recursal/Fanatic-Fandom huggingface dataset:
Gatling Gun

Variable stat module

### In-game description

Continuously firing increases fire rate. But firing for too long will damage the ship.

**Gatling Gun** is a variable stat module. When equipped, the ship's firerate slowly increases over time while firing. The exact effect of **Gatling Gun** goes through several stages while the ship is continuously firing:

* For the first 13 seconds, firerate continuously increases.
* From 13 to 15 seconds, firerate continuously increases and a ramping-up sound effect plays as the ship flashes red. At this point, the firerate bonus is about 30%.[*R*]
* At 15 seconds, another sound cue plays to indicate that the ship is taking damage.
* From 15 to 18 seconds[*R*], firerate continuously increases as the ship flashes yellow and takes about 0.5 damage per second.[*R*] This self-damage does not affect multiplier.
* Beyond 18 seconds, the firerate bonus ceases increasing. The ship is still flashing yellow and taking damage.

Once the ship stops firing - either because the fire key was released or a dodge was performed - the bonus of **Gatling Gun** instantly resets and the self-damage stops.

## History

In Version 1.0.9c, a visual indicator was added for the damage timer.

Prior to Version 1.0.6b, there was no audio cue for Gatling Gun's damage.
Reaper Module

Miscellaneous module

### In-game description

Enemies will drop their souls now. Collecting 20 will cause you to become invincible for some time.

**Reaper Module** is a miscellaneous module. While equipped, defeated enemies will drop souls. Souls, as pickups, are affected by Magnet. Each soul collected increases damage by 0.05, up to a maximum of 1.0 when 20 souls are collected. Additionally, when 20 souls are collected, the ship becomes invincible for about 12 seconds.[*R*] Souls collected during this invincibility period have no effect. After the invincibility period ends, the damage bonus resets.
Blood Money

Activatable module

**Blood Money** is an activatable module. When used, the ship instantly loses 5 shield and gains 10 coins. No score is awarded for these coins, and the loss of shield does not affect multiplier. **Blood Money** *can* be used if the ship has 5 Shield or less, which destroys it instantly.

**Blood Money** does not have a cooldown, but it can only be used three times per stage.

## History

**Blood Money** was added in Small Update 8.
BroodStar Wiki

Wiki for the classic, roguelite shmup BroodStar.

**Welcome to the BroodStar Wiki!**
We're a collaborative community website about BroodStar that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderModulesPlaceholderBasic mechanicsPlaceholderResearch

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!
Parrying Module

Activatable module

**Parrying Module** is a activatable module. When used within about 0.3 seconds[*R*] after being damaged by an enemy or projectile, the ship releases a large, highly-damaging blast similar to that of Meltdown.[*R*] If used when the ship was not damaged in the last 0.3 seconds, nothing happens and the module goes on cooldown.[*R*] Self-damage (e.g., from Gatling Gun) does not allow the **Parrying Module** to be used;[*R*] neither does damage blocked by Reactive Shield or similar.[*R*]

**Parrying Module** has a cooldown of about 45 seconds.[*R*]

## History

**Parrying Module** was added in Small Update 8.
Electric Drone

Drone module

**Electric Drone** is a drone module. When equipped, the ship receives an Electric Drone.

Electric Drones are activated when anything that can be damaged, including Wall, moves into a short range around the drone. Once activated, they continuously zap everything in that range, dealing mild damage.[*R*] The drone is tinted yellow while active, and enemies hit are also tinted yellow for a few seconds.[*R*] After several seconds, regardless of the number of entities attacked, electric drones go into maintenance.
Weapon: Laser

Weapon module

**Weapon: Laser** is a weapon module. When equipped, the ship's main weapon is replaced with the Laser weapon.

The Laser weapon is a solid, continuously-firing beam with no travel time and no maximum range. It is not affected by most weapon modifiers.[*R*]

Equipping a main weapon module replaces any previous main weapon module.
Version 1.1.0b

**Version 1.1.0b** of BroodStar was released on January 28, 2021. Official update notes were posted on Discord, and are copied below with links added. Italicized text is not part of the official update notes, but provides further explanation where necessary.

