A quest system built around resolution
The official description does not frame quests as a single chain of mandatory answers. Most are said to allow more than one resolution, with mercy, violence, compromise and deceit named as broad possibilities.
Those words describe a design philosophy, not four guaranteed branches in every quest. A later walkthrough will record only the outcomes that actually exist for that quest.
How choices reach the Amphitheater
Player choices can change what happens to the island's inhabitants. The phantoms they leave behind may then take seats in the Amphitheater audience, with kindness and abuse producing different results.
That makes consequence tracking especially valuable after release. It does not justify publishing a pre-release ending chart or guessing which route is best.
What the verified quest index will contain
Individual quest pages will be created only when the record is substantive. The archive will not invent a third outcome to make a decision table look symmetrical.
- The exact quest name and tested game version
- Where and how the quest begins
- Prerequisites and objectives
- Step-by-step actions observed in play
- Real choice points and their verified outcomes
- Rewards, missables and Amphitheater consequences when they exist