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Quest: Ascent to the Summit
Rue Valley

Quest: Ascent to the Summit

Follow our comprehensive walkthrough for the Ascent to the Summit quest in Rue Valley. Learn how to navigate challenges, make key decisions, and achieve your goals.

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Follow our comprehensive walkthrough for the Ascent to the Summit quest in Rue Valley. Learn how to navigate challenges, make key decisions, and achieve your goals.

Walkthrough:

  1. Begin a new game and allocate 9 points to personality traits. These traits influence dialogue options and 'Checks' (e.g., persuasion). Some traits may block certain dialogue, potentially causing you to fail 'Intentions'.
  2. Wake up and talk to Dr. Finck. Dialogue choices here don't matter.
  3. Exit and attempt to talk to the woman by the vending machine; your 'Total Lack of Motivation' status will prevent interaction.
  4. Enter the motel reception and speak to Robin. If you have at least 1 point in 'Extraverted', you will pass the Social Check. Dialogue choices with Robin don't matter at this stage.
  5. Obtain your room key card and go upstairs. Interact with the suitcase; your character may put it away depending on personality traits.
  6. Sit on the bed or chair to pass time. You will receive a phone call; accepting or rejecting it, and subsequent dialogue, does not affect progression.
  7. Review your 'memories' by clicking on each icon.
  8. Experience a dream sequence, which provides character insight.
  9. After the dream, an icon appears. You will eventually be able to 'Hold to Recall' but not yet.
  10. Exit your room and witness a truck hitting a transformer.
  11. Achievement: Tap Out! Go to the bathroom in your room and drink from the tap to unlock this achievement.
  12. Go downstairs and interact with the vending machine. Press the 'reddish button' to get water and drink it to remove the 'Thirsty' status.
  13. The sky turns red, and explosions occur. You wake up in Dr. Finck's office and receive a 'Purple Pill'.
  14. Repeat the process of getting your key card and checking into your room. Attempt to put the suitcase away; your character will resist.
  15. Take the purple pill (optional) and sit on the chair to pass time. You will receive the same phone call as before.
  16. Pass time until you can review your memories again. Your first 'Intention' will appear.
  17. 'Hold to Commit' to the 'Memory or Fantasy?' Intention, but you'll fail due to lack of 'Willpower'.
  18. Take the pill and sleep to lose the 'Anxious Apprehension' status effect. You will then lose 'Total Lack of Motivation' and gain 1 'Inspiration' (equivalent to 'Willpower').
  19. Commit to the 'Memory or Fantasy?' Intention and go outside.
  20. Investigate the transformer that was hit. Select all dialogue options to complete the Intention. The sky will turn red, signifying the end of the loop.
  21. After talking to Dr. Finck, open the memories screen, select the Intention, and 'Hold to Wrap Up' to gain 1 'Inspiration'.
  22. Outside Dr. Finck's office, decide to go home, unlocking an 'Intention' to leave.
  23. Commit to the 'Leave' Intention and interact with your car. You will fail to leave and return to Dr. Finck's office.
  24. A dialogue option related to the 'Leave' Intention will appear.
  25. As you try to leave again, you will lose control of the car, triggering a Decisional Check. If you have 'Calculated' +1, you regain control; otherwise, you lose it.
  26. You gain 2 'Inspiration'. The intention fails, but you unlock the achievement 'The Escape Failed Successfully'.
  27. Select the 'Leave' Intention again and 'Hold to Give up'.
  28. Free Roaming: Talk to the woman hitting the vending machine. This grants the 'Fix Vending Machine' Intention.
  29. Commit to the 'Vending Machine' Intention in your memories.
  30. Speak to the woman again and select

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