Open Questions
- Template
- Reference
- Status
- Canon
1. Content
Every item the sources leave open, undecided, to be defined or not yet established, grouped by subject, in the sources' own words. Each item names the Markdown document of the game repository it comes from and its section there. Creator-reserved topics appear here by name only.
1.1 The Ending and the Final Chapter
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1.1.1 The Final Chapter
Source: docs/campaign/final_chapter.md.
- The title: Final Chapter — TITLE TO BE DEFINED.
- Part III, every section is To be defined.: 1. Chapter Overview; 2. Opening Sequence; 3. Main Quest — Mandatory Progression; 4. Side Quests — Optional & Non-Exhaustive; 5. Key Narrative Sequences; 6. Major Decisions & Consequences; 7. Endgame Progression; 8. Ending Sequence.
- Part IV, Endings & Narrative Resolution, holds only the scope of each of its sections, kept on the chapter page: 1. Ending Structure; 2. Major Player Decisions; 3. Persistent Consequences; 4. Retrospective Narrator Resolution; 5. Final Narrative Closure.
- Since the endings document, the chapter's key narrative sequences and Part IV hold the endings; the rest of Part III remains to be defined.
1.1.2 The Final Presentation
Source: docs/narrative/GAME_NARRATIVE_BIBLE.md §10.
- Final shot timing, camera treatment, accessibility options for intense audiovisual sequences, and whether any epilogue is shown (none presently specified). The endings document now defines the final shots and the fiction disclaimer on the chapter page; accessibility options remain open.
1.1.3 The Confrontation With Hamish
Source: docs/narrative/GAME_NARRATIVE_BIBLE.md §10.
- Whether the confrontation with Hamish can end without Edmund killing him, which decides whether the pacifist achievement The Enlightened One can be earned.
See: Characters › Hamish
See: Systems › Pacifist Play
1.1.4 After the Return Home
Source: docs/campaign/02_now_i_am_finally_a_man.md §13.1, Post-Boarding Narrative.
- The return to the family estate is not necessarily the end of the complete game.
1.1.5 Amanda in the Endgame
Source: docs/campaign/07_a_question_of_trust.md, Amanda — Character and Long-Term Systems.
- Amanda's endgame rule and her possible later line are on her system page. See: Systems › Amanda's Authority And Trust.
The later chapter and the full set of hidden variables are not named.
See: Systems › Amanda's Authority And Trust
See: Characters › Amanda
1.2 Story and Canon
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1.2.1 Travel and Support Positions
Source: docs/narrative/GAME_NARRATIVE_BIBLE.md §10.
- Means of travel between the Patagonia mansion and the Amazon complex, and detailed positions of sister/butler during each mission stage.
See: Campaign › 3. A Flight To Nowhere
See: Systems › Companions
1.2.2 Friedrich's Letter and Intentions
Source: docs/campaign/02_now_i_am_finally_a_man.md §3.4.2, Friedrich's Instructions, and §15.4, Friedrich.
- §3.4.2: The exact content of the letter, the detailed objectives, Friedrich's situation, and the laboratory's discoveries will be established in the dedicated narrative development of this sequence.
- §3.4.2: The present document must preserve the importance of these revelations without prematurely inventing details that have not yet been defined.
- §15.4: The full nature of his intentions remains tied to the laboratory revelations and subsequent campaign.
See: Characters › Friedrich
See: Places › Laboratory
See: In-World Documents › Friedrich's Letter
1.2.3 The Skull Device's Journey
Source: docs/narrative/GAME_NARRATIVE_BIBLE.md §5, Historical grounding notes, and §10.
- §5: How the object traveled from Maya regions to a remote Amazon community remains an in-universe explanation TBD.
- §10: How the fictional Skull Device traveled from Maya regions to the Amazon community. Its recovery, dated 1988 in the D6 story, is now settled in the second half of 1979.
- The Indigenous tribe document (History, Culture and Religion) treats how the Skull Helmet came into the tribe's possession as a deliberate in-world mystery, with Bravados's migration hypothesis as an unconfirmed interpretation; the game does not need to resolve it.
