soul of his damnation over time, but will also inform other damned hunters of his whereabouts. To save themselves they will have to take the Wellspring's energy by force, as only one hunter may be saved. If the wellspring's energy is drained, everyone who is not connected to Wellspring will be killed and their soul sent to hell.

Hunter connected to wellspring cannot leave the vicinity of where the connection were established (shown as red circle on the map), as it will cause him harm and, consequenty death without salvation.

* A marked vicinity of the connection to the Wellspring

It may happen that the compound in which you have closed rift will not be in the darkened area. If the second rift is located in this compound you may also close it. There are 3 compounds containing 2 clues in Stillwater Bayou and in Lawson Delta:

* Stillwater Bayou
	+ Port Reeker
	+ Healing Waters Church
	+ Blanchett Graves
* Lawson Delta
	+ Lawson Station
	+ Fort Carmick
	+ Nicholls Prison

## References

1. ↑ https://www.huntshowdown.com/news/process-of-elimination
2. ↑ https://www.huntshowdown.com/news/dark-awaits
3. ↑ https://www.huntshowdown.com/news/a-communique-for-all-hunters