Passages

Passages are awarded for specific in-game actions, and allow to teleport to any Shelter previously visited and regain their current maximum Karma.





Overview
Progress toward passages is shown on the hibernation (or death) screen after the Karma-changing animation, which can be sped up by holding the MAP button. Passages are represented either by discrete "pips" (such as ) or by a continuous line spanned by an extending "progress bar" (such as ). Changes in progress are represented by glowing segments or pips; positive changes glow white, and negative changes glow red.

Progress towards pip-based Passages cannot be lost (except for ), but progress towards incomplete continuous (point-based) Passages can be lost or reset. A Passage cannot be lost once completed (except for ).

Unless playing as or, completing a Passage gives the player a Passage token, displayed beside the Passage button in the bottom-left of the hibernation screen. Selecting the Passage button displays a unique illustration for the selected Passage token, then allows the player to continue to the region select screen. On this screen, pressing PAUSE will return to the main menu without consuming the Passage token, leaving Slugcat at the Shelter they last hibernated in. Pressing the MAP button toggles the region map, which functions like the in-game map. The currently selected Shelter is circled in red, and can be changed by centering the map on a different Shelter and pressing PICKUP. Only Shelters that have been visited in the current campaign can be selected.

Activating the "HOLD TO START" button will on the region select screen will
 * consume the Passage token;
 * warp Slugcat (and anything stored in their stomach) to the selected Shelter;
 * warp certain key items that were in the Shelter with Slugcat to the new Shelter;
 * advance the cycle counter by 5; and
 * set their Karma to its current maximum.

Each Passage token can only be earned and used once during each playthrough. Resetting a story campaign resets all Passages for that campaign, allowing them to be earned again.

Passages also provide a score multiplier at the end of each playthrough, multiplying the total points by one plus the number of Passages earned, regardless of whether the corresponding tokens were used. Hunter and Saint still earn this multiplier despite not earning the Passage tokens.

[[File:The Survivor_Passage_Icon.png]] The Survivor


The Survivor is awarded by spending five cycles at maximum Karma. A progress pip is earned for each successful cycle and cannot be lost; as such, the five cycles need not be consecutive.

Although the symbol for The Survivor matches that of the fifth Karma symbol, Karma must be at its current maximum to progress towards the Survivor.

The Survivor is a prerequisite for unlocking some other Passages. If the Remix option to always enable Passage progress is selected (which is default), then progress towards most Passages can happen before earning The Survivor.

[[File:The Monk_Passage_Icon.png]] The Monk


The Monk is awarded for maintaining a vegetarian diet for six cycles. Hibernating after a successful vegetarian cycle increases progress by 1, and dying reduces progress by 0.5. The Monk will not appear on the Passage wheel until its progress is at least 1.5, and is completed when its progress reaches 6.

Foods that considered as vegetarian are, s, , , and.

Downpour added additional food that is fit for this diet. These are, , , and. Oddly enough, is considered too.

Hibernating after eating any meat, such as or, resets The Monk's progress to 0.

This achievement requires before progress can be made.

[[File:The Hunter_Passage_Icon.png]] The Hunter


The Hunter is awarded for maintaining a carnivorous diet for six cycles. Hibernating after a successful carnivorous cycle increases progress by 1, and dying reduces progress by 0.5. The Hunter will not appear on the Passage wheel until its progress is at least 1.5, and is completed when its progress reaches 6.

Foods considered as meat are, , , s, , s, s, as well as corpses if playing as a carnivorous Slugcat.

Hibernating after eating any non-meat foods (such as Blue Fruit or ) resets The Hunter's progress to 0.

This achievement requires before progress can be made.

[[File:The Saint_Passage_Icon.png]] The Saint


The Saint is awarded for harming no creatures for six cycles. Hibernating after a successful pacifist cycle increases progress by 1, and dying reduces progress by 0.5. The Saint will not appear on the Passage wheel until its progress is at least 1.5, and is completed when its progress reaches 6.

If Slugcat hibernates after harming any creature, including predators such as or s, progress towards The Saint is reset. Attacking a dead creature will also reset progress. However, harming or eating, , s, , or s will not remove progress towards this passage.

Most thrown objects, including, can do damage if they strike another creature, making a cycle non-pacifist. Killing a with a  is also non-pacifist. Armored body parts (on creatures such as Lizards or s) still take a small amount of damage when struck. and are capable of causing harm without throwing an item.

This achievement requires before progress can be made.

[[File:The Outlaw_Passage_Icon.png]] The Outlaw


The Outlaw is awarded for killing at least 2 creatures per cycle for a total of 7 creatures. Hibernating after killing at least 2 creatures increases progress by the number of creatures killed, and dying reduces progress by 2. The Outlaw will not appear on the Passage Wheel until its progress is at least 2, and is completed when its progress reaches 7.

Progress is reset if Slugcat hibernates after killing no creatures, and progress does not change after killing only one creature in a cycle. Hibernating after killing 7 creatures in one cycle awards The Outlaw immediately (as long as The Survivor is complete).

Creatures which can be consumed directly as food, such as and, do not count as kills for The Outlaw. However, other passive creatures such as, s, and s do count.

This achievement requires before progress can be made.