1.2.4 The Ritual Preparation
Source: docs/narrative/GAME_NARRATIVE_BIBLE.md §5 and §10.
- §5: The exact recipe and mechanism are not defined here; do not invent pharmaceutical specifics.
- §10: Exact formulations/effects of the ritual preparation; do not devise a real-world pharmacological recipe.
1.2.5 Playing as the Sister
Source: docs/narrative/GAME_NARRATIVE_BIBLE.md §2 and §10.
- §2: Playable character for the core game; the possibility of briefly controlling the sister remains undecided.
- §10: Optional brief playability of the sister.
1.2.6 The Twins' Personalities
Source: docs/narrative/The Twins — Family Background, Isolation, and Character Dynamics.md, Canon Status.
- Not yet finalized: The twins' detailed individual personalities, and the specific events and conversations through which their relationship will be developed.
See: Characters › Edmund
See: Characters › Lorraine
1.2.7 Narrator and Player Agency
Source: docs/campaign/00_foundations.md §3.4, Narrative Reliability & Information Disclosure, and §2.5, Player Agency.
- §3.4: Rules governing what the retrospective narrator reveals, withholds, or interprets, to be developed as the campaign is defined.
- §2.5 holds only the scope of its definition: Definition of the relationship between the main narrative, optional objectives, exploration, interactions, and consequential player decisions.
See: Vision › 7. Narrator
See: Vision › 2. Game Identity And Perspective
1.2.8 Recovery Attempts Over the Decades
Source: docs/campaign/04_project_schwarzwald.md §18, Institutional Quarantine and the Logic of Secrecy.
- Attempts to assess or recover parts of the facility may have occurred over the decades, but their details belong to later narrative development.
1.2.9 The Tribe's Language
Source: the Indigenous Faction specification, §4.2 Communication.
- Their spoken language has not yet been finalized. It may be an original fictional language or a carefully adapted linguistic system. See: Factions › Indigenous Community.
1.2.10 Skull Helmet Research
Source: the Skull Helmet research document (Scientific Research and Philosophical Implications).
- Who cared for the twins in New York, while Friedrich lived in hiding in Argentina, before they were brought to the mansion.
- Friedrich's exact academic specialization and doctoral history.
- The full text of the previously developed draft PERSONAL LETTER — UNSENT, which is not in this project.
1.2.11 The Skull Helmet's Seizure
Source: the Skull Helmet seizure document (Discovery, Seizure and Military Cover-Up).
- How the senior political leaders who signed the confiscation authorization stand in the BSCD's chain of authority.
- The procedural details of the judicial proceedings that recognized the community's claims.
1.3 Campaign Chapters
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1.3.1 The Campaign as a Whole
Source: docs/campaign/README.md, Files.
- Additional chapters will be introduced as the campaign narrative is developed.
See: Campaign
1.3.2 Chapter One
Source: docs/campaign/01_dimension.md §4, Side Quests — Optional & Non-Exhaustive.
- These Side Quests are preliminary concepts and may be revised, replaced, or expanded during development.
1.3.3 Chapter Two
Source: docs/campaign/02_now_i_am_finally_a_man.md.
- §6.5, Illustrative Scenario — The Retired General: This scenario serves to demonstrate the ethical and strategic range of the preparation system. It does not need to be implemented in full detail within this document.
- §6.6, Illustrative Dialogue: The final dialogue will be developed alongside the corresponding strategic branch.
- §13, Extraction Choice — Long-Term Gameplay Contract: Detailed level design, enemy placement, encounter pacing, and balance will be developed separately.
- §14.1, General Rule: The following categories are preliminary concepts, not a final quest list. Additional Side Quests may be introduced during development.
- SQ-05 — Optional Strategic Opportunities: None of the examples above should be interpreted as an exhaustive catalog.
- Design Notes A, What This Document Intentionally Does Not Specify: This outline does not attempt to define:
- Every strategic decision.
- Every probability formula.
- Every intelligence contact.
- Every operational delay.
- Every possible financial event.
- Every Side Quest.
