recursal/Fanatic-Fandom huggingface dataset:
The Dusk

The Dusk is a spooky graveyard. Thick fog drifts about this gloomy place, the moon is high in the sky and it mourns the weepy surface dwellers. It is one of two 7th areas, and the Player can choose to go to it or the Horror Hive after the 6th.

The composition of The Dusk is similar to The Park, swapping out the *Tool Sheds* for *Mausoleums* and *Maintenance Buildings* for *Churches*. The levels are laid out in vast expanses, wide gloomy fields littered with tombstones.

## Structures

Buildings in The Dusk are few and far between, though the Mausoleums are more common than Churches.

### Mausoleums

Small, usually 1-room buildings that hold tombs. Their gates are sometimes locked, and the tombs inside will create a lot of noise when opened. They usually have a single entrance, and most of the loot is inside the tombs. Groups of 1-2 Ghouls can be found inside of some, and usually the tombs in inhabitted mausoleums are pre-opened. The Obol can usually be found here.

### Churches

Places of worship for an ancient religion, faded and forgotten many ages ago. The front gate is unlocked, with locked side doors offering a flanking route. They are densely populated by Ghouls, the front gate will lead into the main room which houses them. These buildings are multi-floored, most loot will be far from the front gate. Within the church is found a small basement room, filled to the brim with tombs. This is a large concentration of loot, a great oppurtunity for those willing to take the risk, some of these tombs house ghouls.

## Level 1

The first level is flat, with very few hills. Weaving stone paths guide the player from structure to structure, the exit is hidden inside of a Church.

## Level 2

Large hills are now here, Churches are consistently placed at high elevations and roaming groups of Ghouls can be found roaming the outdoors. 3 key pieces are found here, though their purpose is not here and collecting them will only save time on the next level.

## Level 3

### Surface

This level is seperated into two parts. A great Cathedral is placed at the center of the map, no other inferior churches will be found here. 5 key pieces will be found in Mausoleums placed about the map, and collecting them all allows passage into the Cathedral. Ghouls wander the outdoors in abundance and the terrain is bumpy and disorganized, with stone bridges spanning larger gaps.

### Cathedral

The Cathedral is the main attraction of this level, it is a massive structure infested by Ghouls. High ceilings and stained glass offers a sense of scale, golden tombs are found at the ends of corridors and hold great riches. The exit is found at the bottom floor of the 3-level basement, past a gauntlet of torture. Swinging blades and floor spikes are found in abundance in the basement. Ghouls are also there.
Eyestalker

The **Eyestalker** is a bipedal creature with a large, tooth mouth, which houses an eyestalk. It has human hands for feet, and has several tendrils with eyes on the end jutting out from its sides.

## Gimmick

Being a stalker, (with eyes), the Eyestalker is very aware of the Player's position. It keeps within a very short distance of the Player at all times, even if it hasn't yet discovered them. When it finds the Player, it will not immediately go in for the kill, rather, it will simply follow closely behind for a short duration, and then attack. Turning around to face the stalker will cause it freeze up for a brief moment, and then attack as usual. It is wise to only turn around when you are not occupied with another threat, such as hazardous terrain or other enemies, as when stalking, the Eyestalker is harmless. Provoking it manually allows you to engage it at an oppurtune moment.

## Stats & Variants

The Eyestalker comes in several, increasingly dangerous flavors.

### Eyestalker

* HP: Average
* Speed: Fast
* Damage: High

### Distant Admurderer

* HP: Above Average
* Speed: Fast
* Damage: Very High

### Crazed Gazer

Drops the Stalker's Chalk upon its death.

* HP: Resilient
* Speed: Fast
* Damage: Incredible
Rap JEW

## Behavior

The Rap JEW is very dangerous if approached. When approached the Rap JEW will begin to spout very high and low pitch sounds. These sounds will damage the player heavily, and put a deafness effect on the player for a duration of five minutes. You will notice the Rap JEW by the way it jumps up and down, jumping faster as you approach.

## Appearance

The Rap JEW looks like a homeless trashcan with a Jewish hair cut. Aside from the trashcan look, the Rap JEW wears the best shoes in the game. These shoes can be obtained by the player in the last area.

## Stats

The Rap JEW deals very heavy damage by bursting the players eardrums: Bass Master

Damage: Very Heavy

Jumping Speed: Fast
Mercurian Moccasin

The **Mercurian Moccasin** is an agility-boosting item. It appears to be a moccasin with wings strapped on to it.

## Ability

It grants its wearer the ability to hover a short distance while in midair. Holding down the jump key while not in contact with the ground will allow the player to pause their gravitational descent, maintaining their verticality for a brief period of time. Having multiple moccasins will allow their hover-time to add up. It also gives a small boost to agility.

+10% Walk Speed

+5% Run Speed

~Hover in the air for 1 second~
Pacifians

The **Pacificans** are a race of fish-people, found 200,000,000 Leagues Under. They move swiftly underwater, but cannot access dry land.

They can be found swimming around, or sleeping near piles of loot, and they are almost always found on their own, seldom forming groups. Their name is derived from the term, *Atlantean*, and they are Lesser Enemies.

## Stats

* HP: Low
* Speed: Fast
* Damage: Above Average
Aevian

## Aevians

The **Aevians** are a race of three-eyed bird creatures, native to the Aether Labyrinth, and prone to flying long distances. They form large flocks when guarding loot, but are otherwise travel alone. They are Lesser Enemies.

