recursal/Fanatic-Fandom huggingface dataset:
Slugcats

A slugcat's head

The mega-cute Slugcat is both the primary protagonist and single playable character in Rain World. It is a small white creature with black eyes, thin arms, comparatively broad legs with small feet, pointed ears, and a thick tail that tapers to a point.

The Slugcat is also followed by a strange golden being known as the Overseer which will provide tips via hologram-like images.

## Abilities

As one of the weaker creatures in the food chain, Slugcat is still capable of certain survival abilities.

* Walk/Run/Crawl - With its flexible and agile body, Slugcat can squeeze through small pipes that crisscross the entire map and travel across the foreground on either two paws or four.
* Climb - Slugcat can climb poles and other various objects to escape from enemies.
* Sneak - In order to evade predators, Slugcat can crouch and sneak to prevent being noticed.
* Jump - To traverse difficult terrain.
* Swim - Although limited.
* Pounce - Slugcat can crouch on ledges to leap that extra distance for bigger gaps.
* Carry and throw items - Slugcat can hold a total of 3 items, one in each paw and one in its mouth that can be regurgitated for later use.
* Eat - Various Foods

## Variations

* Yellow - This variety is referred to as the Monk and will be implemented along with an Bellow Average Difficulty Mode. It will also be purely herbivorous, however, it won't provoke as many creatures.
* White - This is the standard Slugcat. White lizards will see it's white color and think it's one of them, therefore acting like allies. You might need their help to get through some Above Average Difficulty levels.
* Red - This variation is referred to as the hunterdog and will be released along with an Above Average Difficulty Mode. It will be able to carry a spear on it's back as well as one in it's paw for a total of two spears. It is carnivorous, requiring them to hunt for food. They will also require far more food in order to hibernate.
Lizards

Lizards are the most diverse enemies in Rain World, appearing in every region of the game (excluding the supercomputer Five Pebbles) and most likely the first you will encounter.

Lizards come in a variety of colors, all of them with different abilities and behaviors. However, they all share something in common; the ability to be tamed (with tougher lizards being harder to tame), and their vulnerability to the rock-spear technique. This technique requires a "rock" (which really is just any kind of pickup-able debris) and a spear (exploding spears work too, but standard spears are required when attempting to kill strong lizards). The player will have to have the rock in their left hand, and the spear in the right (in order to do this the rock should be picked up first, or once both are picked up double-tapping the grab button should make slugcat switch hands.

Once these items are properly arranged (whether beforehand or during a fight with a lizard), get the lizard to face you at a level where you are at the same height, not above, not below. Once you are situated in this position, throw the rock at the lizard, hitting it's armored front. This will cause the lizard to flip over and reveal its vulnerable body. Then throw the spear into the lizard's body, effectively crippling it with strong lizards, and killing it with weak ones.

.Below are the links to the different types found natively in Easy or Normal Mode (note, some WIP)

* Green Lizard
* Pink Lizard
* Blue Lizard
* White Lizard
* Orange Lizard
* Black Lizard
* Salamander

Below are the links to the different types found in Hard Mode or through the Lineage System (note, some WIP)

* Red Lizard
* Cyan Lizard
Shaded Citadel

Once a place of worship, the Shaded Citadel now rests in the shadow of the Five Pebbles supercomplex. Dark and filled with fiendish spiders and other threats, without a light source the slugcat will probably not survive.

## Overview

To the upper left of the Citadel lies the Industrial Complex, to the upper right lies Shoreline and to the lower right lies The Exterior's subregion the Leg.

Shaded Citadel has one subregion, the Scissorbird-infested Memory Crypts, and in order to get to the Exterior through the Citadel the slugcat will need to traverse them. This region is mainly composed of moderately sized clearings separated by cramped tunnels that act as hiding spaces from the Scissorbirds, and is relatively easy if the player is quick enough to get to each hiding spot.

Being a dark place, it is extremely hard to navigate unless the player has a light source. Thankfully, there are a few different sources available to the player;

-Lanterns: Cocoon-like bulbs that emit a soft orange glow carried by Scavengers and can be traded for other items like spears (a scavenger holding a lantern can be seen in the top left corner of the picture above).

-Neuron Flies: Glowing firefly-esque insects that can be found at the end of the Looks to the Moon supercomplex in Shoreline and throughout the Five Pebbles supercomplex that when eaten will provide the slugcat with a bright glow that will last for the duration of the game. The slugcat present in both of these pictures has eaten a neuron fly.

-Lantern Mice: Luminescent rodents found only in Shaded Citadel that hang from ceilings that produce pink, pale yellow, sky blue, or pastel red light (seen in both of the attached pictures). Live mice can be held and carried around by the player, but they will struggle and will slow the player down due to their weight. Slain mice can also be carried without the squirming, but will still slow the player down and their light will fade over the course of a few cycles.

-Flashbang Fruit: Blue-purple Orbs found growing on stalks across Shaded Citadel. They provide a relatively small amount of light compared to other sources, but when thrown with create a wild (and sometimes painful) burst of light that will stun creatures like Miros Birds and kill creatures like Coalescipede and Wolfspiders as well as illuminate terrain for a short while.

## Creatures

* Vanilla
* Downpour
Drainage System

A Moist, Flooded Labyrinth that transports the debris from the Garbage Wastes down to the Filtration System in Subterranean. Filled with challenging swimming segments and vicious water predators that make progress difficult.