- Every optional dialogue.
- All details of the secret laboratory.
- Exact enemy placements during the future extraction routes.
- The complete implementation of the strategic simulation.
- These components will be developed as the relevant systems and chapters are implemented.
1.3.4 Chapter Three
Source: docs/campaign/03_a_flight_to_nowhere.md.
- §3.1, Departure from Argentina: The exact departure airport will be selected during environmental and geographical planning.
- §4.1.1, The Private Convoy: The proposed arrangement is given there. See: Factions › Von Veylor-Schloss Family
- §4.1.4, The Lieutenant Colonel's Introduction: The exact name, military specialty, and professional history of the officer remain to be defined.
- §4.2.5, The Map: Its exact markings, level of precision, and supporting information will be defined during the design of the Amazon rainforest region.
- §4.2.5, The Map: The detailed technical or historical disclosures made during the conversation may be developed later, provided they remain consistent with the established worldbuilding.
- §4.6.3, Into Remote Territory: The exact sequence of roads, intermediate stops, and local transport services will be determined during geographical design.
- §4.13.1, Passage of Time: The exact passage of days may be adjusted to fit the final campaign chronology and geographical route.
- §5.1, General Rule: The following concepts are preliminary and non-exhaustive. Additional activities may be developed later.
- §5.2, Scope Limitation: This section is not a final list of optional content.
- Design Notes B, Non-Exhaustive Scope: This document does not attempt to define every conversation, optional interaction, environmental detail, travel stop, or historical disclosure. In particular, the following may be developed later:
- The lieutenant colonel's name.
- His exact military specialty and service history.
- The complete dialogue within his residence.
- The exact contents and appearance of the map.
- The departure airport in Argentina.
- Specific intermediate locations between Manaus and the forest.
- The design of the rural property.
- The number and arrangement of individual military NPCs.
- Additional optional campsite activities.
- The precise characteristics of the mysterious light.
- The detailed geography of the final approach to Schwarzwald.
- These details do not prevent the chapter's principal progression from being established.
1.3.5 Chapter Four
Source: docs/campaign/04_project_schwarzwald.md.
- §1, Chapter Identity and Scope: The exact sequence of intermediate main-quest tasks and the final surface-entry puzzle are not yet prescribed; they must be designed to support several credible approaches rather than imposing one artificial route.
- §4, Main Quest — Infiltrate Schwarzwald: No specific infiltration solution is declared canonical by this document.
- §17, Gameplay-Driven Narrative Discovery: The three initial side quests are representative, not an exhaustive list of Chapter Four content. Additional logs, incidental discoveries, encounters, and optional objectives can be added later.
- §20, Design Principles and Open Details: Still open for later design: the exact route or routes into the D1 bunker, room-by-room surface layouts, individualized soldier schedules, encounter probabilities, specific notebook entries, equipment quantities, exact truck and fuel handling details, and any additional side quests or scripted canonical incidents needed for narrative pacing.
- §20: None of these open implementation details alter the chapter's fixed boundary: from the expedition's first sight of Schwarzwald to Edmund's successful descent from D1 into D2.
1.3.6 Chapter Five
Source: docs/campaign/05_mystery_base.md.
- §3, D2 Environmental Identity: These locations are conceptual environments rather than an exhaustive inventory of rooms. Additional areas, missions, encounters, and environmental details may be developed during production.
- §14, Permanent Consequence: whether a separate route between D2 and D3 can be established later, after a destroyed interlock; the consequence is set out in the chapter.
- §17, The D6 Researcher's Recording: The precise room number and combination remain to be defined during the detailed development of D6.
- §17, Delayed Payoff in D6: Its contents and the researcher's ultimate fate remain intentionally undefined at this stage of campaign development.
- §18, Tactical Commands: Some mandatory campaign objectives may later require her direct participation. (Lorraine.)
- §21, Shared Narrative Outcome: the event that ends the chapter, set out in the chapter and listed below.
- §24, Scope and Future Development: It does not attempt to enumerate every room, document, puzzle, enemy encounter, environmental event, or optional activity that will appear in the finished game. Additional technical records, historical artifacts, incidental conversations, interactive systems, and side quests may be introduced during production.