## Lore

Though they inhabit the Labyrinth, they did not construct it. A far more ancient race created the absurd, tangled structure long before the events of Onsécher, and were driven out and likely completely annihilated by the Aevians, who took over the Labyrinth. The Aevians are warlike creatures, and are hostile to the Player and any who enter the Aether.

## Stats

Aevians cannot attack whilst they are airborne and you are not. However, they excel in dogfighting, (air-to-air combat), and will destroy any airborne target with their high speed. They give away their position with loud squawks every 30 seconds.

* HP: Low
* Speed: Average, Very Fast (Flight)
* Damage: Above Average
Handeye

The **Handeye** is a monster that poses no inherent threat on its lonesome, but rather seeks to block the view of the player. It moves via levitation and appears as a floating head with tiny hands for eyes. They rise from the ground and will phase back in should the player escape.

## Handeye

The basic variant, it avoids the sight of the player and will opt to sneak from above or behind. When it is near, the view of the player will be fogged up, and if it comes in contact with the player they will be temporarily blinded, leaving them susceptible to attack from the other monsters.

* HP: Low
* Speed: Average
* Damage: None

## Hand-Die

A more powerful variant, it now moves much quicker and will now slowly deal damage over time. It is also more durable and takes on a bloody red colour scheme.

* HP: Average
* Speed: Quick
* Damage: Low

## Handoom

The fully evolved form of Handeye, it now follows a solid gold colour scheme and moves much faster and deals more damage. Should the player escape its clutches, it will leave a glowing orb where it last was, which obscures the player's vision when near and persists even after the Handoom's death.

* HP: Fair
* Speed: Fast
* Damage: Average
Marble Man

## Explorer's Log

"Day 22

"Today I would seem to have encountered a very strange creature. A statue of a human, carved in a pale grey stone, but possibly living. When first meeting the specimen it stood dormant, I found it directly behind me when I woke up just standing there with an unnerving look on its face. After a brief moment of shock and then examining it for a while, I went on to continue on my journey when, to my suprise, it sprung to life.

"It mimicked my previous motions with eerie accuracy, I suppose it had been watching me back whilst I inspected the creature, so its remarkable accuracy wasn't all that eerie in hindsight. I stood in place, watching it copy me watching **it** standing in place. It was all so fascinating until it caught up to me.

"The creature very much wanted to copy me, and when it came time for it to mimic me watching it, the beast's face split open to reveal an impressive set off bloody fangs. It viciously tore a chunk of my arm away and shoved me aside. As I recoiled on the floor, I watched it take my place and stand where I just was and resume copying my past actions.

"This creature was obviously hostile, I knew now that staying in one place for too long would give this creature opportunity to take the rest of my arm, and fled the site of that horrible creature. I later dubbed it as the **Marble Man**."

-Explorer's Log, Entry 22

## Variants

### Marble Man

Mimics the player's actions with a 10 second delay, you should be fine as long as you keep moving, though it will hurt you if you touch it.

* HP: Invincible
* Speed: I Can Be as Fast as You Want, Darlin'
* Damage: Very High

### Basalt Beast

Mimics with a 8 second delay. It also is larger than you are and may clog up hallways. Follows a darker colour scheme.

* HP: Still Invincible
* Speed: Copycat
* Damage: Super High

### Azurite Annihilator

Mimics with a 6 second delay. You can constantly feel its breath on the back of your neck. It smells very bad. Follows a deep blue colour scheme.

* HP: Extra Invincible
* Speed: Copycat
* Damage: Astronomical

### The Cerussite Collective

The only variant with "the" in the name. Consists of 3 individuals, one starts 8 seconds after you, the second starts 2 seconds after the first and the third is 2 seconds after the second. They are smaller than you and form an adorable miniature conga line.

* HP: The Opposite of Vincible
* Speed: Copycat
* Damage: High (Multiplied by 3 of them)
Portal Fork

The **Portal Fork** is a useable item dropped by the strongest variant of Vizrafid Mal Kal'bha. It allows for the creation of portals, similar to those used by **Vizafrid**.

## Effects

The Fork has a 30 second recharge, and when used, creates a portal directly in front of you. When used again, after its has recharged, it will create a second portal. You can then travel instantly from one portal to the other at any time. Creating a third portal will replace the eldest portal, presumably the first one, and allow you to travel between the two currently existing portals.
Dreadblood Abominator

**Dreadblood Abominator**. A putrid mass of gore, hell-bent on destroying everything and anything that exists. This creature is extraordinarily agressive, attacking you, your friends, your enemies, your grandma, or anything else that it comes across. It will not attack invincible enemies though, it knows better than that.

## Gimmick

Its stats are immense, and it will attack anything it finds. Its tracking radius for the Player is much further, so the Player is less likely to stumble across this beast as often. Enemies, lesser or otherwise, will flee from this creature.

## Variants

Dreadblood counts as a third tier variant, and will appear accordingly.

* HP: Astronomical
* Speed: Average
* Damage: Incredible
Weapon Types

## Guns

Guns are one of the most prominent weapons in the game, dealing heavy long range damage.

## Knives

Knives deal short ranged moderate stab damage

## Cullens

Cullen's are weapons that can be obtained by the player they play a notable role in defeating Transgenders.

## Spores

Spores are deadly medium range weapons that can be shot at rapid speeds. Once stabbing the player spores put a poison effect on the player.
Vaulting Pole

A Pole-Vaulting pole. Not to be confused with a Vault-Poling Vault.