* Added new achievements
* The seed now allows digits as well.
* The new enemy is more common now.
* Fixed an issue where in some cases the ambush would end later than when it's supposed to.[*R*]
Gunner Drone

Drone module

**Gunner Drone** is a drone module. When equipped, the ship receives a Gunner Drone.

While the fire key is held, Gunner Drones fire a weapon similar to the ship's default main weapon, unless the Subweapon Drones research perk is activated, in which case the relevant subweapon is fired. Gunner Drones do not inherit the main weapon or subweapon modules of the ship, but they do inherit weapon modifier modules if Subweapon Drones is not active.[*R*]

The Gunner Drone will fire as long as the key is held and it is not in maintenance, even if the ship is not firing (e.g., while charging or dodging). Gunner Drones typically go into maintenance after firing for about 30 seconds.[*R*]

Gunner Drones fire forward unless the Drones Aim At Enemies research perk is activated, in which case they will target the nearest enemy in range and aim towards it until it is destroyed. Gunner Drones do not target some enemies or obstacles, such as walls.

Damage dealt by Gunner Drones does not trigger Damage Meter. Some on-kill modules, like Reanimator Module, are not triggered by Gunner Drones kills while others, like Ninja, are.[*R*]

If Doubleshot Drone or Tripleshot Drone is equipped, Gunner Drones will fire two or three copies of their weapon with each shot, respectively.
Small Balance Patch 1

**Small Balance Patch #1** of BroodStar was released on February 9, 2021. It appears as **v1.1.4** on the main menu. Official update notes were posted on Steam, and are copied below with links added. Italicized text is not part of the official update notes, but provides further explanation where necessary.

## Gameplay

* Some Research nodes will give slightly less stats.
	+ ***Drone Fire Rate** was renamed **Drone Swiftness**, and it now affects movement speed of drones.*
	+ ***Fuel Capacity** gives 3 Fuel each instead of 5.*
	+ ***Speed Increase** gives 0.1 Speed each instead of 0.2.*
* Slightly adjusted the behaviour of some enemies.
* Non-projectile based drones will now convert increased firing rate to movespeed.
	+ *This refers to the minor research perks that give drones increased firing rate, which previously had no effect on Attack Drones, Collector Drones, and Kamikaze Drones.*
* Kamikaze Drone deals slightly higher damage.
* Adjusted the cost and effects of some Modules.
* Reworked Guardian Angel module.
* Last Man Standing will grant a higher damage bonus.
* Efficient Inverter's effect will last slightly longer.
* Fuel and Health pickups will now give a small score bonus when the player is at max Fuel and Shields respectively.
* The projectile from electric based effects now has a larger hitbox.
* The stat change indicators will now update more frequently.
* *Stat change indicators previously would only update about once per 1.2 seconds.*

## Bugfixes

* Fixed an issue where the extra shop from Arms Dealer would spawn too close to an early event.
* Fixed an issue where the Infested stage modifier would override special stage effects.
	+ *In particular, infestation would override Station - Chase and prevent the Wurm from appearing.*
Play area

The portion of the screen where the player ship can exist is called the **play area** throughout this wiki, and its edges are called boundaries. Some modules, such as Ricochet Projectile and Switcheroo, have special interactions with the boundaries.

If the player ship attempts to move into a boundary, it is typically stopped completely. If the Switcheroo module is equipped and not on cooldown, moving close to the side boundaries will warp the ship to the opposite boundary.

All drones can target objects outside the play area and move beyond the boundaries if their target is outside (or moves outside after initially being inside) the play area.

Subweapon projectiles will always move past the boundaries, as do main weapon projectiles unless Ricochet Projectile is equipped. This applies to projectiles fired both from the player ship and from drones. Projectiles which are homing, whether innately (e.g., SubWeapon: Mine) or through a module (e.g., Homing Projectile), can target and follow enemies outside the play area.

Most enemies will spawn outside of the play area (typically above the top boundary) and can be damaged before they move into the play area. Enemies that move beyond the bottom or side boundaries typically disappear after moving far enough outside the play area, although some will return. Some bosses frequently move beyond the boundaries, but they will never disappear for simply being outside the play area.

When a pickup spawns outside the play area, it is forced into the play area before it resumes scrolling with the stage and before it can be affected by Magnet. If a pickup moves beyond the bottom boundary before being collected, it is lost.
Dodge

**Dodging** is a movement technique available to the player ship. Dodging rapidly moves the ship and makes it invulnerable for the duration of its animation - around 0.25 seconds[*R*] - in exchange for about 10 fuel.[*R*] If the ship lacks sufficient fuel, the fuel meter on the HUD appears darker and pressing the dodge key has no effect.