- §24: The following details remain intentionally open:
- Precise floor plan and dimensions of D2.
- Final positions of archives, warehouses, communications rooms, and maintenance corridors.
- Exact engineering blueprint and mechanical-interlock combination.
- Exact location and acquisition conditions of the truck.
- Individual military patrol schedules and their emergent behavior.
- Additional puzzles and optional missions.
- Full contents of the D6 researcher's sealed room.
- Exact sequence of events during the opening of Chapter Six.
- The event that lets the Brazilian soldier see Edmund, or believe he does, at the end of the chapter.
- These unresolved elements do not prevent the main chapter structure from being considered established.
See: Campaign › 5. Mystery Base
See: In-World Documents › The D6 Researcher's Recording
1.3.7 Chapter Six
Source: docs/campaign/06_gates_of_hell.md.
- §13, Eight-Stage Restoration Structure: The exact technical puzzles and their implementation remain open for detailed design. Their final puzzles, locations, dependencies, and failure conditions will be defined separately.
- §14, Consequences of Failure: A separate emergency progression route will be required for the permanent-failure branch. Its location, nature, and gameplay requirements have not yet been established.
- §20, Confirmed Chapter Elements: Outstanding Design Decisions: Detailed reactor puzzles, the extraordinary progression route following permanent reactor failure, and the exact technical explanation for preserving the physician's automobile.
See: Campaign › 6. Gates Of Hell
See: Artifacts and Technology › Fusion Reactor
1.3.8 Chapter Seven
Source: docs/campaign/07_a_question_of_trust.md.
- §3, Restore D4's electrical distribution: If Edmund permanently destroyed the reactor in Chapter Six, it is beyond repair, and he must reach D5 without the elevator. The parallel route is not described.
- §5, Dynamite at A1: the exact encounters of the journey to A1 are left to level design.
- Side Quest 2 — The Last Shift, The last page: the document's concluding passage is given as suggested text.
1.4 World and Places
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1.4.1 Dates of Fictional Events
Source: environments/military_base/story.md, the master timeline.
- Exact dates for fictional events are provisional unless already established.
- After 1983: the reactor's first stable fusion cycle with net power. The exact date remains to be defined.
1.4.2 The Creatures Reaching the Surface
- Later in the game, a leak from the underground levels releases them into the surrounding rainforest; the exact event remains to be defined. (Source: environments/military_base/children/surface/story.md §19, Hostile Creatures in the Surface Environment.)
- Cancer Dogs and Roach Rats are confined to D3 for now; they do not appear as normal D4 enemies. (Source: docs/campaign/07_a_question_of_trust.md, Narrative premise.)
See: Places › Surface
See: Enemies
1.4.3 Surface Vehicles
Source: environments/military_base/children/surface/story.md §17.3, Vehicle Availability.
- A possible distribution includes:
- One or two functional military cargo trucks.
- A small number of functional military trail motorcycles.
- Additional non-drivable military and industrial vehicles throughout the environment.
- Exact quantities may be adjusted during balancing.
See: Systems › Vehicles
1.4.4 The D6 Documents
Source: environments/military_base/children/d6/story.md §14, Discoverable Scientific Letters and Classified Documents.
- The following documents are narrative reference drafts intended to preserve the philosophical discussions, scientific disputes, and discoveries encountered throughout D6. They may be distributed among personal quarters, scientific offices, restricted archives, computer terminals, and the deeper containment installations.
See: In-World Documents
See: Places › D6
1.4.5 The D7 Concept Image
Source: environments/military_base/children/d7/story.md, Concept Image.
- None yet.
See: Places › D7
1.5 Roster, Maps and Tuning
Source: docs/narrative/GAME_NARRATIVE_BIBLE.md §10.
- Still open: the rest of the enemy roster, maps, weapon tuning, stealth AI tuning, the injury interface and the information-hazard numbers.
1.6 Enemies
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1.6.1 The Biological Ecosystem
Source: docs/enemies/biological.md.