Although it is generally a bothersome region to traverse, it is also completely optional, with no Echoes or NPCs, and can either be traveled around by going through the Industrial Complex to reach the Wastes or simply avoided completely. A gate to the Outskirts lies at the Northwest corner of the Drainage System and a gate to Subterranean at the Southwest corner, with the gate to the Garbage Wastes on the right.

The Drainage System finds most of its use in speedruns, as it is an easy way to get deep into Subterranean without the longetivity of going through the Farm Arrays.

## Enemies

### Easy and Normal Mode-

* Salamander
* Green Lizard
* Pink Lizard
* Snailturtle
* Pole Plant
* Monster Kelp
* Red Leech
* Centipede
* Scavengers

### Hard Mode-

* Cyan Lizard
* Dropwig
* Red Centipede
Mother Long Legs

The Mother Long Legs is one of the most dangerous and formidable creatures in rain world, being able to consume everything in the game, including other Mother Long Legs.

## Appearance

The Mother Long Legs takes the iconic and terrifying appearance of the Daddy Long Legs, and it turns it up to 11 by both making it larger and changing the color to a deep purple.

## Abilities and Behavior

### Hearing

They have the same level of hearing as the Daddy Long Legs, meaning they can hear you walk.

### Tentacles

The Mother Long Legs can use their tentacles to both grab prey and search for them in pipes.

### Size

Due to their extremely large size, they are unable to enter pipes, being stuck in the room that they spawn in.
Garbage Wastes

The third region the player is intended to pass through, the Garbage Wastes offers a slightly more different challenge than most regions. With almost no linearity, the entirety of the Wastes is composed by above ground and underground heaps and tunnels of rubbish. Platforming can be difficult at times, but the real threat of this region is the new predators present in this area; Leeches and the feared Brother Long Legs.

There is a large amount of Scavengers present in this area, and because of this there is a Scavenger Merchant and 2 Scavenger Tolls in this area, one of them guarding the entrance to Shoreline, found on the eastern quadrant of the region. 2 other gates can be found in the Garbage Wastes, the northeastern gate to the Industrial Complex and the southeastern to Drainage System.

## Enemies

### Easy and Normal Mode-

* Squidcada
* Garbage Worm
* Brother Longlegs
* Red Leech
* Blue Leech
* Green Lizard
* Pink Lizard
* White Lizard
* Vulture
* Snailturtle
* Scavengers
* Centipede
* Vulture Grub

### Hard Mode-

* King Vulture
* Red Centipede
* Cyan Lizard
* Dropwig
Policies

## General Policies

* Reduce corruption

Requirements: None

Levels: Corruption Illegal: No effects, Minimal Corruption Removal 10% Interests, 5% Dev Speed, Maximum Corruption Removal 20% Interests 10% Dev Speed.

* Poor Relief

Requirements: None

Levels: No aid: 0% Rebel chance, 0% Development speed, 0% Income variation between policies. Minimal aid: -5% Rebel chance, -10% Development speed, -5% Income variation between policies. Maximum aid: -10% Rebel chance, -30% Development speed, -20% income variation between policies

* War Propaganda

To be added

* Supress Cultural diffrences

Requirements: None

Levels: No supression: 0% Rebel Chance, 0% Development speed, 0% Manpower limit. Minimal supression; -10% Rebel Chance, -5% Development speed, -5% Manpower limit. Maximum supression: -20% Rebel Chance, -10% Development speed, -10% Manpower limit

## Special Policies

* Roman Policies: Yearly/Monthly games, Slavery and Auxiliary Legions.

* Barbarian Horde: Army size +2000, Unrest 15%, Raid Strength 5%

Requirements: Must adopt a religion as a state religion that is **NOT** Christian/Muslim/Hindu/Buddhist/Taoist/Tengri/Shinto//Norse/Nahuatl.

* Nomadic/Mongolic Horde: Army size +4000, Unrest 15%, Raid Strength 5%

Requirments: Must adopt Tengri as a state religion

* Steppe Horde: No Effect Horde allowed: Army Size +5000 Unrest 25% Raid Strength 5%
Sassanid Empire

**Sassanid Empire** is the second Persian faction to appear in the game. It gets its first core between 58 and 222 from the from Parthian Empire. It's the faction that has the most max province count out of all Persian factions, an impressive number of 51-52, the exact same as the Byzantine Empire. **Sassanid Empire** is fully annexed by the Caliphate during the Iberian Capitulation.
Prussia

## Duchy of Prussia (Later Kingdom of Prussia)

Flag of Prussia (1892-1918). The game neverthenless uses this version of this flag from 1648 even though it's historically inaccurate

### Religion

Protestant

**Prussia** is a minor power situated in Central Europe that appears at the start of the 1618 age. Later becoming a regional power during 1756 that can dominate the German region.

## Strategy

### Overview

Even though Prussia is a small country at 1618 and is always risk of being pressured by the Polish-Lithuanian Commonwealth unless the player unites all Germany with this country. It boasts a decent economy capable of supporting 2 divisions instead of 1. Use it as your advantage to expand your influence on German lands. In 1756 it greatly expands, holding all Prussian, Brandenburg, East Frisia, and some Pomeranian lands and capable of quickly taking down other German countries except for Bavaria

### Early Game (1618)

Try to ally with a major power (Especially Russia, France and/or England) by convincing them to ally you (*must be a player nation*). Even though you could expand your power without any help.