Dodging always moves the ship in a straight line unless Maximum Control is equipped. If the ship is not moving, it cannot initiate a dodge.

Modules which affect dodging are categorized as dodge modules.
Luck of the Draw

Miscellaneous module

**Luck of the Draw** is a miscellaneous module. While equipped, the player ship's main weapon may change to another type every 5 seconds,[*R*] although it may also remain with the current weapon. The most common weapon types include those that can be obtained from weapon modules: Plasma, Arc Shot, Flamethrower, Sword, Laser, or the default main weapon. Rarely, it may give a blue plasma-like projectile not known to be a main weapon module.

## History

Starting in Version 1.0.6, **Luck of the Draw** can also "rarely grant some special weapon types," including the blue plasma-like projectile described above.[*R*]
Tesla Coil

Activatable module

**Tesla Coil** is an activatable module. When activated, a single spark is fired and travels a moderate distance before stopping and moving slowly downward. The spark lingers for about 20 seconds.[*R*] This spark does nothing on its own.[*R*] When a second spark is present within a certain distance of the first,[*R*] an electricity barrier is formed between them. This barrier damages enemies[*R*] and blocks projectiles.[*R*] If a third spark is fired, the first spark immediately disappears, and the barrier is reformed between the two new sparks if they are close enough.

**Tesla Coil** has a cooldown of about 3 seconds[*R*].
Switcheroo

Miscellaneous module

### In-game description

Allows you to leave the side boundaries and come out at the other end. 30 second cooldown.

**Switcheroo** is a miscellaneous module. While equipped, if the ship moves close enough to the either the left or right boundaries, it will instantly warp to the opposite side. After the ship warps, it cannot warp again for another 30 seconds.
Small Update 9

**Small Update #9** of BroodStar was released on February 5, 2021. It appears as **v1.1.3** on the main menu. Official update notes were posted on Steam, and are copied below with links added. Italicized text is not part of the official update notes, but provides further explanation where necessary.

## Gameplay

* Added new waves.
* Adjusted Explosive Deals - the modules given will be installed immediately.
	+ *Previously, the option to salvage was presented as with Free Modules.*
* Adjusted Weaponry Overcharge - the player must have greater HP than what using the item would remove.
	+ *Previously, it was possible to instantly destroy the player ship if it did not have sufficient shields.*
* Added a new event.
* Adjusted the price of some modules.
* Added a new achievement.
	+ *Added "Gotta Install 'Em All".*
* Added an option to reset the local highscore. (The option can be found in the Leaderboard menu)
	+ *Previously, the local high score would not reset when the leaderboard was reset globally.*
* Entering the invulnerable state of Reaper Mode will now play a sound effect.
Rare Specimen Analysis

**Rare Specimen Analysis** is a random event. When the event begins, a pink large fly similar to those found frequently in Outskirts appears, followed shortly by a unique analysis ship. Initially, the rare specimen and the analysis ship are invulnerable. Once the analysis ship scrolls into place about one-fifth down the play area, the following dialogue messages appear:

* *Hey, you there! I found an interesting specimen amongst these creatures.*
* *Keep the rest of them at bay while I analyze it!*

The stage will then stop scrolling, and the rare specimen becomes vulnerable. Waves of enemies will attack as normal for the given stage; they do not attack the rare specimen themselves,[*R*] but may lead the player ship to accidentally damage it. Although it has significantly more health than most enemies, it is not invulnerable. If the rare specimen is left alive long enough - for about 25 seconds[*R*] - the event ends and the following dialogue messages appear:

* *Thank you! I have successfully analyzed the specimen.*[*R*]
* *Here's a module for your efforts.*[*R*]

The player is the rewarded with a random module, which they may choose to install or salvage. The module is not guaranteed to be rare.

If the rare specimen is destroyed, the following dialogue appears:

* *Why did you destroy the specimen?! Now I'm angry...*

The analysis ship then becomes vulnerable and begins attacking the player. The analysis ship drops some coins when destroyed, but the player receives no additional reward. The event ends once it is destroyed, and the stage resumes scrolling.

## History

A teaser of the event was posted on Twitter on February 6, 2021.

