Skip to content

Boron Epilogue

The Boron Epilogue is the post-Main-story conclusion. After the player completes the Main arc, the epilogue triggers Kingdom End gate openings + news anchor announcements signaling the new territorial state.

  • Script: story_boron_epilogue.xml
  • Size: 8KB (small, transitional)
  • DLC: Kingdom End
  • MDScript version: 4 (Start cue)

Epilogue fires after Main story state advanced past Ch7. Specifically:

  • Setup_StoryState validates story state
  • Setup_StoryStateWait polls until state ready

The epilogue creates a single dedicated NPC:

  • Gate Opening Announcer (Setup_GateOpeningAnnouncer) — News-anchor style voice character

Mission entry: “Kingdom End Gate Opening”

Section titled “Mission entry: “Kingdom End Gate Opening””
  • In-game name: Kingdom End gates opening news event
  • Path/Chapter: Epilogue (main)
  • Find in game: Auto-fires after Main story Ch7 conclusion
  • Prerequisites: Main story state = “completed”
  • What player encounters:
    • Trigger validation: KingdomEndGateOpened_OnFailCheck ensures cleanup if state not ready
    • Trigger event: KingdomEndGateOpened_Trigger — initiates the gate-opening sequence
    • Open remaining Kingdom End gates: OpenRemainingKEGates — all Kingdom End sector gates open
    • News anchor announces (OpenRemainingKEGates_NewsAnchorSpeak, 30s polling):
      • News-anchor voice over reports the gate openings
      • Player receives announcements about Kingdom End territory access
  • Where: Player anywhere (announcement is universal); gates open in Kingdom End sectors
  • NPCs involved: News Anchor (Gate Opening Announcer)
  • Reward:
    • All Kingdom End gates opened (sectors cluster_606_sector001 Kingdom End I + connected)
    • Boron territory accessible without restriction
    • Story state advanced to “Boron arc fully complete”
  • Chains to: End of Boron content arc (epilogue is terminal)
  • Code reference: story_boron_epilogue.xml GateOpening_TriggerHandling
  • Mods that disable specific Kingdom End gates may collide with OpenRemainingKEGates
  • Mods that change Kingdom End sector layout affect which gates get opened
  • News anchor mods may collide with Setup_GateOpeningAnnouncer
  • Custom faction mods that change Kingdom End sector ownership affect post-epilogue state

Post-epilogue state:

  • All Kingdom End sectors connected — Rolk’s Demise, Atreus Clouds, Menelaus Oasis, Towering Wave, Reflecting Stars, Kingdom End I all reachable
  • News notification queue — player receives several news announcements about the gate openings (30-second polling spreads them out)
  • Story state: gamestart.storystate.story_boron_* flags fully set
  • Faction state: Boron return acknowledged; trade routes possible
ConcernCue
Story state waitSetup_StoryStateWait
Gate Opening Announcer setupSetup_GateOpeningAnnouncer
Validation checkKingdomEndGateOpened_OnFailCheck
TriggerKingdomEndGateOpened_Trigger
Gate openingOpenRemainingKEGates
News announcementsOpenRemainingKEGates_NewsAnchorSpeak

The Epilogue is a state-transition rather than an interactive arc. It’s small but critical — without it, Kingdom End remains partially gate-locked even after the player completes the climax.