Be picky about your next target as you cannot hold nor commit a major attack. Usually Silesia/Pomerania is the best choice, but if they are allied to a strong country. Go invade Brandenburg as a last resort because they usually have no good allies and prepare to invade Saxony. Then invade the northern German States as you go expand your influence.

After all conquests on the interior German Lands. Declare on Denmark and PLC (If possible with allied help) to acess even more German Lands. But be careful not to expand further because there will be a coalition against you

### Mid Game-Late Game onwards (1756+)

By this era. You need to ally superpowers during this era (Ex: Sweden, PLC (after the conquest), Denmark, Russia, Spain, Austria, France, Ottoman and UK) to help you manage coalitions against your expansion. Then invade the rest of Germany with the help of your allies. If you wish to expand even more, you could betray Austria and annex all German lands possible (All Austria + Sudetenland and Oberlausitz).
Max Provinces

The max province count is the maximum number of provinces that a faction can have before the overextension penalty kicks in.

Currently, there is no way to increase the max province count (except for a few early game techs) without reforming your country into another country. The only way to gain more max provinces since there are no other options to is switching to a different country with more max provinces than the other.

The limit can be gone over, however, it is usually dangerous to do so extensively as it will start to cause untest to your nation. Having a ton of provinces over the maximum can surely cause trouble sometimes, especially earlier in the game, so try to keep yourself stable.
Savoy

Flag of Savoy (1416-1847)

Savoy is an Minor Power (Though capable of holding 3 divisions in 1618 onwards) situated in the Italian Region. It has a decent economy for a low-crown country (Needs only 140+ Crowns) and is generally preffered by people for forming Italy even though there's better choices like Naples or Venice.

## Stratergy

### Overview

Savoy is situated on a stratergic place in the Italian Region. It borders France to the west, Switzerland to the north, Millan and Genoa to the east, and Cosrica to the South (+Tunsia in 1758). A player should able to capture cities quite quickly using one's army if no confrontation is present.
Industrial Complex

The second region the player will most likely discover, the Industrial Complex provides a slightly more challenging environment for the player to adapt to. Slightly more platforming challenges are present in the Complex, along with new enemies like Vultures and Centipedes.

The Industrial Complex has four gates to different areas, the one at the left going to the Outskirts, the one at the upper right going to the Garbage Wastes, the one at the lower right going to the Shaded Citadel with the gate to Chimney Canopy at the highest point of the Complex.

This is also where the player might encounter Scavengers for the first time, so it is important to note that the player should not move quickly when they see them, as scavengers are unnerved by erratic movements. Presenting a gift like a spear to them when you first meet should help them take nicely to you as well.

## Enemies

### Easy and Normal Mode

* Green Lizard
* Pink Lizard
* Blue Lizard
* White Lizard
* Centipede
* Vulture
* Vulture Grub
* Scavenger
* Garbage Worm
* Snailturtle

### Hard Mode

* King Vulture
* Red Lizard
* Cyan Lizard
* Dropwig
West Roman Empire

**West Roman Empire** is a post-roman faction that appears after the Roman Empire dissolves. **West Roman Empire** only has a really low max province count compared to its size of only 26 max province count. **West Roman Empire**'s military strength is comparable to the Roman Empire's military strength and completely outclass East Roman Empire at both economic and military aspect. However, **West Roman Empire** has a rather short lifetime of just around 80 years before losing all of it's starting provinces.
Tax

## **Taxation**

Taxation is the amount of income you make from the poor and the rich. There are 5 stages of taxation; very low, low, normal, high, and very high. These all have positive/negative effects, usually.

### Poor - This will decide revolt risk (and income.)

Very High - This will give you 1.4% cumulative revolt risk each month and 19/20% base unrest. Use this if you don't consider expanding to other countries as this gives you more money while ignoring unrest when having 0/few uncored lands

High - This will give you 1.2% cumulative revolt risk each month and 0/1% base unrest.

Normal - This will give you 1% cumulative revolt risk each month and -21% base unrest.

Low - This will give you 0.8% cumulative revolt risk each month and -41% base unrest.

Very Low - This will give you 0.6% cumulative revolt chance each month and -81% base unrest.

### Rich - This will decide development (and income.)

Very High - This will give you quick underdevelopment.

High - This will give you slow underdevelopment.

Normal - This will give you negligible development or underdevelopment. Set taxes to this level if you don't want to plunge into debt while having low/very low taxes on poor people.

Low - This will give you slow development.

Very low - This will give you quick development.
Roman Kingdom of Italy

The **Roman Kingdom of Italy** (RKI) is a Roman faction that usually gets its first core in the mid-400s. It loses all its cores in 474, making it one of the shortest lived nations in the game.

Despite its low relative lifespan, the RKI is actually a fairly powerful nation due to it having cores on all of Italy and controlling all of it if you start in 476. Italy is one of the most developed regions in the game in the 400s, allowing the RKI to field a sizable army. However, it has a low max province count, so it's tough to play as unless one person sets down poor taxes to low/very low and focus on utilizing PP (Political Power) to supress rebel chance.
Roman Empire

Roman Empire Starting provinces

The largest faction in the entire game, it has almost all of Europe under its control, as well as over 300 starting provinces. Its max province number is 100 however.

Being the Roman Empire, it uses the Roman Policy system and is extremely powerful. However, due to this, it requires massive amounts of crowns to become, which no one in the game has enough.

