Wyrdstone — Collectible Card Game
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The Submarine: Sailing to the Technocontinent

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Far to the west of Eschenhall, at coordinates −775, 92, lies a wrecked steamer, and beside it a half-submerged orc bathyscaphe. The location becomes visible on the world map from level 3; you can walk there, and VIP holders can teleport straight from the city.

Two paths at the hatch
One attempt per day, and either path spends it.
• Go down inside — a voyage to the Technocontinent. Ten successful voyages earn the Columbus achievement.
• Wait for the orcs — a duel with an Orc Warrior. A win grants 500 crowns and 50 experience. A loss carries no penalty.
There's a training mode: the same caves, no rewards, no risk, with a hint for a safe maneuver.

The voyage
The boat moves forward on its own. Once per turn you change depth with a maneuver from −5 to +5. Each turn costs 2% fuel; 50 turns and you reach the pier.
• The current pushes the boat up or down on top of your maneuver: weak — by 2 or 3, strong — by 4 or 5. You only learn the exact strength after the turn.
• Watch the next stretch: the gap to the ceiling and to the floor must not go negative. Zero is not yet a hit.
• The cave is always passable if you plan for the worse of the two current values.

Wreck
Hitting a rock burns the attempt. A prayer to Random costs 10 experience, to Namesta — 25. Your level does not drop.

A successful voyage brings no crowns — only glory and the road to the Technocontinent. Want coins? Wait for the orcs.
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