**Rare Specimen Analysis** was introduced in Small Update 9.
Wall

Walls are destructible obstacles that appear in the Station levels. They can be avoided via maneuvering around them, dodging through them, or creating an opening in them. This can be done by damaging and destroying their tiles. Any method that damages enemies can damage wall tiles.

## Trivia

* The scaffolding tiles are not indestructible. Each tile has 999 hp, and if all scaffolding tiles of a wall are destroyed, the entire object including the non-interactable background texture is destroyed.
Pattern: Dual

Pattern module

**Pattern: Dual** is a pattern module. When equipped, the ship's main weapon fires two shots forward in parallel.

Equipping a pattern module may replace previous pattern modules. **Pattern: Dual** will stack with patterns that only fire one shot forward, such as Pattern: Spread, Pattern: Scatter, or Pattern: DualScatter.

## History

Some time before Small Update 6, **Pattern: Dual** was called **Pattern: Double**.
Pain Tolerance

Retaliation module

**Pain Tolerance** is a retaliation module. While equipped, the ship will gain 1 coin and the associated score[*R*] each time damage is taken. Damage blocked by modules such as Reactive Shield will not trigger **Pain Tolerance**,[*R*] and it may only trigger 100 times in a given stage.

## History

**Pain Tolerance** was added in Small Update 8.
Research

**Research** is a system that provides permanent upgrades to the player ship. On each campaign, research points are earned by equipping modules and defeating bosses; typically, 0.25 points per modules and 1 point per boss. Research points are rounded down at the end of a campaign.

Research points may be spent between campaigns on the research grid, which consists of many small nodes each representing a minor research perk, and several large nodes each representing a major research perk. All perks can be unlocked with 300 research points; further research points have no use.

## Major Perks

Major research perks may be unlocked only if all six surrounding minor perks are unlocked. Each costs 5 to 20 research points, depending on the perk. Unlocking all of them requires 175 research points.

All major research perks are unique. Following is a listing of all of them, their descriptions, and their effects:

## Minor Perks

Minor research perks may be unlocked as long as any adjacent node is unlocked. Each one costs 1 research point, except for **Core Activators**, which are always unlocked and do not require research points.

None of the minor research perks are unique. There are 17 different kinds, and a total of 125 including duplicates. Following is every minor research perk, the number of times each appears, and their cumulative effect when they are all unlocked (if known):

## History

Before Small Balance Patch 1:

* **Drone Swiftness** was called **Drone Fire Rate**, and its description was "*Increases your drones' firing rate by 5%*".
* **Fuel Capacity** gave 5 Fuel each instead of 3.
* **Speed Increase** gave 0.2 Speed each instead of 0.1.
* **Fuel Regen** now grants less Fuel - such that the initial Fuel on Hard difficulty is 3 instead of 4.

Prior to Version 1.0.6d-2, Starting Coins gave 20 coins per perk, for a total of 140 coins with all unlocked.

Prior to Major Update 1, the research grid was split into three parts for offense, defense, and drone utility. Most nodes had multiple levels each costing one point; each point would increase the effectiveness of the perk, and all levels of a node had to be unlocked before adjacent locked nodes became accessible. There were no "major" research perks, and the grid was square instead of hexagonal. When Major Update 1 released, all previously spent research points were refunded for use with the new research grid.
Pickup

**Pickups** are objects left behind by defeated enemies. Most defeated enemies, including walls, can leave behind pickups. The chance depends on difficulty, and is about 3% on Hard[*R*]. When the player ship passes over a pickup, it is immediately collected. There are several types of pickups:

* **Shield** pickups, which are blue capsules, restore about 3 Shield[*R*].
* **Fuel** pickups, which are orange capsules, restore about 10 Fuel[*R*].
* **Small coin** pickups grant 2 coins.
* **Large coin** pickups grant 10 coins.
* **Soul** pickups, once 20 are collected, make the player ship invincible for a short time (see Reaper Module).