There are ways to become the Roman Empire, these involve annexing all Roman Empire lands and reforming into the Roman Empire.

The Roman Empire exists in the Pax Romana Era and by far is the largest faction, no faction rivals it.

As a side effect, since the Roman Empire is so large, it consumes many small factions and is often regarded as the worst era and the worst faction.

### AI

The AI of the Roman Empire is very docile and non-aggressive due to the lack of similar sized factions.

However, the AI does attack Rebels with brutal force.
Russia

**Russia** is a late-game superpower. Much like the **Ottoman Empire** to the south, it gets its first cores between 1444 and 1515 and maintains cores until the end of the game.

## Strategy

### Overview

Russia is a very powerful country that doesn't have any serious local rivals in 1517. However, it'll eventually come into contact with stronger ones. Fighting the Polish-Lithuanian Commonwealth is a challenging task, and so are Sweden and the Ottomans. However, a skillful player can expand into these three powers one at a time and gradually eliminate them.

### Early-game (1517 era)

The first task you should do is, unlike most countries, shift towards conquest and expansion early as you have a large army base and can easily take down any neighbouring countries (except for Lithuania and Sweden). Defeat Ryazan first as it is an **OPM** (One Province Minor) and could be taken down easily by your whole reserve, then focus hoarding power to expand eastwards by researching colonial tech. Later on, expanding into Sweden and Crimea is also prudent, as these areas gives you a larger coastline for a bigger navy, which Russia severely lacks at the start.

### Mid-game (1648 era)

As you defeated Sweden and took coastal lands. Amass your army&navy to defeat the PLC (Polish-Lithuanian Commonwealth). It's recommended that you have a strong/loyal ally to help you defeat PLC such as Austria, Brandenburg, or even Prussia (much like OTL (On IRL timeline)) even though you could defeat them by your own. But, do not annex more than 80% of their lands as you need to worry about your overextension now because of your large empire. So you need to gradually annex lands from it until PLC isn't a major power threat anymore.
War Universalis Wiki

## War Universalis 2 Wiki

The Unofficial Wiki for War Universalis by Faelsel.

In Game ErasPlaceholderMax ProvincesPlaceholderTaxPlaceholderFactionsPlaceholderOverextensionByzantine Empire
## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Byzantine Empire

**Byzantine Empire** is the faction with the longest lifetime in the entire game. Around a thousand years of lifetime. There are only 2 ways to create the Byzantine Empire. Either reform **Byzantine Empire** from the East Roman Empire or revolution from the East Roman Empire. Byzantine has a considerably great economy and development during the early stage of the game. However, **Byzantine Empire** is heavily weakened by the rising Caliphate during the Rise of Islam. It will only weaken after the Rise of Islam until it's fully annexed by the Ottoman Empire during the Fall of Byzantium.

### Religion

Chalcedonian/Orthodox

###

## **Strategies**

A strategy for **Byzantine Empire** in the early eras is to expand into your small neighbours and avoid conflict with larger powers such as **Sassanid Empire** if possible. During the Rise of Islam, you can contain **Caliphate** by protecting the countries you haven't annexed yet and aid them in their defensive wars.

It is not recommended to play as Byzantium by 1444 unless you are great at the game. By 1444, Byzantium is a dying empire. It is recommended to try to ally major powers near the Ottomans, such as Hungary or the Mamluks, although it won’t be easy. Try to mass lots of troops; it’ll pay off in the long run, despite the early game challenges. Try to abuse the A.I into attacking into provinces with walls and whatnot, or try to siege all of the Ottoman Balkan territories as fast as possible. Try to take the Balkan states first and foremost, as those will provide less unrest due to religion. From there, try to beat back the Ottomans again in multiple wars with allies, and be wary of rebels.
East Roman Empire

**East Roman Empire** is a Roman faction. It can be easily reformed into Byzantine Empire if it's owned by a player. **East Roman Empire** is much weaker than the West Roman Empire from both an economic and military aspect. However, the max province count of **East Roman Empire** is much higher than the West Roman Empire. **East Roman Empire** also has a relatively low lifetime of just around 80 years (Without reforming into Byzantine Empire by a player).
Pax Romana Era

## **Pax Romana**

   The first era of War Universalis 2 starts you off during the height of the Roman Empire. The year is 58 AD and the land is highly undeveloped with many tribal nations in Europe and Asia. The tech and unrest is also in terrible condition during this time

### Notable countries

* Roman Empire
* Parthian Empire
* Han Dynasty
* Kushan Empire

####

#### Dominant religions

* Hellenic Paganism
* Zoroastrian Paganism
* Confucian
* Mahayana Buddhism

Era Reputation: The War Universalis 2 player base tends to consider this the worst era of the game. Huge countries in the era tend to unfairly dominate their weak neighbors and the unrest is difficult on players.
Reformation

## **REFORMING**

There are tons of reformations in the game, however, there are only two types of reforming as of now. You have *Countries* and *Religion*.

