Post by aravshetikolava on May 23, 2018 0:16:09 GMT
Here is something that might turn into a glossary. I am sorry my english is not good, and my knowledge about the game is incomplete, please feel free to correct me. If one needs a specific shortcut/therm, it can be convenient to use CTRL+F to search the page.
Levels:
CS - Chapter Select/Hub
BB - Broken Bridges
PD - Pink Desert
SC - Sunken City
UG - Underground
Tower
Snow
Paradise
Basics:
HL - History Lesson - a process of going through the cinematic, where an ancestor shows you the history of the world. Opens a path to a next level.
Shrine - A place where one receives the HL.
Symbol - A scarf-lenghtening shiny collectable.
Mural/Glyph - an aincent picture that can be found along the way.
Chirp - a visible wave of sound. helps to activate ribbons, gravestones, helps with tandem flying.
CMATW - Companions Met Along the Way - a list of companions appearing after the credits
Dc, Rc - Disconnect, reconnect
Wayfarers:
Red cloak/Reddie
First run - a wayfarer who plays the game their first time. They can't meet a white robe.
Full Tier/Full Embroidery/Full Run - a wayfarer who's robe indicares that they went through the journey 4 or more times.
WC - White cloak/robe - a wayfarer who collected all the symbols and gained the white robe.
Creatures:
Flyers
Ribbons
Carpets/Dolphins
Kelps
Jellyfishes
Whale
WM - War Machine/Guardian
Ancestors - Big white main character-resembling creatures that appear in history lessons.
Flow Creatures
Nick - NPC, can be found only outside the playable map.
NPC - non-playable character.
Named places on the levels:
BB:
Headbonkers Cave - a place used to go outside the map
Sandfall/waterfall
PD:
Shooting Star - mainly reffers to the star that falls to the ruin and turns into a symbol, but can also mean any shooting star in general.
Longtail - a carpet located closer than others to the PD entrance. Noticebly smaller than other carpets.
Group of carpets - the one that can be released with the big ribbon. located inside the crater.
Frederick - a capet that brings one to a dune top after releasing the group of carpets.
Shooting star ruins
Little tower - a tower with symbol and a carpet ribbon nearby.
Factory - WM factory at the PD end/north.
Prisoner Carpets - carpets stuck in the factory grid, the ones that can be released with a chirp.
SC:
1st slide
Rest Stop/Rest zone
2nd slide
Sunset Hall
The last/final slide
The Pit - a place where you drop after the final slide.
UG:
Kelp room
Jellyfish room
AR - Аmbusher room - a place where the WM jumps up, eating the longtail.
First room/Flyer room - a room where this WM eats the flyers.
Second room - in this room the second WM comes alive.
Third room - a place with the last/northernmost UG symbol.
Slide - a place where you run away from 2 WM to the shrine.
Flyer eater/WMa/1st WM - the WM that comes to live first in the AR
WMb/2ndWM - the WM that comes to life in the second room.
Tower:
Whale Room - a room where the whale swims of when the GOO is released.
GOO - Water - Water that rises as one activares the murals.
F1-5/1st-5th mural
Snow:
Entrance Gates
Windy/whistling stones - big gravestones in a narrow ravine that protest one from the wind.
Carpet house - a WM part where the frozen carpet hides.
Heater room
Patrol Fields
Shasta - WM patroling on the second field, same WM flies over the death march afterwards.
Whale Graveyard - a place with lost of kelps and soothing music.
Windy Balcony
Death March - the last act of the Snow, a field with dramatic music and strong wind.
Paradise:
Jellyfish Pool
Whale Pools
The final walk
Levels:
CS - Chapter Select/Hub
BB - Broken Bridges
PD - Pink Desert
SC - Sunken City
UG - Underground
Tower
Snow
Paradise
Basics:
HL - History Lesson - a process of going through the cinematic, where an ancestor shows you the history of the world. Opens a path to a next level.
Shrine - A place where one receives the HL.
Symbol - A scarf-lenghtening shiny collectable.
Mural/Glyph - an aincent picture that can be found along the way.
Chirp - a visible wave of sound. helps to activate ribbons, gravestones, helps with tandem flying.
CMATW - Companions Met Along the Way - a list of companions appearing after the credits
Dc, Rc - Disconnect, reconnect
Wayfarers:
Red cloak/Reddie
First run - a wayfarer who plays the game their first time. They can't meet a white robe.
Full Tier/Full Embroidery/Full Run - a wayfarer who's robe indicares that they went through the journey 4 or more times.
WC - White cloak/robe - a wayfarer who collected all the symbols and gained the white robe.
Creatures:
Flyers
Ribbons
Carpets/Dolphins
Kelps
Jellyfishes
Whale
WM - War Machine/Guardian
Ancestors - Big white main character-resembling creatures that appear in history lessons.
Flow Creatures
Nick - NPC, can be found only outside the playable map.
NPC - non-playable character.
Named places on the levels:
BB:
Headbonkers Cave - a place used to go outside the map
Sandfall/waterfall
PD:
Shooting Star - mainly reffers to the star that falls to the ruin and turns into a symbol, but can also mean any shooting star in general.
Longtail - a carpet located closer than others to the PD entrance. Noticebly smaller than other carpets.
Group of carpets - the one that can be released with the big ribbon. located inside the crater.
Frederick - a capet that brings one to a dune top after releasing the group of carpets.
Shooting star ruins
Little tower - a tower with symbol and a carpet ribbon nearby.
Factory - WM factory at the PD end/north.
Prisoner Carpets - carpets stuck in the factory grid, the ones that can be released with a chirp.
SC:
1st slide
Rest Stop/Rest zone
2nd slide
Sunset Hall
The last/final slide
The Pit - a place where you drop after the final slide.
UG:
Kelp room
Jellyfish room
AR - Аmbusher room - a place where the WM jumps up, eating the longtail.
First room/Flyer room - a room where this WM eats the flyers.
Second room - in this room the second WM comes alive.
Third room - a place with the last/northernmost UG symbol.
Slide - a place where you run away from 2 WM to the shrine.
Flyer eater/WMa/1st WM - the WM that comes to live first in the AR
WMb/2ndWM - the WM that comes to life in the second room.
Tower:
Whale Room - a room where the whale swims of when the GOO is released.
GOO - Water - Water that rises as one activares the murals.
F1-5/1st-5th mural
Snow:
Entrance Gates
Windy/whistling stones - big gravestones in a narrow ravine that protest one from the wind.
Carpet house - a WM part where the frozen carpet hides.
Heater room
Patrol Fields
Shasta - WM patroling on the second field, same WM flies over the death march afterwards.
Whale Graveyard - a place with lost of kelps and soothing music.
Windy Balcony
Death March - the last act of the Snow, a field with dramatic music and strong wind.
Paradise:
Jellyfish Pool
Whale Pools
The final walk