If the Magnet research perk is unlocked, pickups quickly move toward the player automatically.
Version 1.0.9c

**Version 1.0.9c** of BroodStar was released on January 22, 2021. There were no official update notes, but at least the following changes were made:

* Fixed an issue where salvaging a module would sometimes make dodging impossible.
* Added a visual indicator for the Gatling Gun damage timer.
* Beholder and Metal Beholder are now named Brood Augur and Brood Auger, respectively.[*R*]
Version 1.0.9g-2

**Version 1.0.9g-2** of BroodStar was released on January 26, 2021. It appears as **v1.0.9g** on the main menu, but is distinct from Version 1.0.9g. There were no official update notes, but at least the following changes were made:

* Prevented certain non-stackable modules, such as Arms Dealer, from appearing multiple times in a campaign.[*R*]
Plot Armor

Variable stat module

**Plot Armor** is a variable stat module. Some time after this module is equipped - typically the next stage[*R*] - the module will activate and a question mark (?) will appear after the number of extra lives on the HUD. If the ship is destroyed while the module is active, the module will deactivate and the ship will be revived without using an extra life. **Plot Armor** can reactivate multiple times.[*R*]
Continue?

Retaliation

### In-game description

Allows your ship to return from death as long as you have coins. Each death subtracts 200.

**Continue?** is an retaliation module. If the player ship is destroyed with no extra lives while this module is equipped, 200 coins are subtracted and ship is respawned as if an extra life was available. If the player does not have at least 200 coins, the ship is destroyed as normal and the campaign ends. There is no known limit on the number of revivals this module can grant.
SubWeapon: EMP Bomb

Subweapon module

**SubWeapon: EMP Bomb** is an subweapon module. When equipped, the ship will fire slow-moving, highly-damaging[*R*] EMP bombs roughly once every 2 seconds,[*R*] which explode in a radius similar to the EMP weapon or EMP Drone's attack. EMP Bombs may travel about two-thirds of the play area's height before exploding on their own; otherwise, they explode on contact with an enemy.

Equipping a subweapon module replaces any previous subweapon module.
Pattern

**Patterns** are effects that change the pattern of shots from the player ship. All are obtainable through modules. Some patterns supersede others. When an pattern inferior to the current ship patterns is obtained, it has no effect; for instance, Triple has no effect if Quad is in use.

## History

Prior to Major Update 1, some research perks allowed the player to start a campaign with Double or Triple patterns.
Asteroid

Asteroids are destructible obstacles that appear in the Outskirts and Asteroid Field levels. They deal collision damage but can be avoided via maneuvering around them, dodging through them, or destroying them. Any method that damages enemies can damage asteroids.

In Asteroid Field - 2, medium and large sized asteroids will occasionally contain the Small Wurm enemies. The asteroid's health will be significantly increased if it contains this enemy. The enemy will lie dormant inside of the asteroid until the Player Ship gets close enough, upon which it will burst out and attempt to cause damage.
Weaponry Overcharge

Activatable module

**Weaponry Overcharge** is an activatable module. When used, the ship instantly loses 5 shield and its firerate increases by about 50%[*R*] for 10 seconds. If the ship does not have more than 5 shield, the module cannot be used. The loss of shield does not affect multiplier.

**Weaponry Overcharge** has a cooldown of 30 seconds.

## History

Prior to Small Update 9, **Weaponry Overcharge** could be used with less than 5 shield, instantly destroying the ship.

**Weaponry Overcharge** was added in Small Update 8.
Piercing

**Piercing** is a property of projectiles that allows them to move through enemies and objects. Non-piercing projectiles are stopped when they hit enemies or objects.

The Flamethrower weapon is innately piercing. Other main weapons can be made piercing by modules such as Projectile Accelerator Rifle or Piercing Projectile. Subweapons can never be made piercing[*R*].
Last Man Standing

Variable stat module

**Last Man Standing** is a variable stat module. While equipped, the ship will receive a damage bonus that continuously updates to be proportional to missing shield: the bonus is 0.003 damage for each 0.1% of shield missing, for a potential of just under 3 damage at minimum health.

## History

Prior to Small Balance Patch 1, **Last Man Standing** would grant 0.001 damage for each 0.1% of shield missing.
Shop

**Shops** are one way modules may be obtained. One shop always appears at the end of each level. The player may enter a shop by navigating the ship to the shop's entrance. The player is then presented with four modules, their descriptions, and their prices - by default, their base values. If the shop interface is closed, the shop cannot be re-entered. Purchasing a module at a shop requires coins proportional to the value of the module. Each of the entries in a shop can only be purchased once, although a shop can have duplicate entries.