## Ability

Increases the player's jump distance and speed. Moving forwards and jumping will cause the player to vault forwards, moving forwards very quickly. It also adds a small delay to jumping, giving 1/3 of a second wait when pressing the jump key before vaulting.
The Subtle One

The **Subtle One** is a demonic creature with stealth abilities. It has poor sight and hearing, but when it finally does detect you, it will turn invisible. It will become visible when within close range and then attack, retreating and becoming invisible again on a successful strike, and then repeating the process. When it takes damage it will become partially visible for a split second and slow down. A quick string of attacks can counter the Subtle One.

## Variants

The Subtle One is available in different variations.

### The Subtle One

* HP: Below Average
* Speed: Fast
* Damage: Medium

### The Subtler Two

Leaves a small puddle of toxic gunk whenever changing between visible and invisible. There is now two of them.

* HP: Below Average
* Speed: Very Fast
* Damage: Low (Gunk) to Medium

### The Subtlest Three

Creates a violent explosion whenever phasing into or out of visibility. There is now three of them.

* HP: Below Average
* Speed: Very Fast
* Damage: High
Doom Dagger

The **Doom Dagger** is a very subtly Satan-themed melee weapon. Just having this weapon active will slowly drain the Player's health, so keeping your secondary weapon in hand most of the time is advised. The weapon has a longer range than most melee weapons, and deals additional damage over time.

* Swing Speed: Slow
* Damage: Very High
* Drains 1 HP/sec while wielded
Blood Obstructor

The **Blood Obstructor** is a Guardian-Type enemy, and will defend the point it spawns at. When it is genrated in a level, it will map out the paths to the exit, and will move to locations that obstruct the player's escape when it is unprovoked.

When it spots the player, it will pursue them. However, it is slower than the player and will seem to return to its previous spot. Once it arrives, it will instantly arrive at a new obstructing location.

## Appearence

The basic appearence of the Obstructor is that of a large lumpy creature with 6 tentacles. It drips blood and its skin is dyed a dark red. It has hollow eyes and a large, gaping mouth.

## Variants

Variety is the spice of life, and the Blood Obstructor is sufficiently spicy.

### Blood Obstructor

* HP: High
* Damage: High
* Speed: Sluggish

### Gore Guardian

The **Gore Guardian** has superior stats, and follows a new colour scheme. The blood it drips is yellow, and its skin is a pale brown.

* HP: Very High
* Damage: Mighty
* Speed: Slow

### Putrid Patrolman

The **Purtid Patrolman** behaves slightly differently than other variants. It will choose two obstruction points that are of a similar distance from the exit. It will then patrol between them. It has purple skin and drips a lime green slime.

Upon death, it drops the D-Tour.

* HP: Very High
* Damage: Incredible
* Speed: Slow
The Basalt

The **Basalt**, a haphazard volcanic landscape. The ground beneath you shifts constantly with the flow of molten rock, moving platforms are everywhere. The floor is comprised of small islands in the magma, pillars of lava shift back and forth and jagged obsidian walls are also there.

Touching lava will propel the Player directly away from it at great speed and force, and deal 10 damage. Enemies will take 1 damage/sec when touching the lava and only move at 80% speed.

### Lesser Enemies

The resident species of the Basalt is that of the Magmonians, and the occasional Lavanian. Magmonians dwell underground, burrowing through the volcanic rock and attacking the Player from below. Lavanians are airborne and rain fiery death from above.

## Level 1

The level is structured into tunnels connecting large caverns. The tunnels are tight, magma lines the walls and the Player must hop from stone to stone over the molten floor. The large caverns are full of even more hazards, with moving platforms and shifting pillars of magma.

## Level 2

This level centers around a large central river of magmatic rapids. The Player must travel downstream, walking along the obsidian riverbanks. Occasionally, you will have the option to cross the river. Doing so is deadly, as you will have to hop across the stationary stones bridging the gap. Molten spikes will flow very quickly fown the river, so timing your crossing well will be important. The river will flow faster as you get further along, and some shortcuts through the obsidian walls will be available.

## Level 3

This level has a giant volcano the Player must climb. Winding streams of lava flow down the sides of the volcano, and fiery rock rains down from above. The exit will be strategically placed at the very top, right over a great lake of lava, only held up by a narrow metal bridge.

The mountain climb will be treacherous, the path up twists and turns violently. Some sections will require timing, as lava will periodically rain down from above.
Rust Bloodluster

The **Rust Bloodluster** is a melee weapon, acting as the close-range counterpart to the Lust Bloodbuster. It is a red rusty sword with all sorts of spikes jutting out, it grants the Player permanent stat increases whenever they use it to kill.

It deals less damage than the standard melee, but it swings much faster, which equates out to a slightly higher DPS. When swung, it drains 2 health on a miss or hitting Lesser Enemies, and 1 health when hitting a regular **Enemy**. Only killing regular enemies will give a stat change. On kill, it reduces the Player's max health by 10 but increases adds 0.5x to their speed stat, and a 0.10 multiplier to **all** melee damage, and 0.05 to **all** their ranged damage.
Beatrice

**Beatrice** is a playable character, and is particularly unforgiving. With a smaller healthpool and a decreasing stats mechanic, using them takes a considerable amount of skill.

They begin with **high stats**, excluding health. Their stats vary from day to day, as they are dependent on the player's health. Their healthpool is also more difficult to refill, as health retoring items and pickups refill only 1/2 as effectively.

