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1. I feel like you must speak to FP after being granted the pilgramage achievement and after giving BSM two neurons [enterring Pebble's chamber should be enough to trigger the event, as if you take three or more nuerons from him he'll kill you immediately]. Pebbles will then direct the slugcat to BSM, who will say that she found something interesting, but needs a few more nuerons to remember what it was, as she forgot as you were on your way. After giving her ten nuerons, she'll remember the seed and give it to the slugcat, and mention that it must be placed in a very specific location.
2. I think that the seed must be able to grow in one spot and one spot only, as it'd take too much effort to make it so that you could plant it anywhere.
3. I think that the tree should be hollow on the inside, though it would have very thick walls. The entrance would be among the roots, a tiny hole just big enough for slugcats, scavengers, and a few creatures around that size like blue lizards and wolf spiders, as well as smaller creatures like squidcadas, lantern mice, and grapple worms.
4. I think that it should be modelled like the tree in the beginning, and that it sprouts glowing fruits and bioluminescent sap to illuminate the inside of the tree. Before those fruits grow and the sap develops bioluminesence, the inside would be completely dark, housing creatures that normally stick to the filtration system and the shaded citadel. Some creatures like lantern mice and scavengers may stick around, even when it's not dark anymore. Scavengers will probably also call the place home, guarding it from any lizards and vultures that stray too close to the entrance. Living among the scavengers would also be useful, as you could trade with them for weapons, and maybe even food. Nests could probably be built with twigs from the branches of the tree located above, and would make for a challenging section to traverse.
How does it go - ask two things of your god, but do the third yourself?
Well, I already asked for digging and mucous.
As another potential way to lay claim to the seed, the player must first achieve Pilgrimage, visit 5P, then bring BSM six different colored pearls, including the Pink, Maroon and Gold Pearl. After these two steps are complete, bring BSM any generic pearl and she will remark that the pearl mentions the Seed - and she will remember that she herself has it.
"
This is a text from a group of heretical beings who advocated the overwriting of this universe with nothingness, rather than seeking Ascension. They were planning to create a single almighty, non-sentient being, and allow it to systematically devour all life over eons.
Wait. Actually, I can remember this. I confiscated the element they planned to use to grow such a being. You are welcome to it, I suppose - it hardly matters at this point. It is completely devoid of power.
"
But the Seed lacks the energy to grow. For the initial charge, you must take it to 5P - and then take it to Outskirts.
"
You again. And what is this contraband you have brought with you?
Ah - I see. You have gone and retrieved that blasphemy from Moon. For you to actually comprehend such a complex concept... I suppose you amuse me.
This method is absolutely doomed to failure, by the way. Any organism, no matter how great or small, will eventually find itself squarely in balance with all others. That is the tide of existence.
However... if you insist on attempting such a roundabout way, I suppose I have only one objection - that being, I do not have the patience to incur your constant whimsy. Here.
The device is charged. Now it needs only be placed in a receptacle. Take it, and leave me to my work."
Afterwards, you must let the tree grow 10 cycles. Then visit the five echoes and retrieve "Pearl-like objects" to further power the tree. Each one takes 10 cycles to grow.
After 60 cycles and five "Feedings", the tree will grow all on its own, becoming larger every 10 cycles. It will continue to grow for another 100 cycles until its size reaches the maximum. Then, after a certain number of cycles, the final event of the tree will begin - you will encounter the grey slugcat, who has found its way to the tree.
The tree's canopy eventually covers 15 screens and its root network, another 15. The small knothole that the player sleeps in is the size of a slugcat, but the tree is covered with sheltering locations as it grows bigger and bigger. The tree should have a climbing aspect more or less like Outskirts, with extra paths between A to B, so that it is a bit tricky to navigate but generally advantageous to a slippery slugcat. Transit tunnels are noticeably absent and to move from screen to screen you simply offscreen, making the Tree a very large square-linear area.
{Survivor dialogue}
[If you came through the top of FP's chamber after coming from the memory arrays before and have only given BSM two nuerons:]
(Greetings)
---
"..."
"Well, at least you listenned to me last time."
---
(Middle Paragraphs)
---
"First of all, I am very tired of you stealing and eating the nuerons within me. If you do not stop at once, then you will face the consequences."
"..."
"And, I have recieved a message from BSM. I simply threw it aside, as the first part of the message was instructions to read it to you if I ever saw you again. I doubted this would ever happen."
[FP picks up a beat up-looking violet pearl from the floor of his chamber]
"Ahem."
" "If the one who reaches this pearl could ever find a little white, friendly creature known as a 'slug cat' by the scavengers around the complex of BSM, tell them that I found something that may be of interest, and to find me in my chamber, as usual. And come quickly... I can only hold onto this for so long before the rain takes it away..." "
"I can't say that I remember BSM being very opporational. At least, not enough to send a pearl."
"..."
"Have you been stealing my nuerons... and giving them to BSM?.."
"..."
"I will never truely understand your kind. It seems that you'd all rather help the world around you than help yourself."
---
(End of speech)
---
"Anyways; good luck, 'little creature'. And please, never come back."
---
[If you came through the top of FP's chamber after coming from the top before and have only given BSM two nuerons:]
(Greetings)
---
"..."
"Well, hello again. I cannot say that I am pleased to see you, though I do have a message for you."