Occasionally, a standard shop may be replaced by **Rare Goods** shops.[*R*] These shops present only three modules and their prices are 20% greater than that of regular shops, but they are more likely to have rarer modules.[*R*]

## Module interactions

* If the Arms Dealer module is equipped, an additional shop will appear at the beginning of each level.
* If the Cunning Linguist module is equipped, shop prices are 25% lower, rounded down.
* If the Lost Shipment module is equipped, a free random module is obtained if none of a shop's modules are purchased.
* If the Surprise Shipment module is activated, the contents of the shop on-screen are re-rolled and, if the shop was closed, it may be entered again. Surprise Shipment disappears after it is used.
Version 1.0.6d-2

**Version 1.0.6d-2** of BroodStar was released on January 17 or 18, 2021. It appears as **v1.0.6d** on the main menu, but is distinct from Version 1.0.6d. There were no update notes, but at least three changes were made:

* Added Mites, a new enemy that can appear in Construction and beyond.
* Changed the text of the Subweapon Drones research perk.
* The Ship Full of Gold achievement now requires 3000 coins instead of 9000.
Beholder Rock

The Beholder Rock is an enemy that can appear in the Asteroid Field levels.

## Behavior

This enemy moves at a constant height across the top of the level, bouncing between the left and right Level Boundaries, shooting energy bullets at the Player Ship.

Its movement speed and rate of fire will increase proportionally to the amount of damage it has taken.

It is possible to do enough damage to this enemy to destroy its rocky shell without doing enough damage to kill the miniature beholder inside. The miniature beholder has the same AI as the Beholder Rock but it is significantly harder to kill due to to its smaller hitbox.
Version 1.1.1b

Candidate for deletionThis page has been nominated for removal from the wiki.Remember to check what links here and the page history before deletion.
**Version 1.1.1b** of BroodStar was released on February 3, 2021. There were no official update notes, but at least the following changes were made:

* Explosive Deals can no longer be affected by Lucky Haul.
Devil Module

Activatable module

**Devil Module** is a activatable module. When activated, the following stat changes occur for about 5 seconds:[*R*]

* +10 Shield
* +1 Speed
* +1 Damage
* +25% Firerate[*R*]
* +50 Fuel
* +2 FuelRegen

**Devil Module** has a 60-second cooldown.[*R*]

## History

**Devil Module** was added in Small Content Update 1.
Version 1.0.9g

**Version 1.0.9g** of BroodStar was released on January 25, 2021. There were no official update notes, but at least the following changes were made:

* Fixed an potential softlock during the Supply Ship Defense event.[*R*]
* Fixed an issue where Walls could spawn with missing segments.[*R*]
* Fixed an issue where enemies might spawn on-screen during some events.[*R*]
Infested Asteroid

Infested Asteroids are obstacles that can appear in the Asteroid Field, Construction, Station, and Caverns levels. They deal Collision Damage but can be avoided via maneuvering around them, dodging through them, or destroying them. Any method that damages enemies can damage infested asteroids.

Infested Asteroids may sometimes release enemies upon destruction.

The Mechanized Spider boss will occasionally deposit an Infested Asteroids that will grow in size, and, if not destroyed by the Player Ship fast enough, germinate into a Spider enemy.
Coin

**Coins** are the currency of BroodStar. Coins are dropped by defeated enemies as pickups and obtained when modules are salvaged. Obtaining coins also increases score. Coins may be spent at shops for modules.

If the Continue? module is equipped when the player ship is destroyed, 200 coins are subtracted and the ship is revived.
Plasma Generator

Miscellaneous module

**Plasma Generator** is a miscellaneous module. While equipped, plasma projectiles will appear near the ship (closer than drones) and orbit it for about 5 seconds each[*R*] before shooting off in a random direction in a cone ahead of the ship. About 3 projectiles[*R*] spawn per second. The projectiles do not inherit weapon modifiers and are not affected by stats[*R*].
El fantasma del castillo (capitulo)

El fantasma del castillo es el tercer episodio de la serie original scooby doo ¿donde estas? estrenada originalmente el 27 de septiembre de 1969.

## Sinopsis

Misterio a la orden va en lancha pero una densa niebla hace que se pierdan y terminan en un castillo embrujado.