## Stats

* HP: Low
* Speed: Quick to Slow
* Damage: 1.5x to 0.5x
Cane

The **Cane** is a melee weapon. It looks like a walking cane because it is one, and Getty starts with it.

## Ability

It deals good damage, but has a penalty for attacking lesser monsters, dealing only half damage to them. This discourages attacking them, as if it weren't for the penalty it would make short work of them. It thus is focused towards hurting larger foes, though close combat with most greater monsters is still a poor choice on your part.
The Underlord

**The Underlord**, commander of the Hellion Legions and demonic ruler of the Underworld. It and its armies conquered the now Fallen Heaven, and it will defend its ill gotten domains with all its demon might. It acts as boss for the **Fallen Heaven**.

## Level

Sat atop a pillar, The Underlord will bombard the player from its pedestal for the duration of the battle. The Arena consists of 3 stone columns immediately accessible to the player, with a large central platform that initially holds the player, which offers two bridges that branch off to the other columns. These hold the Towers of Light, in which the player must combat Light Guardians, and by defeating them, deal damage to the Underlord.

Upon beating a Light Guardian, the column supporting the Tower of Light will give out, and the player must flee to the middle island, and defeat the second Light Guardian.

Upon beating both Light Guardians and escaping to the central column, a bridge of light will form, giving access The Underlord's column. You must then climb up it, as it attacks you, and find its soul. The battle with its soul is similar to the Light Guardians, and the fight is described on their page.

## Theme Song

"Underlord, Fallen Deity, (by Ploomutoo)" plays during the battle.
Vase Demon

The **Vase Demon** is a winged demon creature. It is much more aware of the player's location and never be a long ways away. Whenever anything takes damage, be it the player or their foes, the blood shed will be collected in special puddles, which despawn after 10 seconds. The Vase Demon will seek out these puddles and collect them. It behaves differently depending on the amount of blood it carries; gaining new attacks and the like.

## Gimmick

It will act differently when holding different amounts of blood.

### Blood 0

Holding no blood. Will cower when confronted by the player and cannot do any harm.

* Deals no Damage

### Blood 1

Will now fling blood from a distance, but will flee when attacked. Will not try to get too close to the player.

* DMG Variant 1: Low
* DMG Variant 2: Average
* DMG Variant 3: High

### Blood 2

Will chase down the player, firing arcing blasts of blood. It will flee when if it is damaged a lot.

* DMG Variant 1: Average
* DMG Variant 2: High
* DMG Variant 3: Very High

### Blood 3

Will pursue the player under any circumstances. Leaves a damaging trail of corrosive blood wherever it goes, and will dump buckets of blood on the player.

* DMG Variant 1: High
* DMG Variant 2: Very High
* DMG Variant 3: Incredible

## Variants

There are several different types of Vase Demons.

### Vase Demon

Requires 8 puddles to improve a level.

* HP: Average
* Speed: Quick

### Amphora Demon

Can use up the blood it collects to heal itself. It can drop a blood level to heal half of its health.

* HP: High
* Speed: Fast

### Urn Satan

Upon reaching level 3 and then passing it, it can split into two level 1 Urn Satans, with each having 2/3 of its current health.

* HP: Very High
* Speed: Very Fast
Sepulcrypt

## Level 1

The **Sepulcrypt** is a large Mausoleum Complex which stores the enemies of Onsécher. Lesser Enemies of all varieties wander the level and often hold keys which can open the Mausoleums which store enemies and treasure. 5 Enemies spawn at the beginning of the level, and opening Mausoleums can allow more into the level. Items are packed densely within the Mausoleums, the Obol for the area will be stored within one.

## Obol Level

The Obol Level is a drastic depature from the main level and Obol levels in general. It is a series of floating islands adorned with a starry texture, floating in a black void. Elevation varies wildly, and the exit is hidden on the second highest island. Loot appears in great amounts on the higher islands. The Doubol for the level is hidden on the highest island, and taking it will summon 3 Birdfoot Faces. Completing the level with Doubol in hand will grant the Player access to the fight with UMBRA, though they will probably be instantly killed if they have not killed the 3 bosses required to prove your worth to it, as all of UMBRA's cause instantaneous death if the Player is unworthy.
Fire Fountain

The **Fire Fountain** is a fountain-type enemy, spawning somewhere inconsequential and creating a large area of consuming flames. It will slowly expand its ring of fiery doom and its spawning algorithm means that it will block the exit within 4 minutes in a worst case scenario. Like all fountains it is inpervious to most physical attacks.

It appears to be a bust of a smily demon, made from dark stone and a glowing yellow substance. Its radius of death grows slower than most but deals much more damage.

## Stats

* WC Obstruction: 4 Minutes
* Fountain Damage: High
* Vulnerable: No
Grappling Hook

The **Grappling Hook** is a use item that fires out a hook, which pulls the user towards it at great speed once it hits a surface. It has a very short cooldown, though it does cost 1 ammo, and the hook projectile deals a bit of damage should it hit an enemy, comparable to a strong pistol.

Petey Parkson starts with this item.

## Ability

* Cooldown: 3 seconds
* Projectile Speed: Warp Speed
* Pull Speed: Fast
* Consumes 1 ammo when used
Muter

**Muter** is a smug-looking rag creature with a finger raised to its lips in a shushing gesture. A red button is sewn on its stomach.