For a country, you need these four things;

#1 - How many max provinces you have

#2 - How many max provinces they have

#3 - If you own all their cores

#4 - Political power

For a religion, you will need these things;

#1 - Less than 50% religious unity

#2 - 50 Political power

Reforming can also have either good effects or bad effects. Religion is most likely going to give you the worst effect such as cases where, you have less than 50% religious unity, and you have a few options to convert your religion too, and you choose the religion with the least amount of provinces. This will cause HUGE destabilization and can make it very hard to run your country. Generally, however, reforming is a good idea as it will reduce overextension and give you new cores. Religious reforming can also help deal with religious unity, although it is recommended to have over 50 Political Power saved up, as rebels will begin swarming your nation.
Ottoman Empire

The **Ottoman Empire** is a late-game Muslim superpower; it usually gets its first core in the early 1300s and maintains cores all the way until the end of the game in 1756.

The Ottomans are one of the most powerful nations in the game from 1517 onwards as they have a large total province count and a large max province count, as well as many large cities, such as Constantinople. This allows the Ottoman military to easily exceed 200k men, especially in the last era of the game.

My Ottoman strategy is similar to my Caliphate one; expand into your weak neighbours, but don't attack any other major powers unless you have a lot of negative unrest. This is especially true since the Ottomans aren't the dominant power in Europe (even at their height) like the Caliphate is.
Overextension

Overextension is a function where a nations starts to suffer from Unrest because of going beyond from the max provinces limit.

## Overview

Once the player's country gains provinces above their max province limit, overextension kicks in and each **new** province gives unrest (ex. 24 total and 20 max, and 3% OE per province. You only get 12% total OE because 24-20 = 4.)

Overextension per province starts at a base value of 5% per province and is decreased with overextension reduction techs like Imperial Administration and Feudalism. Overextension could also be decreased by Easy mode on VIP servers.

Overextension helps keep monstrously large nations from forming. But it's deliberate function fails preventing people from successfully attempting it so by reducing poor taxes, using Rebel Suppression policies, researching Overextension Reduction techs, and Spamming Political Power to keep unrest down.

## Controversy

Overextension gained controversy because of its immense buff from War Universalis 1 to War Universalis 2. Much of the player base disliked the feature in War Universalis 2's early release, but this controversy has calmed down as of 2020.
Caliphate

The **Caliphate** is a (usually) Muslim nation that appears in the year 626 if playing from an earlier era. **Caliphate** usually exists from 626 to 1335, though it may survive a few years after that.

At its heyday in 713, **Caliphate** is the most powerful nation in the world, with nearly 200 provinces to boast. It is so powerful in 713 that it can even protect Byzantium, itself a major power at this time.

A good strategy for **Caliphate** is to take control of its immediate neighbours (Aksum has many useful resources, as does Khwarazmia) and only attack major powers if you have -200 unrest or less.
Writing on the Wall

Writing on the Wall Volume 1 of Uncle Samsonite: Season One. It is when Jake and Jake's Dad are first introduced. It opens with Jake leaning against his dresser in a fetal position, quietly singing "Pony". Jake's Dad enters the room and asks what's wrong, to which Jake replies: "He's back." After Jake's Dad leaves, the closet door slides open, revealing the true meaning of what was written.
Parthian Empire

The **Parthian Empire** is a major power that exists from the very start of the game until around 222.

Though not as powerful as the Roman Empire, Parthia is still a very strong country and can easily exert influence in its own right, especially since it controls the rich provinces of Mesopotamia, and also has a large diversity of resources, not to mention its high max province cap of 50.

A good initial strategy for the **Parthian Empire** is to try to ally Rome once their initial war is complete (to win that, you can simply fight defensively and hope Rome is unable to peace you). After you ally Rome, expand into Arabia and India, but don't antagonize Rome, as doing that will have grave consequences.

## Parthian Empire

The Parthian Empire at the start of the game.
Starting Provinces

All factions start with at least one province which generates Gold (depending on the tax level that is set). The starting provinces may also be called "core" lands, with the largest being the Roman Empire and the smallest is various factions in the British Isles.

### Changes

The number of and location of the Starting Provinces will change during the era, for example Frankia originally begins in Northwestern Germany but migrates into modern day France.
Steve

> "Im gay" -Steve
>
>

## Basic info of Steve

Steve is the president of the third largest Ginuwine Fan Club in Ohio. Steve was first introduced to Jake's Dad in Volume 9 by Isaac, who claims that if Jake is to be saved, then Jake's Dad will need Steve's help. Steve seems like an insignificant person, but he is an insane dancer and saved Isaac from Uncle Samsonite by distracting him with a Dance-Off. Steve is played by Justin Briggs.

## Association with characters

Jake

* Steve has no interaction with Jake but likely knows of him.

Jake's Dad

* Steve helps Jake's dad by distracting Uncle Samsonite and allowing Jake's Dad to rescue Jake.

Uncle Samsonite

* Steve could be considered Uncle Samsonite's nemesis, as he has rescued 2 characters from him.

Isaac

* Steve is considered to be Isaac's friend, as he rescued him before the "Transformation" was complete.