## Resumen

Los chicos salen a dar un paseo en bote, pero se pierden en la niebla y llegan a una isla con un enorme castillo. Entonces deciden aventurarse a entrar en el castillo perteneciente al pirata Morán. Dentro, un fantasma transparente que puede atravesar las paredes los persigue y asusta. La pandilla se aventura a encontrar el tesoro supuestamente escondido en la isla y desenlazar este misterio. Scooby, perseguido por el espiritu, tropieza y cae sobre él, atrapandolo. Descubren que el fantasma no es real si no que se trata de un mago buscado por la justicia, quien auyentaba a los visitantes en la isla porque temía que encontraran su tesoro.

## Otros

***Monstruo***: El fantasma del castillo

***Culpable***: Malilla el Grande

***Lugares***: Castillo del capitan Moras

## Curiosidades

* El videojuego Scooby-Doo Maze chese tiene una trama muy similar a este capitulo.
	+ El enemigo principal es una calavera muy parecida a la que aparece en el capitulo.
	+ El juego se ambienta en unas mazmorras, similar a las de un castillo, auque en el videojuego es en realidad una casa.
	+ los fantasmas que tiene que atrapar scooby son los mismo que el aparecido en el capitulo.
Antiguo castillo del pirata Moras

El antiguo castillo del pirata Moras es una isla aparecida en scooby doo ¿donde estas? en el episodio El fantasma del castillo.

## Historia

El castillo escondido perteneciente al pirata Moras, fue habitado en 1612, probablemente usado como base de guerra. El capitan escondio su tesoro en él dejando diversas pistas.

Cientos de años despues el supuesto fantasma del capitan Moras protegue su preciado tesoro. La pandilla del misterio descubre este lugar por error y decididos a desvelar el misterio del fantasma, descubren que el mismo es Melilla el grande, un gran mago que queria el tesoro del lugar y para hacerlo sin que nadie lo moleste, decidio vestirse como un fantasma.

## Habitantes

Antiguos:

***Capitan Moras***: navegante y lider de una tripulacion.

Actuales:

***Fantasma***: Melilla el grande haciéndose pasar por el probable fantasma del capitan.

## Apariciones

Scooby Doo ¿donde estas? Temporada 1 Episodio 3 "El fantasma del castillo".
Version 1.0.9f

**Version 1.0.9f** of BroodStar was released on January 23 or 24, 2021. There were no official update notes, but at least the following changes were made:

* Fixed some issues with event placement.[*R*]
* Fixed an issue where homing was ineffective against Hive Fortress.
* Fixed an issue with binding to bumpers on controllers.[*R*]
Disruption Field

Weapon modifier module

**Disruption Field** is a weapon modifier module. While equipped, the ship's main weapon becomes piercing[*R*] and each projectile gains a damaging field that continuously damages enemies in a very small radius.[*R*] Additionally, shot speed drops by about 20%[*R*] and the ship's damage is reduced by 50%. Unlike other stat changes, this reduction to damage will also apply to all other damage effects (eg., equipping Damage+ after **Disruption Field** will only provide 0.5 damage).

The only effect that **Disruption Field** has on Weapon: Laser is the reduction in damage.
Espiritu de medico brujo

El espiritu del medico brujo es un personaje aparecido en el quinto episodio de la serie original de scooby doo.

## Leyenda

Se supone que es el espiritu de un medico brujo indio con miles de años de edad. Es habitante de una ciudad india. Una teoria que es muy factible es que él es protegido por espiritus de otros indios.

## Historia

El señor Bob Master robaba a los perros que pudieran ganar la exposicion, robar el suyo, recuperarlo justo a tiempo y ganar el dinero de la competicion.

## Poderes

* Aparecer y desaparecer a voluntad propia.
* Invocar otros espiritus.

## Apariencia

Tiene la apariencia de un indio con una mascara tiki con peluca blanca.

## Aparicion

Scooby doo ¿donde estas? Temporada 1 Episodio 5 "El señuelo"
Scooby-doo's maze chase

Scooby-doo's maze chase (o traducido al español, La persecución del laberinto de Scooby Doo) es un videojuego de 1983 para la Intellivision. fue creado por Hanna-Barbera en colaboracion con mattel.