## Gimmick

Muter is very statistically powerful, but completely blind. Ideally, you could just avoid it and go on your merry way, but it comes with another trick up its raggedy sleeves. Much like its name would suggest, Muter will force the Player to suppress their sounding. It can hear running or gunfire from across the map and will rush to the site of the noise. When very close by, the Player will have to sneak around, or risk alerting the Muter further and inciting its wrath.

## Variants

### Muter

* HP: Invincible (∞)
* Speed: Very Fast (12x)
* Damage: High (22)

### Astuter Muter

* HP: Still Invincible (∞)
* Speed: Warp Speed (15x)
* Damage: Very High (30)

### Lamb Silencer

* HP: Even more Invincible (∞)
* Speed: FTL (18x)
* Damage: Incredible (40)
Lockpick

The **Lockpick** is a tool used in the place of keys. When used on locked objects, it will open them without consuming a key. This comes at the tradeoff of a used weapon slot, it can be used as a melee weapon in demanding circumstances but is not optimal for combat. It can be found in sheds in The Park and houses in Hellspring.

* Damage: Average
* Speed: Slow
Whenderman

The **Whenderman**, (*Mans Tempus*), is another part of the **Mans** family. It can manipulate its own position in time, teleporting to locations it has previously visited. It can also manipulate physics props and items and move them back to where they began. It attacks by swinging its pocket watches around, and has 1 form.

* HP: Average
* Speed: Average
* Damage: Above Average
Pistol

The **Pistol** is the default weapon, generating a loud noise and dealing low damage when fired.

As with most weapons, the pistol is not very effective against greater monsters and will seldom allow for full-on combat with them. However, can be useful when dealing with lesser monsters.

It can be found as an item and comes with 5 free ammo. Franko del Frank starts with a pistol and 20 ammo.
Blood Wing

The **Blood Wing** is a passive item dropped by the Blood Eagle. It allows the Player to charge up their jumps, holding [SPACE] down before releasing will increase their height. At maximum charge, about 3 seconds, the Player will jump 5 times higher than normal. If the Player has charged their jump for over 1 second, they will even deal damage to any creature they land upon.
Masquerude

The **Masquerude** is a rude masquerade-enthusiast. She is a pink-skinned humanoid who holds a happy yellow mask out in front of herself. She also wears a crimson belt with a smiling-face buckle. Her face is flattened.

## Gimmick

Masquerude is tricksy, overwhelming the Player with swarms of clones. When provoked she will vanish into thin air and then charge at the Player from another location, now wearing the Yellow Mask. Clones of her will appear in other locations, and will also charge, though they do not deal damage upon impact. The Clones vanish when hit, but Masquerude does not. Each Clone is equipped with a similar but not identical mask, with some having a different expression or colour.

### Masquerude

Spawns 5 clones, masked Clones will wears with two flaws, with differing colour, shape or expression of mask. When damaged mid-charge, Masquerude will slow down to normal speed, but continue moving in a straight line nonetheless.

* HP: Average
* Speed: Normal to Fast (Charge)
* Damage: Medium

### Guised Grouch

Spawns 7 clones, masked Clones can have either 1 or 2 flaws. The Guised Grouch will move in a zig zag when damaged, which reduces its speed directly towards you but makes it harder to hit and dodge. Clones vanish with a slight delay, taking half a second to register a hit and then disappearing.

* HP: Good
* Speed: Quick to Very Fast (Charge)
* Damage: High

### Veiled Villain

Spawns 9 Clones, masked clones will only have 1 flaw. The Veiled Villain will jump at the Player when damaged, with her ascent being slower than normal charging speed, but the descent being slightly faster. Her Clones now stop in place when damaged and then EXPLODE VIOLENTLY.

* HP: High
* Speed: Fast to Warp Speed(Charge)
* Damage: Very High
Gaiavarice

**Gaiavarice** is the boss monster of The Park, and is a collosal tree creature with three eyes.

## Level

It appears in a subterranean parking garage level, several levels are built around a central column, in which Gaivarice resides. The player will spawn at the bottom and must climb the structure to avoid its roots, which ascend slowly.

Gaiavarice will also slowly move upwards, and attack the player with its vines and mouth. Vines will try to push the player towards it, and it can deal incredible amounts of damage at close range.

The player must damage Gaivarice by driving the cars parked in the garage into Gaivarice. Cars will seldom be found pointed towards it, so the player will likely have to push the cars into the right position. When activated, the cars will drive forwards at high speeds and then explode upon hitting anything.

Some cars will be locked, and the vines that Gaiavarice summons drop keys to unlock them for use against it.

## Stats

* HP: 8 Car Hits
* Damage: High
* Speed: Sluggish
The Matrix

**The Matrix** is the second level in the game. The subway exits of old have been replaced by large mechanical gates. This stage is far less open than The Park, taking on a labyrinthine design, with vast mazes surrounded by huge metal walls, covered in technological equipment, such as large monitors, button panels, switches, rotating gears and tapes, and large vents. Items can also be found left on the floor by dead ends in the maze.

## Level 1

The first level of the Matrix introduces the player to the maze-like nature of their new surroundings. Digitized versions of items can be found inside of the monitors on occasion, and can be interacted with to get them. The vents are closed off and cannot be accessed without a Screwdriver.

## Level 2

The second level of the the Matrix adds in vertical sections and opens up some vents. Closed vents are often locked and require the keys scattered about the level to open, but some are simply screwed shut and can be opened with a **Screwdriver**. Closed and locked vents serve only as shortcuts or alternate passages that usually lead to piles of items. Open vents may serve as the sole routes to the exit, and often must be used to reach the exit.

