Lost Time

can fail 1 achievement point
Given by Pilk Dane

Another one of your landlord's tenants has lost something precious. An invaluable antique mechanic watch.

How to start

Talk to Ava (Ava announces Pilk)
Clues· time ≥ 9:00· time < 12:00· Pilk Dane's quest finished
Dialogueno choices spoilers

Quest chain

BeforeSlumlord
This quest can fail, and a failed quest usually can't be completed any more. Tip: back up your save before a key conversation (copy the .sav file from the save folder).
Walkthrough4 steps · 4 conversations spoilers
  1. Pilk needs to speak to you
    Your landlord is waiting at the noodle stand to talk to you. It's not about the rent.
    Talk to Pilk Dane (Pilk asks for help)
    DialogueCan fail the quest9 decisions spoilers
  2. Visit the Watchmaker
    Franco Miliscent is a hobby watchmaker. Maybe he can help.
    Talk to Franco Miliscent (Talk to Franco about watches.)
    Dialogue12 decisions spoilers
  3. Vik Ryan is a suspect
    Vik Ryan is very likely to know something about the stolen watch. But be careful!
    Talk to Vik Ryan (Vik Ryan warns you)
    Dialogue5 decisions spoilers
  4. Bring Pilk the bad news
    The watch isn't worth dying for. And you should warn Pilk to lay low.
    Talk to Pilk Dane (Pilk is devastated)
    Dialogue9 decisions spoilers
Rewards spoilers
Possible rewardsmoney +200
Key choices and quests it may exclude spoilers
Failure clues
Time window (time)nowcurrent value unknown

Expand a section to see it. Key choices: clues come from dialogue branches and may not be exact.

This quest can fail in 1 conversation on this page, marked in red. Inside, a red outcome shows the choice or ending that leads there, per the game data.

Every conversation of this quest, line by line. The choices listed under each line are the game's own, taken from its dialogue files (game build 25680465) in the order those files list them. Outcomes listed for a choice come from the game's dialogue scripts. That each one applies when you pick it is our reading of the data, not confirmed in game. Conditions shown as “if you chose …” or “after …” come from where the game data sets that story flag; other events may change it too. A choice marked “ask once” records a story flag when you pick it, and its own condition needs that flag unset. A chip such as “Name +1” is a counter that, per the game data, only this conversation changes. Conditions on it are counted from earlier answers in this conversation; that is our reading of the data, and the counter's starting value is not confirmed.

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