Ambrosia Sky Charm Location Planning
Plan Ambrosia Sky charm searches around route order, high ledges, cleanup state, and known scrimshaw collection caveats.
Charms Evidence Read
Source pair: https://ambrosiasky.featureupvote.com/suggestions/676820/scrimshaw-charm-cant-be-collected and https://steamcommunity.com/app/3580160/guides/.
Charm location planning should start after the main cleanup route is stable. Scrimshaw charms are real completion targets, but a player report about a charm that cannot be collected means the checklist should keep room state and approach angle in the notes. Before marking a charm unavailable, return after nearby contamination is cleared, test whether the tether changes the approach, and confirm whether the object is actually a charm rather than a similar piece of environmental storytelling.
Plan each charm route around access, visibility, and pickup state. Access asks whether a door, ledge, or hidden items path is open. Visibility asks whether fungus, lighting, or a high ceiling hid the object during the first pass. Pickup state asks whether the interaction succeeded or only looked close enough on screen. This creates a useful location plan without publishing unsupported coordinates, and it helps completion players avoid repeatedly searching a room where the evidence only supports a cautious status note.
A practical charm plan should also decide when to stop searching. If a room has not been fully cleaned, return after the main route changes. If the tether path is untested, scan upward before marking the charm absent. If the pickup prompt appeared but did not complete, keep that as a separate charm issue rather than a map issue. These labels turn scattered scrimshaw charms into a repeatable completion workflow and avoid confusing hidden items with confirmed collectible locations.
Final checkpoint: before leaving a possible charm room, look once from the entry angle, once from the cleared route, and once from any safe tether position.
Check scrimshaw charms first.
Then compare hidden items.
Use tether as the mechanic or scene cue.
The page angle is to search for charms only after the main room route is understood.
| Evidence item | Practical use | Player risk |
|---|---|---|
| scrimshaw charms | Establishes the main route or status anchor | guessing from memory |
| hidden items | Adds a second check before leaving | skipping the real blocker |
| tether | Connects the page to a named mechanic or scene | treating all rooms alike |
| completion percentage | Shows what to inspect after cleanup | spending resources too early |
Charms Route Decision
Route decision: use tether lines and side pockets as a second-pass checklist.
Stop after any visible room-state change.
Test movement, sprayer logic, story interaction, then collection.
Keep unsupported coordinates or rewards out of the route.
| Route step | Do this first | Confirm before moving on |
|---|---|---|
| Safety | remove the nearest active hazard | Dalia can move and read the scene |
| Objective | inspect the named blocker | the mission text or room state changed |
| Resource | harvest only after danger is controlled | completion percentage remains available if needed |
| Return | note one reason to revisit | charm is not silently forgotten |
Charms Failure Check
Failure check: treat public charm reports as caveats, not absolute maps.
Mission pages compare objective text with the latest room change.
Cleanup pages inspect remaining growth before assuming a bug.
Movement pages look upward and behind the main path.
Story and update pages avoid unsupported interpretation.
Charms FAQ
What first? Verify scrimshaw charms and hidden items.
Does this replace video? No, it is a source-backed decision note.
Why cautious? tether, completion percentage, and charm need source support.