## Level 3

The third level of the the Matrix has many locked gates and vents, and the gates require **Large Keys** which can only be obtained and used on this level, as they are left behind when progressing. Some vents are still open, but now only lead to item stashes, as the main path is now obvious, being the widest hallway, lined with monitors and buttons. Mazelike elements are present only in the elaborate paths to find items and keys, needed to unlock the gates obstructing the main path.

## Trivia

* Previous names for the area: The Painframe, The Strainframe, The Brainframe and The Motherboard
Tentacle of Cthulhu

The **Tentacle of Cthulhu** is a melee weapon of middling rarity. It does high damage and looks like an upside-down squid creature with bat wings.

To compensate for its high attack power, periodically (at the start of every level, and every 2 minutes after) while you own this weapon 2-15 Eldritch Spawn (depending on how late you are in the game) will appear across the map, eager to bring your flesh to serve their master.
Arnaldo the Corrupt

**Adnaldo the Corrupt** is a money-themed enemy that chases the player and tries to tempt them with riches. Whenever it is damaged it drops several **Large Coins**, which are added to the player's money count upon reaching the exit. It will also periodically leave Large Coins on the ground as it moves about.

### Large Coins

Large coins are transmuted into significant anounts of normal, spendable cash once the player reaches an exit, but having them in your posession slows you down slightly, with each coin adding more and more weight for you to carry. They cannot be manually dropped once picked up, though taking damage will cause you to drop 1/3 of your carried large coins. Their burden can make you vulnerable to other monsters.

## Backstory

"Back a thousand years or more, there once was a Lithuanian diplomat known as Arnaldo the Corrupt. He was a greedy fellow, as he visited the cities of far away lands, he would often sneak around and steal valuables from his hosts when discussing diplomacy.

One day, he found himself at the grand palace of Norway. Wandering along the elegant hallways, snatching the occasional candelabra, he spotted a large open vault filled with golden coins. Without restraint he flung himself into the vault and grabbed the coins, but while he was busy, a guard closed the vault door without noticing Arnaldo.

Trapped in the vault, he tried and failed to escape. Soon he heard cannon fire and screams, he had not diplomated Lithuania out of a war against Norway, and anyone who could have opened the vault door had been slaughtered.

For weeks, he was trapped in the vault, starving and delirious. Turning to the gold coins for sustinence, he died soon after. When the Lithuanians finally secured the palace, they found Arnaldo's corpse filled with gold, and decided to throw it into the ocean." -Lithuanian Wartime 57

## Stats

Arnaldo is generally slow moving and hard hitting.

### Arnaldo the Corrupt

* HP: High
* Speed: Slow
* Damage: High

### Arnaldo the Demonic

Drops more coins than its previous incarnation.

* HP: Very High
* Speed: Slow
* Damage: Very High

### Arnaldo the Grand

Drops larger coins, worth more but much heavier. Upon Arnaldo the Grand's untimely demise, it will drop the Big Bucks.

* HP: Astronomical
* Speed: Slow
* Damage: Incredible
Lesser Enemies

*-See Also: Lesser Enemies (Category)-*

## Foreword

**Lesser Monsters** are less threatening creatures found in several areas, and are first introduced in Hellspring. They have a much smaller health pool and slaying them is viable under most circumstances, though using noisy methods such as firearms or explosives may provoke other Lesser Monsters, who are great in number, or even a regular monster, which actually poses a serious threat.

## Seripites

The **Seripites** are a race of reptilian creatures with large sideways mouths and claws. They are found in the Hellspring and will attack on sight.

* HP: Very Low
* Speed: Average
* Damage: Average

## Tundrans

The **Tundrans** are a race of ice creatures, with large heads and legs, with pointy icicles jutting out from all over. They are found in The Hyperborean.

* HP: Low
* Speed: Fast
* Damage: High

## Magmonians and Lavanians

The **Magmonians** are subterranean fire-creatures, often seen leaping from the ground in a manner not dissimilar to that used by dolphins. They leave hazardous, lingering puddles of lava upon death, and are native to The Basalt.

* HP: Very Low
* Speed: Quick
* Damage: Good, Above Average (Puddle)

The **Lavanians** are flaming birds, with obsidian beaks and talons. They drip molten stone from above and swoop down at you, but can be stunned if you manage to land a solid melee hit. They can be found in The Basalt.

* HP: Very Low
* Speed: Fast
* Damage: Good, Average (Drip)

## Pacifians

The **Pacificans** are fish-people, found in the open ocean sections of 200,000,000 Leagues Under. They move at high speeds and pose a great threat underwater. Their prescense can seriously threaten those who are unprepared. Their one weakness is their own fishy physique, as they cannot access dry land at all.

* HP: Low
* Speed: Fast
* Damage: Above Average

## Ghouls

The **Ghouls** are a race of corpse-eating humanoids. They tend to stay in one place, often with a large group of other Ghouls, until disturbed, and will then wander The Dusk, digging up graves and eating corpses. They are built like speedy glass cannons, and kill the unsuspecting very effectively.

* HP: Very Very Low
* Damage: High
* Speed: Quick

## Aevians

The **Aevians** are three-eyed birds, greatly skilled in flight and will fly great distances for no comprehensible reason. They excel in aerial combat, so be cautious should you take to the skies in the Aether Labyrinth.