#### Other Characters

* The Detective
	+ Steve has no interaction with The Detective

* Ginuwine
	+ Steve is a big fan of Ginuwine, as expressed by him being the president of the third largest Ginuwine Fan Club in Ohio, and also the fact that he showed concern after Ginuwine hadn't come out with a fire album for 2 or 3 years during the early 2000s, which led to him looking for why, and it wasn't long before he stumbled into Uncle Samsonite's realm

## Trivia

* He was the president of the fourth largest Ginuwine Fan Club, but the members all died in a "tragic house fire accident."
	+ It is implied that it was *not* an accident.
In Game Eras

## ***War Universalis 2 Eras***

*•Pax Romana: 58 AD*

*•The Three Kingdoms: 224 AD*

*•Barbarian Invasions: 395 AD*

*•Fall of Rome: 476 AD*

*•Rise of Islam: 628 AD*

*•Iberian Capitulation: 713 AD*

*•Charlemagne: 769 AD*

*•Viking Invasion: 841 AD*

*•The Holy Roman Empire: 962 AD*

*•Crusader Kings: 1066 AD*

*•The Hundreds Years War: 1337 AD*

*•Fall of Byzantium: 1444 AD*

*•Rise of Protestantism: 1517 AD*

*•Thirty Years War: 1618 AD*

*•Seven Years War: 1756 AD*
Twerk Twerk Twerk

Twerk Twerk Twerk is the second episode, (referred to as "Volumes,") of the first season.

## Plot

In this episode, we see Uncle Samsonite forcing Jake to "Lay down a beat." However, Jake is not eager to do so. Uncle Samsonite then threatens him, saying: "Sweet child, if I don't have a beat, I can't dance. And if I can't dance, then I'm not having any fun. And if I'm not having any fun, **then no one's having any fun.**" Jake succumbs to the threat and starts repeating the words "Twerk twerk twerk." Uncle Samsonite starts twerking to a mystically appearing beat, and harassing Jake in the process. After a little bit of that, Jake's Dad opens the bedroom door asking Jake if he want's some off brand soda. Jake seems eager for some off brand soda, but after seeing Uncle Samsonite staring at him from the closet, he refuses, saying, "I can't. I have to lay down the beat." Jake's Dad assumes he's talking about an imaginary friend, and leaves. Uncle Samsonite comes back out and starts dancing once more. The episode then ends with Jake secretly pointing a camera at Uncle Samsonite that he had hiding under a pillow.
Isaac

> "When there's a Phat Beat, and someone to dance to it, Uncle Samsonite can't resist. He has to accept the challenge." -Isaac
>
>

## Basic info of Steve

Isaac is introduced in Volume 3, where he refuses to give Jake candy since Jake is dressed as Ginuwine. He makes another appearance in Volume 9, where he leads Jake's Dad to Steve. He also helps Steve in a Dance-Off against Uncle Samsonite. Isaac is played by Isaac Bowen.

## Association with characters

Jake

* Isaac refuses to give Jake candy and then takes painkillers afterwards in a desperate attempt to forget Uncle Samsonite

Jake's Dad

* Isaac helps Jake's Dad find Steve so he can rescue Jake

Uncle Samsonite

* Isaac was kidnapped by Uncle Samsonite a long time ago, and his body was infested by Uncle Samsonite. Steve saved him before the "Transformation" was complete.

Steve

* Isaac is Steve's friend and has been since Steve saved him from Uncle Samsonite

#### Other Characters

* The Detective
	+ Isaac has no association with The Detective

* Ginuwine
	+ Isaac has no direct association with Ginuwine, but he reacts dramatically to seeing Jake dressed as Ginuwine.
Diplomacy

Diplomacy is one of the main features in this game allowing you to interact with other nations in some way.

## How to access

To access diplomacy, click on the enemy, or ally country and click diplomacy which should be on the bottom right of your screen showing it's flag and info about that province. When you hit diplo it should appear on the left on the bottom of that tab is Diplomatic actions and from there is pretty simple, sometimes you will have a truce which if you scroll down you can check in diplomacy, many relations can also be checked by looking somewhere in diplomacy.

## List of Actions

### Offer Alliance

Offer a nation to commit a mutual defense-based alliance with you. AI's will usually reject this offer and only players will accept it most of the time. Costs 1 prestige per year.

### Offer Protection

Offer a nation to be under your protection. AI's will usually accept this. Costs 0.5 prestige per year

### Declare Rival

Allows you to declare war against said country and hinders them from offering protection and alliances. Also gives penalty "Trade Embargo" which decreases the money you make from selling surplus trade goods. Costs 5 prestige upfront and costs 0.5 Prestige per year.

### Declare War

Allows you to begin attacking enemy cities/armies. Costs 10 prestige upfront.

###
Jake

## Basic Info of Jake

Jake is the main character of the series and son of Jake's Dad. During the series, Jake is kidnapped by Uncle Samsonite, and Jake's Dad joins forces with Isaac and Steve to rescue him. He seems scared of Uncle Samsonite, and when Jake's Dad enters the realm in Volume 5, he finds Jake lying in "his bed," so terrified that he believes his own father is Uncle Samsonite. Jake is most commonly pictured in his bed. He is played by Jake Bowen

## Association with characters

Jake's Dad

* Jake is Jake's Dad's son

Uncle Samsonite

* Jake was captured by Uncle Samsonite, and it is likely that he had known him for a while, as "Uncle Sam" suggests, and Uncle Samsonite has been haunting him for quite some time.

Isaac

* Jake's only interaction with Isaac in the series is in Volume 3 when Isaac refuses to give Jake candy since he's dressed as Ginuwine.

Steve

* Jake and Steve do not interact.

#### Other Characters

* The Detective
	+ Jake and The Detective do not interact.