(Middle Paragraphs)
---
[Same as above]
---
(End of speech)
---
[Same as above]
---
[If you came through the memory arrays after coming from the memory arrays before and have only given BSM two nuerons:]
(Greetings)
---
"..."
"Well, congratulations. You have failed to follow basic instructions."
---
(Middle Paragraphs)
---
[Same as above]
---
(End of speech)
---
"Anyways; good luck, 'little creature'. And please, never come back. Especially not through my memory arrays."
---
[If you came through the memory arrays after coming from the top of FP's chamber before and have only given BSM two nuerons:]
(Greetings)
---
"..."
"Well, hello again. I cannot say that I am pleased to see you, especially not after you have clawed your way through my memory arrays. Though, I do have a message for you."
---
(Middle Paragraphs)
---
[Same as above]
---
(End of speech)
---
"Anyways; good luck, 'little creature'. And please, never come back. Especially not through my memory arrays."
---
[If you have taken more than two nuerons from FP:]
[This will still trigger BSM having something for you, but you have to get out instantly, or else FP will kill you. The beat-up violet pearl will still be on the floor of his chamber, though you cannot get it.]
Though, given the complexity of actually obtaining the seed, not to mention its lengthy gestation period, I don't think a direct limitation needs actually to be put in place.
Also pardon me, but I'm camping in the conversation.
This is the place I am currently thinking the tree receptacle should go, on one of the two screens adjacent to this "Block".
Another alternative: Above the rightmost screen of Outskirts East, with the overhang and the open gap to the right, is a flat area. I can't find a safe way to get up there, but adding a screen there might be just the right place to put the Tree.
"True Goal"
now you've hit on something important.
What would you say the "True Goal" of Rain World is?
For the sake of argument... let's assume you claim the true goal of Rain World to be reaching the Final Screen - preferably by dying as little as possible.
Rain World is a contradiction. It is a duality.
It definitely assigns you a task, and it's a task you can complete.
The reason I am enamored with Rain World is that it is a philosophical paradox.
Nobody ever starts playing Rain World thinking "I'm gonna ****** myself as fast as possible!"
And very few think "I'm going to hurry to the very end"
People think "I need to stay alive", "I need to find my family", "I need to explore and understand this strange world".
This is the human dichotomy; indeed every person who plays Rain World is Human.
But every person who plays Rain World, plays as Slugcat. And slugcats are delicious.
The Human Gamer realizes the goal after lots of exploring and thinks "Why not? Let's play along." They focus on platforming and efficiency, on doing the things they are able to do.
They forget their initial beliefs and nature and instead latch on to the expectations of the game itself. They never question if the innate structure of what they are trying to accomplish is even correct - because the path is open, they take the path.
At least... some players do.
Some, but not all.
If you reach the final screen... does the cycle end?
. . . or does it continue?
What factors ACTUALLY decide when the cycles end?
What decides when the game is truly over?
The players decide. Individual rounds end by the vicious and savage laws of breath and food, but the cycles conclude when the player loses interest. Reaching a specific screen might have a very tertiary connection.
So even if you embrace the odd, warped philosophies presented in the works, philosophies at odds with the human philosophy... it can be slowly revealed that these ancient beliefs are entirely wrong.
Still with me?
Those beliefs carry that death only causes time to move forward.
Yet.
In essence, death causes time to move back.
Discounting the massive failures and losses of karma and backpedaling, the story of each Slugcat, start to end, is a story of staying alive. If you string them together, all deaths can simply be removed, bad endings that got rewound.
Yet, this doesn't align with the beliefs of the religion. Time moves forward with life, not death.
Which philosophy is that closer to?
Ours.
But It is true, and following the same metaphor, sometimes following the path that is open is easier than following any other path, even if it doesn't lead to your original destination.
It's going to go even deeper.
If you think about it, the key to living as a successful slugcat is being careful and patient, hoarding food, staying in safe areas, and avoiding dangerous enemies.
Yet, players are encouraged to branch out and fling themselves into the unknown, chasing, grasping, reaching for an unseen and unidentified goal, in the hope of some form of satisfaction.
This grasping into the dark, pushing ever forward through repeated failure....
THIS is the philosophy of Rain World.
Rain World's philosophy aligns with the Game Philosophy.
And yet the most correct and effective philosophy for that realm is the philosophy of actual life - harmony, safety and survival.
Rain World is a paradox - do you play it, and keep to the philosophy of the game itself?
Or do you live it, and survive, and thrive?
If Rain World is "a platformer" then the ingame philosophy stands; you need to hurry on to your goal. After you complete it, you will have beaten the game.
If Rain World is "a Sandbox" then, like minecraft, your life is your own to tend, and you may do whatever you choose with it. Was it designed to be a Sandbox? Not quite.
More like a Brick-box. A playground for the rough-and-tumble.
The game forces you to play in a sandbox nature from time to time to build up Karma. Aspects of permanence and growth permeate the game. The world remembers you, inasmuch as you remember the world.
The choice of philosophy is yours to make.
Now you tell me.
What's the True Goal of this game?
To reach the end?
To find your family?
To survive?
If one goal is possible, one is impossible, and one is questionable.... what should you do?
But sandbox games, as is their nature, are whatever you make them out to be, whatever the goal is.