* HP: Low
* Speed: Average, Very Fast (Flight)
* Damage: Above Average

## Hellions and Hellioffs

The **Hellions** are demonic creatures that can hover over gaps, and shoot knock-backing flames. The are native to Fallen Heaven.

* HP: Low
* Speed: Average
* Damage: Normal

The **Hellioffs** are an elite variant of Hellion, and are capable of full flight. They are also faster than the Hellions, though they are much rarer.

* HP: Low
* Speed: Fast
* Damage: Normal
Heartworms

Foul **Heartworms**, hellish burrowing maggots often found tunneling through your guts. They are larval Hellflies, and were birthed in your insides. Hellflies birth their young in an unwilling host, a warm meaty welcome-feast for their spawn, and upon reaching maturity, the Heartworms burrow out of their unfortunate caretaker to eat their outsides as well.

Though mostly spawned through the previously mentioned manner, they may appear as flimsy ground troops in the Horror Hive, and are mostly harmless without the aid of their parents. They are only Lesser Enemies after all.

* HP: Incredibly Low
* Speed: Below Average
* Damage: Average
Arborgeddon

**Arborgeddon** is a tree themed enemy that moves faster when in light. Illumination from street lamps, computer monitors and other sources causes it to move at a greater pace, forcing the player to avoid brighter areas should they want to survive. It poses very little threat when spawned in a level with low lighting, and does not synergize well with monsters that extinguish light sources.

## Arborgeddon

Garden variety demon tree.

* HP: High
* Speed: Below Average to Fast
* Damage: High

## Arbocalypse

Super demon tree 9000. Can now plant self in ground when out of combat to restore health.

* HP: Very High
* Speed: Below Average to Warp Speed
* Damage: Very High
Petey Parkson

**Petey Parkson** is an unlockable character, and makes use of walls for mobility. He has the innate ability to move up walls indefinitely. He also starts with the Grappling Hook, allowing him to hook onto walls.

He is not very good at horizontal movement and relies on his vertical abilities to escape.

## Characteristics

* Starts with **Grappling Hook**
* HP: Low
* Speed: Slow to Fast (Vertical)
* Can climb walls quickly
Vendorman

**Vendorman** is but a simple shopkeeper, stocking shelves and selling goods. Spawning in the Shop, it will offer all sorts of things to you in exchange for cash money.

When provoked, either by direct attack or shoplifting, Vendorman will instinctively block the player's route to the exit and throw projectiles from its trench coat. If the player comes near it will run at them, and if shot from afar it will chase after them.

## Shop Etiquette

**If a shop is pillaged, shopkeepers will remember and will attack on sight should you return later that run. Upon the player's death they will reset.**
200,000,000 Leagues Under

**200,000,000 Leaguee Under**, presumably, the sea, is the water level which appears 6th. It has two distinct themes, being a lush underwater ecosystem and a vaguely steampunk underwater complex.

### Open Ocean

The underwater area is open, and swimming allows the player to travel in any direction. Pockets of air and loot are scattered in all directions to take advantage of the free movement. The Pacifians live here, though they cannot enter the Complex to chase you, so consider fleeing there if you're in no mood to deal with them.

### Steampunk Complex

The complex is much more confined and constricted passageways wind about. Accessible by airlocks, the narrow hallways lead to small rooms where most loot is kept. The walls are lined with pipes and gears. No Lesser Enemies inhabit this area.

## Level 1

The first level is full of water. Air pockets are found by rocky outcrops, and colourful corals are found in abundance. Items are found near the air pockets.

## Level 2

The second level begins to blend the water and steampunk complex themes. Large water areas pool in pits, connected by the narrow and winding passages of the complex. The halls of the complex occasionally lead to item stashes.

## Level 3

A level focused almost entirely around the complex. The complex is shaped like a large ring, circling around a water area. Airlocks on the inside of the ring lead to different areas, and the player must find several buttons scattered within to open the exit gate.
Penny of Ultimate Destruction

## Overview

The **Penny of Ultimate Destruction** is a large copper coin, dropped by the Spawn of Mammon's strongest variant; the *Satanic Avatar of Mammon*. It is a consumable use-item, meaning that it will take up the Player's **Use Item Slot** and can only be used **once**.

## Ability

It is incredibly powerful, as the suffix, "of Ultimate Destruction" would suggest. Upon use, a relatively long wind-up animation will play and the user will be rooted in place, being forced to commit to the attack. The Penny will then be rolled in the direction the Player is facing, **obliterating** anything in its path, be it enemies, destructible physics props, **bosses**, other Players... anything that can be destroyed **will be destroyed**.
Eternal Beads

The **Eternal Beads** is an item that be found. It is a passive item and appears to be a infinity-themed necklace.

Scott Rhodes starts with this item.

## Ability

It gives its wearer the ability to not die. Whenever they take fatal damage, the level will be reset and they will be promted to try once more. This item is consumed upon its use and will only provide this single redo.
Christian O. Tysepeo

**Christian O. Tysepeo**, (an anagram of "conspiracy theorist"), is a conspiracy theorist. He is well aquainted with the supernatural forces found within Onsécher, and knew that he would be sent through the many areas. As such, he has prepared for the trials of Onsécher.

However, the enemies of Onsécher also are aware of him and his knowledge of them. They do not like him and his snooping ways, and have a much higher rate of being high variants, casting curses, and the third level will always have an additional enemy.