- §4.11, Facility Distribution: Specific habitat rules will be established during level development. (Flesh Nests.)
- §5.4, Habitat Distribution: Specific rules for habitat selection, population density, and environmental suitability remain to be defined during development.
See: Systems › Biological Ecosystem
See: Enemies › Flesh Nest
1.6.2 Roach Rats
Source: docs/enemies/biological.md §3.1.1, Ethical Opposition, and §3.2, Escape and Proliferation.
- §3.1.1: the memorandum's text is introduced as Suggested archival text.
- §3.2: Whether an established population exists outside Schwarzwald remains uncertain.
See: Enemies › Roach Rat
See: In-World Documents › Roach Rat Memorandum
1.6.3 Patrol Robots
Source: docs/enemies/patrol_robots_and_broken_survivors.md §2.3, Alert Transmission Protocol.
- A countdown of approximately one minute is an illustrative possibility; the exact duration remains subject to balancing.
1.7 Systems
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1.7.1 Information Hazard
- The information hazard's rules are in Systems; the numbers and the interface still require balancing. (Source: docs/narrative/GAME_NARRATIVE_BIBLE.md §6, Information as a gameplay hazard.)
- The precise probability distribution and contributing parameters will be established during implementation. (Despair Pills. Source: docs/systems/information_hazard.md §8.3, Probabilistic Effectiveness.)
- The exact interface design remains undecided. (Source: docs/systems/information_hazard.md §11, Interface Philosophy.)
- The exact numerical formulas and interface presentation remain implementation decisions. (Source: docs/systems/information_hazard.md §12, Core Design Principles.)
1.7.2 Checkpoints and Injuries
Source: docs/systems/persistent_consequences.md.
- §6.1, Repeated Activation: There is no currently established numerical limit on the number of times a chamber may be used.
- §11, Physical Injury System: The exact presentation remains under development.
- §11.3, Treatment: The precise user interface remains undecided.
See: Systems › Persistent Consequences
See: Systems › Injuries And Medical Care
1.7.3 Strategic Preparation
Source: docs/campaign/02_now_i_am_finally_a_man.md.
- §4.1, General Concept: This document defines its principal narrative and gameplay behavior. It does not exhaustively specify every decision, event, calculation, or dialogue.
- §4.7, Inefficiency from Long Time Advances: The distinction between events that interrupt rest and those that resolve without intervention will be determined by the simulation's rules.
- §5.5, Narrative Presentation: The complete catalog of 11 events will be defined separately during implementation.
- §8.3, Principal Campaign Variables: Possible persistent variables are listed there. Additional variables may be introduced during development.
1.7.4 Strategic Capabilities
Source: docs/campaign/04_project_schwarzwald.md §9, Strategic Capabilities Inherited from Chapter Two.
- The precise number and eligibility rules remain a balancing decision. (Hamish's interventions. See: Systems › Strategic Preparation.)
See: Systems › Strategic Preparation
See: Systems › Companions
1.7.5 False Alarm
Source: docs/campaign/07_a_question_of_trust.md, Side Quest 3 — False Alarm.
- The values of the hidden success probability of repeated attempts, and of the threshold beyond which the tactic no longer works, are balancing parameters.
1.8 Production and Rights
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1.8.1 The Call of Cthulhu Quotation
Source: docs/narrative/GAME_NARRATIVE_BIBLE.md §3, The opening: the mansion.
- Publication/licensing note: exact quotation, edition, and localization must be checked separately before inclusion; do not treat a paraphrase as a verified quotation.
See: Places › Mansion
See: Vision › 11. Production And Storytelling Constraints
1.8.2 The Mansion's Paintings
Source: environments/mansion/story.md §6, Art, Philosophy, and Intellectual Collections.
- Real historical paintings should be selected only after verifying public-domain status and the rights associated with their digital reproductions.
See: Places › Mansion
1.8.3 Narration Wording
Source: docs/campaign/03_a_flight_to_nowhere.md §2.4, Illustrated Narration — A Stranger to the World.
- Final wording may be adjusted during voice recording and scene production.