[[File:The Chieftain_Passage_Icon.png]] The Chieftain


The Chieftain is awarded for reaching a global reputation of 80. Hibernating does not directly affect progress towards the Chieftain; its progress always reflects the current global reputation. The Chieftain will not appear on the passage wheel until global reputation is at least 10.

Unlike the other Passages, The Chieftain (along with its Passage token) can be revoked after it is earned if global reputation falls below 80.

This achievement requires before it can be obtained, though Scavenger reputation is tracked separately.

[[File:The Wanderer_Passage_Icon.png]] The Wanderer


The Wanderer is awarded for hibernating once in each region. Hibernating awards the pip for the current region if not already earned. The Wanderer appears on the Passage Wheel after any pip of progress.

The regions the pips correspond to are in this order:, , , , , , , , , , , and. However, progress towards the Wanderer can be made in any order.

The Wanderer tracks progress before the if the Remix option Passage progress without Survivor is enabled.

    provides a 13th pip in all campaigns, placed between and. The 14th pip for each of the Downpour campaigns are:,  ,  ,  , and.

The Shoreline pip is replaced by when playing as Artificer or Spearmaster and the Five Pebbles pip is replaced by  when playing as Rivulet.

While Submerged Superstructure is accessible to any Slugcat after Looks to the Moon's collapse, the progress pip is only available to Rivulet.

Due to the passage of time, the regions in the campaign have different names, however the pips still correspond to the same regions. The and  pips are absent, as the regions have have merged with Shaded Citadel to form. This replaces the Shaded Citadel pip.

[[File:The Dragon Slayer_Passage_Icon.png]] The Dragon Slayer


The Dragon Slayer is awarded for killing six types of Lizards. Hibernating after successfully killing a Lizard awards a pip with a matching color if that pip was not already earned. The Dragon Slayer appears on the Passage Wheel after any pip of progress.

Without Downpour, only s, s, s, s, s, and s are counted. With Downpour, s, s, s, and s can also be counted for The Dragon Slayer. s, s and s do not count.

The Dragon Slayer tracks progress before the if the Remix option Passage progress without Survivor is enabled.

[[File:The Friend_Passage_Icon.png]] The Friend


The Friend is awarded for hibernating with a tamed Lizard for three cycles in a row. Hibernating with a tamed Lizard increases progress by 1, and dying reduces progress by 0.5. The Friend appears on the Passage wheel once any progress is made, and is completed when its progress reaches 3.

The Friend tracks progress before the if the Remix option Passage progress without Survivor is enabled.

[[File:The Scholar_Passage_Icon.png]] The Scholar


The Scholar is earned by touching 3 colored s after visiting and. Hibernating after touching a colored Pearl awards a pip whose color matches that of the Pearl, and multiple pips may be earned at once. The Scholar appears on the Passage wheel once any progress is made, and is completed when its progress reaches 3.

It is not necessary to have an Iterator read the Pearls to make progress.

The Scholar tracks progress before the if the Remix option Passage progress without Survivor is enabled.

[[File:The Martyr_Passage_Icon.png]] The Martyr


The Martyr is awarded for starving for four cycles. Forcing a starve cycle increases progress by 27, and dying cuts current progress in half. Hibernating normally (including after a starve cycle) decreases progress by 2. The Martyr appears on the Passage wheel once any progress is made, and is completed once its progress reaches 100.

Since starving does not save the game, dying during a starve cycle will still revert progress to its value before that cycle.

Each successful starve cycle, plus the following non-starve cycle, award a total of 25 progress towards The Martyr. As such, a minimum of 7 cycles are necessary to earn The Martyr. However, an eighth non-starve cycle is necessary to save the game; otherwise, dying on the final starve cycle will revert progress towards the Martyr (and then halve it).

[[File:The Nomad_Passage_Icon.png]] The Nomad


The Nomad is awarded for visiting four different regions in a row. Hibernating after having visited a region not currently tracked by The Nomad awards a pip, and multiple pips may be earned at once. The Nomad appears on the Passage wheel once any progress is made, and is completed once all four pips are filled.

Hibernating in a region already tracked by The Nomad resets progress. That region can then no longer be counted for The Nomad until a different region is visited. Unlike, it is not necessary to hibernate in each of the four regions.

The Nomad requires before progress can be made.

[[File:The Pilgrim_Passage_Icon.png]] The Pilgrim


The Pilgrim is awarded for visiting every. Ending a cycle by visiting an Echo awards a specific pip for that Echo. The Pilgrim appears on the Passage wheel once any progress is made, and is completed after all pips are filled.

The Pilgrim tracks progress before the if the Remix option Passage progress without Survivor is enabled.

[[File:The Mother_Passage_Icon.png]] The Mother


The Mother is awarded for hibernating with s. Hibernating with a Slugpup increases progress by 1 per Slugpup, up to a maximum of 3. Dying does not affect progress towards The Mother. The Mother appears on the Passage wheel once any progress is made, and is completed once progress reaches 5.

The Mother can normally only be earned by, , or after the completion of Gourmand's Food Quest. Hibernating with no Slugpups in the Shelter resets progress to 0.

The Mother tracks progress before the if the Remix option Passage progress without Survivor is enabled.