## Characteristics

He totes a unique weapon, one which only he can obtain under normal circumstances, the Illuminator. He also wears the Mind Helm, which gives him immunity to most debuffs, and comes equipped with an Infaradar and a Medi-Monitor.

* HP: High
* Speed: Below Average
Understanding the Wiki

**Adjectives are used on the Wiki, which is pretty dumb. This page exists to give exact numbers to the adjectives.**

## Health (Refferred to as HP, Dumbo)

* Incredibly Low-20
* *Very Very Low-30*
* Very Low-40
* *Prety Low-50*
* Low-60
* Below Average-80
* Average- 100
* Above Average-125
* Good/Resilient-150
* High-200
* Very High-250
* Astronomical-350
* Invincible-**Infinity and Beyond**

## Damage

* Low-3
* Below Average-4
* Average-5
* Above Average-8
* Good-15
* High-22
* Very High-30
* Incredible-40

## Speed

* Very Slow-1x
* Slow-2x
* Sluggish/Below Average-3x
* Average-5x
* Quick-7x
* Fast-9x
* Very Fast-12x
* Warp Speed-15x
* FTL-18x

## Combat Philosophy

Under most circumstances, the Player should not be shooting to kill. Ammo is scarce and melee is risky, and thus all weapons apply a slight slowing effect to their targets. Skilled Players will recieve bonuses for their mastery of Onsécher's mechanics.

### Eyeshots and Critical Swipes

-Good accuracy with a gun is rewarded with additional slowing and damage.

-Well-timed melee swipes can make the Player invulnerable for a split second, as to negate the health risks of close combat, and dole out additional damage and knockback.

### Stealth is Always an Option

Enemies are designed to always stay within a certain distance of the Player, whether they can see them or not. They will wander within the radius of the Player in hopes of finding and killing them. A clever Player can detect the enemies and avoid being detected by limiting their use of firearms and sprinting, as both produce large amounts of noise. Enemies often are accompanied by a sound and listening for it will help the Player not die.

Should an enemy detect the Player via direct line of sight or loud noise, they will attack, and the Player must fight, flee or dabble a bit in both. Be wary of other enemies that may not have already spotted you, as a horde of monsters chasing you is undesirable. Gunfire and sprinting, things a Player would likely do when combatting an enemy, produce noise and may attract additional attention.

## Page Creation

Are you a mildly creative individual? No? Oh well. Make a page.

### Monsters

* A Picture is worth a thousand words, try to put a picture in
* Gimmick section, make it make sense with the monster's pun-name and design, like a plant that grows, or an octopus that shoots ink
* Variants section, it is advised that you make 3 of them with increasing stats and new gimmicks
Yellow Fellow

The **Yellow Fellow** is a goden beast with many eyes. It is equipped with several tendrils and large mandibles.

## Behavior

It is armed with a powerful stare, being in its line of sight can be risky. It will slow you down with its gaze, the longer it stares the more powerful the slowing effect becomes. When it stares at you, the screen will slowly become tinted redder and redder and shake violently. As its gaze becomes stronger, more and more of its eyes will turn to face you. It moves slower when it is staring at you, and will approach you sluggishly.

### Yellow Fellow

Has a slowing stare.

* HP: Average
* Speed: Quick to Very Slow (Staring)
* Damage: High

### Bellow Fellow

Has a powerful screech that can paralyze you instantly from anywhere. It will make this noise a second after spotting you, and then will begin staring. This gives a narrow margin to escape behind a wall to avoid the stare. The initial paralysis lasts for less than a second.

* HP: Good
* Speed: Fast to Slow (Staring)
* Damage: Very High

### Mellow Fellow

Its stare is disorientating, causing the screen to twist in turn, your view will warp violently. Your controls can be reversed, shifted and the numbers quantifying your consumables will change madly.

* HP: High
* Speed: Very Fast to Normal (Staring)
* Damage: Incredible
Cloak of Shadows

The **Cloak of Shadows** is a use item that grants a short period of supreme stealth to its user. When used, the user becomes invisible for 20 seconds. This effect is, however, cancelled if the user takes any damage. The cooldown time will not be refunded.

It can be used once every 2 minutes. The cooldown resets at 1.2x the rate if the player is not currently being stared down by any enemies.

Gustav Sneakstein starts with this item.
Murderbear

**The Albanian Murderbear** is a very agressive species of bear. It was created as a biological weapon for use in the Great Albanian War of 1988, and during its use in the war, several escaped into the wild. How one got to wherever you are is questionable.

## Bearhavior

It is a good hunter, and will generally be within closer proximity to you. It also can smell blood, and will seek out the player with great accuracy whenever they take damage. It will also chase down any entity that takes damage, but will not attack if they aren't the player.

It attacks at close range with its claws, charging a short distance. Their fish-hook design allows it to ensnare its foes, and it will latch onto any surface it hits. You will be slowed if it hits you, but if you dodge and it hits a wall, the Murderbear will be stuck to it for a couple seconds, allowing you time to fight or flee.

### Murderbear

* HP: Average
* Damage: Decent
* Speed: Quick

### Slaughterbear

Being in close proximity to the bear will slow you with fear. This deals no damage but there is potential for it to murder you.

* HP: High
* Damage: High
* Speed: Fast

### Destroyerbear

Charges crazily, bouncing off of 2 walls before being embedded in one, or you. It will not bounce if it hits the player first. It also recieves a speed boost when you get damaged.

* HP: Very High
* Damage: Very High
* Speed: Fast to Very Fast (Boost)