* Ginuwine
	+ Jake is forced to dress as Ginuwine for Halloween, but otherwise the only mentioning of Ginuwine from Jake is in Volume 1
Playas

Son localizaciones en el borde de la península. Se pueden encontrar tortugas (marinas), gaviotas, peces y tiburones (en mar abierto)

Estas son las principales fuentes de alimento (excepto los tiburones)

En las orillas, podemos encontrar maletas e items tirados como sodas, alcohol, bengalas, snacks, dinero y monedas. También hay lugares como carpas o campamentos abandonados que contienen ollas y algunas maletas diseminadas.

Los caníbales no pueden nadar (por el momento) lo que convierte a la playa en un lugar bueno para establecer una base inicial.

Aunque suele carecer de recursos como troncos, ramas y piedras lo que hace a la construcción difícil y lenta.

Otra contra es que, al ser campo abierto, los caníbales pueden detectarnos con más facilidad que al estar en lo profundo del bosque, aunque también podemos divisarlos desde más lejos.

Existen lugares en las playas con mas 'presencia caníbal' :

* **Puestos de observación**
* **Carpas**
* **Campamentos**

A menudo podríamos divisar, patrullas en estos lugares.

## Lugares destacados

* **El ancla encallada**
* **Bahía del Yate**
* **Containers del este (Sahara Corp)**
* **Campamento canibales del este**

 Estrategias

La playa, al carecer de recursos, es un lugar bastante complicado de edificar. A la hora de transportar recursos es indispensable contar con un deslizador de troncos y transportar los mismos al lugar de asentamiento de base.

Unos muros defensivos con una puerta, debería ser suficiente para mantener a raya a los caníbales, ya que estos no pueden nadar. Y por si traspasan nuestras defensas, podríamos tener en mente armar un muelle con una balsa y refugiarnos en el yate.

No nos preocuparíamos por la comida ya que abundandan los peces y las tortugas marinas y también las maletas dispersas por toda la costa.

### Datos a tener en cuenta

* Al ser campo abierto, es altamente probable que nos descubran al cabo de unos días.
* El fuego de cualquier fogata podría delatarnos.
* Las playas, son recorridas por patrullas de caníbales en el día. Y con más frecuencia e individuos durante la noche.
* Escacez de recursos para la construcción (troncos y ramas)
* Bajo entorno para camuflaje.
* Temperaturas bajas durante la noche (más que adentro del bosque)
Jake's Dad

## Basic info of Mr. dad

* After Jake is kidnapped, Jake's Dad searches for him over a period of 3 Volumes, and Volumes 8-10 consists of Jake's Dad rescuing him. He is one of the Main Characters, along with Jake and Uncle Samsonite. Uncle Samsonite seems to enjoy toying with Jake's Dad, as he will randomly appear at given times but not do him any harm. Jake's dad in season 1 seems to feel as if something is up with Jake, however, at the same time seems clueless. It is implied that Uncle Samsonite's spirit manifested in Jake's Dad's body after the Epic Fight in Volume 10, but was saved when Father John expelled Uncle Samsonite from his body.
* He is constantly happy and kind, sometimes even when Uncle Samsonite shows himself in the presence of Mr. dad. Mr. dad also loves wholesome times and off-brand sodas.

## Association with characters

Jake

* Jake is Mr. dad's son

Uncle Samsonite

* Jake's Dad has many interactions with Uncle Samsonite, but they hardly make direct contact with each other.
	+ They make physical contact in Volume 4, Volume 8, and Volume 10.

Isaac

* Jake's Dad consults Isaac in Volume 8 after he watches the video, Uncle Sam, in Volume 4.

Steve

* Jake's Dad meets Steve in Volume 9 where Steve meets with Mr. dad and Isaac at his home.

#### Other Characters

* The Detective
	+ Jake's Dad consults The Detective before consulting Isaac

* Ginuwine
	+ Jake's Dad has no connection with Ginuwine, other than his knowledge of him.
Yate

El yate, es un bote a la deriva que podemos encontrar en la costa oeste de la península.

De él, podemos obtener varias provisiones, aunque para acceder, es necesario una balsa pequeña ya que hay tiburones a su alrededor y podrían matarnos con un par de golpes.

## Interior del yate

* 1 soda
* 1 cráneo
* 3 chocolates
* 2 tubos de aire
* 2 cuerdas (cubierta del yate)
* Reproductor de cassete y cassete nº1
* Foto de Virginia (mutante araña)
Cabina

## Exterior

La cabina del avión, es la parte que se desprende durante el accidente. Está ubicada en el centro del río, en una pequeña isla.

Dentro de ella encontraremos al piloto y copiloto muertos por el accidente.

También encontraremos la pistola de bengalas, algunos tableros de circuitos e información de la historia del juego.

Alrededor de la pequeña isla podemos encontrar algunas maletas dispersas y también debajo del agua
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Ríos

El rio, es el cuerpo principal de agua que fluye cruzando la zona central de la península.

## Río

Vista del jugador del río

Es muy largo, con varias efluentes y la mayoría de las partes requieren que el jugador nade para poder cruzarlo.

Sin embargo, en varios puntos, hay áreas de cruce superficiales, generalmente rocas.

Estas áreas de cruce son utilizadas frecuentemente por los caníbales, especialmente cuando persiguen a un jugador que ha nadado a través del río. Parece ser alimentado con agua de la nieve de la montaña.

