Walk Away

Many choice adventures allow you the option to skip them. These take no energy normally, though every fifth choice adventure skipped in the same day takes one energy and gives an additional message.

There is a "standard" message for walking away, although some areas/encounters have their own special messages.

Condition Normal Message Every 5th Message (lose 1 energy)
Most areas You just walk away. No harm, no foul, right? All this wandering around is making you a bit tired.
Lake Metroplex with <3 Diving Ability You struggle against the eddies and currents, eventually making your way away from the scene. Pushing through all this water is just tiring.

You've earned 3 XP in Strength

(Lose 1 energy)
(same)
Lake Metroplex with ≥3 Diving Ability With a few quick kicks, you head back out into open water. All this wandering around is making you a bit tired.
The Happy Hour You head back into the crowd. This place is huge and densely packed. It'll probably be half an hour before you get to the opposite wall though the throng. All this wandering around is making you a bit tired.
Fractured Reflection (spring) You turn your back on the mirror for a moment, ignoring the reflections. You turn your back on the mirror for a moment, ignoring the reflections. You've spent much of your day puttering around the mirror today, moving yourself inside the room and carefully watching your movements to keep your reflection on track.

It's more tiring than you expected, but you feel a bit more in tune with your body.

You've earned 2 XP in Reflexes
Fractured Reflection (summer) You turn your back on the mirror for a moment, ignoring the reflections. You turn your back on the mirror for a moment, ignoring the reflections. You've spent much of your day puttering around the mirror today, exploring strange vistas.

It's more tiring than you expected, but totally worth it.

You've earned 2 XP in Perception
Fractured Reflection (winter) You turn your back on the mirror for a moment, ignoring the reflections. You turn your back on the mirror for a moment, ignoring the reflections. You've spent much of your day puttering around the mirror today, moving yourself inside the room and bending yourself against reflected wind and rain.

It's more tiring than you expected, but actually not a terrible workout.

You've earned 2 XP in Strength
Fractured Reflection (autumn) You turn your back on the mirror for a moment, ignoring the reflections. You've spent much of your day puttering around the mirror today, focusing on a cold world that seems to exist only in that thin layer of broken glass.

It's more tiring than you expected, but totally worth it.

You've earned 2 XP in Will

Note: the fracture reflection encounters use an independent counter for walking away from the other encounters in the game, so you have to walk away from five mirror encounters to get the above message.

There too many encounter-specific messages to list here individually.

Choosing the walk away option enough times with the feathered cloak equipped results in the Drifting Owl Feather encounter.

A few choice encounters have similar "nothing" options that do not count as a walkaway. These will never result in energy loss and do not affect the feathered cloak. Typically, this exception is made for encounters that lead to other areas, or that only appear when first entering an area.
*Front Gate
*Gate out of the Slags
*Gate to the Slags
*One Drink a Day? (needs confirmation)
*One Drink Minimum? (needs confirmation)
*Sixth to Fifth Floor
*All of the Damaged Buildings "stairs" encounters? (needs confirmation)
*Others?

Note – Welcome VIP ''does'' count as a walkaway if you pick "Drinking, then dancing", then "Nevermind." However, choosing "Head back" or "The floor" leads you to the chosen area without counting as a walkaway.

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