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Encounter Data

Reconstructed from steinea's completionist route (PS5, posted to the Steam discussions and mirrored as a guide) and cross-checked against the achievement list. This is one player's path, not a decompiled manifest — optional stops that route skipped will be missing, and the fight count is a floor, not a total. See Sources.

Chapter table

# Chapter Fights Party / branch events Notable pickups
1 Sunrise Over the Wasteland Bald Guy; Mark Recruit Mark (optional) Basketball (pays off ch. 7); The Uninhabitable Earth
2 Brutalist Playgrounds Butcher George joins Camera batteries; Odyssey; Wedding Cake
3 Rat Kebab Two Insurgents
4 Rat Kebab Continued Two Insurgents Powder Bar; Betonburg Beans; optional fight ("Chess Puzzle")
5 Across the Tracks Three Train Squatters; Train Gang Train Teen Fishing Rod; Green Bean Painkillers; Theo's Ouzo
6 Alphaville Petroleum Alphavillians Powder Bar
7 Hightower Hub chapter; deliver the basketball 5 newspapers, 3 books; Supermale
8 Third World Organic Alphavillians vs Insurgents Faction choice — decides who is friendly in ch. 19
9 Chakra Island Insurgent; Bears + Insurgents Pristine AK47
10 Share the Spoils Negotiate with Walter; Josephine joins; second pass on ch. 7 collectibles Mini Crossbow
11 Defend the Generator Vikings — (objective: all generators undamaged)
12 The Blind Bard Group photo
13 Humboldt Botanical Gardens Frogs; Alphavillians ×2; Alphavillians + Plants; Alphavillians + Plants + Frogs Dog: pet or ignore Nail Gun; Faak; Das Speed Stimulant Tabletten; 4 books
14 The Peggy Utopian Museum Insurgents + Robots vs Scavenger; Alphavillians Museum fight skippable via film trivia Shiv; Off-brand Steroid Gummies
15 St. Luke's Hospital Alphavillians + Robots; Doctor + Alphavillians; Alphavillians + Robots; Doctor + Alphavillians + Robots; Alphavillians + Robots Pigman, then Maya and Lin join Crutch; Ibuproper; Salinas Max; Supermale
16 Digidopamine 3 photos; "Hope" mission newspaper; Vitaboost; Algae Schnapps
17 Alphaville Ark No interaction at all
18 Alphaville Sewers Rats (endless — objective is to reach the north end) Alpha Cans; final book
19 Alphaville Robots; Alphavillians; Riot ×2; Boss Terms-of-service gag; civilians must survive MeteorFe+ (final booster)

Derived counts

Metric Value Confidence
Chapters 19 High
Combat encounters on this route ~30 Medium — route-dependent
Chapters with zero combat 3 (12, 16, 17) Medium
Heaviest combat chapters 13 and 15, five fights each Medium
Named weapons found 6 (Fishing Rod, AK47, Mini Crossbow, Nail Gun, Shiv, Crutch) + starting oar, plus battlefield pickups (riot shield, car door) Medium
Named boosters 15 Medium
Recruitable characters named 9 Medium
Verified branching decisions 2 (ch. 8 faction choice; ch. 14 trivia skip) High

Reading the shape

Plotting fights per chapter gives a flat line at 1–2 for chapters 1–12, then a spike to 5 in chapters 13 and 15, with 16 and 17 empty. The tactical game is effectively front-loaded as tutorialisation and back-loaded as content — everything between is narrative and traversal. That is a road-movie curve, not a tactics-game curve, and it explains why reviewers who came for the tactics found the first half slow and the ones who came for the world found the second half relentless (Player Journey).

Note also that all six named weapons arrive in chapters 5–15, i.e. the acquisition curve keeps pace with the combat density, but since weapons neither scale nor upgrade, a weapon found in chapter 15 is only different, not better (Equipment & Boosters).

World & Chapter Structure · Enemies & Encounter Design · Party & Characters