Hay muchas cantidades de peces en el río. Muchos animales rodean al río, incluyendo cocodrilos, tortugas (terrestres), conejos y lagartos, pero algunos de estos nunca podrán ser vistos como los jabalíes o tiburones

## Localizaciones importantes

* La cabina del piloto se encuentra en una isla pequeña en el centro del río
* La cueva '3' tiene una entrada bajo del agua, localizada cerca de la cabina del piloto
Area de la montaña

## Montaña durante la noche

El área de la montaña, algunas veces referiéndose como "La Tundra". Es la región norte ubicada en el mapa. Montañas cubiertas de nieve pueden verse sobre lo alto y por el momento son inaccesibles. La única forma de alcanzarlas es tomando el elevador que se encuentra en el laboratorio de investigación y llevará al jugador hacia el obelisco de energía, que al parecer está tan arriba del suelo, como el obelisco de resurrección está bajo tierra.

## Descripción

El área de la montaña está cubierta de nieve, lo que provocará que al jugador entre en un estado de frío rapidamente. Esto puede evitarse usando botas de nieve, botas de piel de conejo, pieles de venado como abrigo, o construyendo una fuente de fuego.

Jabalíes pueden encontrarse con más frecuencia en esta parte del mapa, mientras que los venados raramente son avistados. Los lagartos o cocodrilos, no se encuentran en esta parte del mapa.

Los conejos, tienen la piel blanca ocasionada por la nieve.

Las patrullas de caníbales siguen patrullando la zona, aunque estén desnudos, parece no afectarles la baja temperatura.

Algunos jugadores, construyen sus bases aquí, con la esperanza de evitar las patrullas caníbales que son mucho más frecuentes en el sur.

El jugador que decidiera crear su base aquí, debe permanecer la mayor parte del tiempo equipado con pieles de venado, con la finalidad de mantener las bajas temperaturas lejos del status de nuestro jugador.

Alejarse de una fuente de calor en la montaña, hará que el jugador empiece a enfriarse inmediatamente.

## Localizaciones importantes

* El lago y la sepultura del área de la montaña (Probablemente sea el muerto del grupo del yate)
* Algunos campamentos abandonados
* El observatorio
The Forest en Español wiki

## La Isla (península)

La isla (península) es el lugar de desarrollo del juego. El clima es variable pudiendo nevar, llover y bajar la temperatura (esta última generalmente sucede durante la noche) Cuenta con diversos biomas, flora y fauna. (nieve, playa, acantilados, ríos y planicies)

La península, es el hogar de violentos caníbales, mutantes y vida salvaje (fauna) como; aves, lagartos, venados, peces, tiburones, jabalíes cocodrilos, conejos y ardillas.

Debajo de esta, se encuentran las cuevas (ambiente oscuro y frío en el que habitan algunos caníbales y mutantes)

Hay varios tipos de mutantes :

* Mutante pulpo (octopus)
* Mutante araña (spider)
* Cowman (hombre vaca)
* Bebés mutante.

A su vez, en las cuevas podemos encontrar provisiones para nuestra supervivencia y restos de sobrevivientes.

La península, a simple vista parece normal, con los caníbales, sus estructuras y formas de vida primitivas.

A medida que exploramos, tanto la superficie como las profundidades (cuevas) podemos hallar artefactos de la vida moderna, tales como; documentos de pacientes médicos, experimentos con ADN, puertas con mecanismos de presión, fotos de experimentos, memos de Sahara Corp (compañía encargada de los experimentos en la isla) e inclusive un laboratorio subterráneo que desemboca en la cima de la montaña (norte)

Sahara Corp, está interesada en la península ya que posee unos obeliscos capaces de devolver la vida a los muertos. Estos parecen tener alguna conexión con los "arboles sagrados" y los mutantes.

## Localizaciones

Hay muchas áreas en la superficie que debemos explorar:

* Playas
* Aldeas caníbales
* Yate
* Ríos
* La cabina
* Cuevas
* Montaña
* El avión

Estas áreas contienen items que podemos obtener para sobrevivir y/o conocer más de la historia del juego.

## Mapa interactivo

Este es un mapa interactivo de The Forest. Tengan en cuenta que es de versiones anteriores y puede no tener información actual.

Pueden acceder clickeando aquí
El avión

## Avión

El avión juega un papel importante en la historia, ya que es la razón por la que el jugador está en la

península en primer lugar.

Durante la animación de introducción parece haber una explosión desde el lado derecho del avión donde la cabina se separa del cuerpo. Después que se rompa la nariz del avión, este se precipita hacia abajo, en la península donde se estrella a través de los arbustos y las ramas antes de llegar a alguna parada donde el juego comienza.

La cabina del avión, se encuentra en el río en una pequeña isla.

## Generación

Cada juego que comencemos, la localización del accidente del avion en la península cambiará.

Por el momento, hay 4 puntos de generación completamente aleatorios

* Cerca del 'Lago de ganzos'
* En el bosque, hacia el norte del yate
* Cerca del campamento del cine abandonado

* El suroeste del asentamiento grande caníbal
Items

Throughout Rain World, there are many items that the slugcat may pick up and utilize to various effects.

## Item Usage

Slugcat has two arms with which to wield objects. Items can be picked up (default key: shift), thrown (default key: z), and gently dropped by pressing the down and throw keys simultaneously. The item held in the slugcat's right hand (left from the player's perspective) will always be used first. Tapping the grab key twice will swap held items between hands. Notably, the slugcat also has the innate ability to swallow a small inedible object and regurgitate it for later use by holding down the shift key while holding an appropriate item.