## Parte trasera de la caja

El mejor perro de Hanna-Barbera, Scooby Doo, persigue fantasmas, los atrapa y gana puntos. luego Scooby Doo atrapa su hamburguesa favorita y gana un hueso. mientras tanto, scooby doo es perseguido por un cráneo siniestro.

hay 10 laberintos diferentes, cada uno con un diseño diferente. juegue con ellos, cámbielos o incluso programe sus propios patrones nuevos.

* Juega en solitario a Scooby Doo's Maze Chase. o superar a alguien más.
* Scooby Doo deja caer huesos mágicos para bloquear el cráneo y hacer que "duerma" temporalmente.
* un juego de habilidad. en niveles que se hacen cada vez mas difíciles. ¡El cráneo se mueve cada vez más rápido, y toma siestas cortas!
* los colores del laberinto cambian y hay un reloj de habilidades para ayudarte a realizar un seguimiento de tu habilidad.
* divertidos efectos de sonido como "truenos". además de música. puntua la acción.

## Jugabilidad

El juego es una especie de Pacman. scooby-doo es perseguido por una calavera flotante, mientras se persiguen fantasmas en un laberinto. para ganar hay que atrapar a todos los espiritus, y por ultimo, a una hamburguesa. no hay que dejar que el craneo nos agarre o perderemos una vida, podemos utilizar contra él, un hueso que lo aturdira por un breve tiempo.

## Historia no oficial teorica

Aunque no se nos cuenta la historia del juego, nos dan varias pistas como para hacer una hipotesis de la misma. Scooby Doo entra a una mansion embrujada en donde se encuentra con varios fantasmas, él atrapa a cada uno y como premio, recibe una hamburguesa. A su vez una calavera gigante sigue a scooby, la cual él no puede vencer y huye de ella.
Series

Coleccion de todas las series de Scooby Doo por orden.

## **Scooby doo ¿donde estas?**

Serie creada y supervisada por Joe Ruby y Ken Spears en 1969 hasta 1971. Fue el resultado de los planes de CBS y Hanna-Barbera para crear un programa para los sábados en la mañana. La idea original era hacer un grupo parecido al de Archie, idea que fue descartada.
Una pista para scooby doo

Una pista para scooby doo es un capitulo de la serie scooby doo ¿donde estas? Estrenada originalmente el 20 de septiembre de 1969.

## Sinopsis

Misterio a la orden esta en la playa cuando ven un misterio: al fantasma de un capitan muerto.

## Resumen

Mientras disfrutan de una fiesta en la playa, los chicos se topan con el fantasma de un viejo buzo. El marino Tiburcio Tiburón le dice a la pandilla que aquel es el fantasma del capitán Cutler, quien según la leyenda, murió en el mar diciendo que volveria y se vengaria. Luego de visitar a la esposa del capitán, ella les dice que es una bruja y revivio a su marido con sus poderes. alrededores de la playa encuentran shaggy, velma y scooby, algas fosforestes que nacen en los barcos hundidos.

Equipada con trajes de buceo, van bajo el agua para buscar al fantasma. al entrar a un barco hundido encuentran un traje de buzo perteneciente al capitan cutler que esta vacio. ahi siguen al fantasma que los llevan a un deposito de barcos en perfecto estado. cuando por torpeza de scooby atrapan al fantasma del capitan cutler, descubren que la persona que estaba detrás de la mascara es, el propio capitan, pero no su espiritu.

El capitan Cutler fingio su muerte y junto a su esposa robaban yates de la marina, los restauraban y luego los vendian. La historia del fantasma surgio atravez de que unas algas fosforesentes se pegaran al traje de buzo del haciendo que pareciera un fantasma. La historia fue difundida por tiburcio tiburon.

## otros

***Monstruo***: El fantasma del capitan cutler

***Culpable***: El capitan cutler

***Lugares***: Rocky Point Beach
El señuelo

El señuelo es el cuarto episodio de la serie original scooby doo ¿donde estas? estrenada originalmente el 11 de octubre de 1969.

## Sinopsis

Una banda de robaperros aterroriza la ciudad en la que están los chicos, así que van a ver al entrenador Buck Masters, cuyo perro está en peligro de ser robado. Los chicos tienen la idea de colocar a Scooby-Doo como señuelo (ahi el nombre del capitulo) para atrapar a los secuestradores. El plan sale tan bien, que la banda descubre que el líder de los secuestradores aparentemente es el fantasma de un médico brujo, lo que los lleva a investigar a un escalofriante poblado indio, con aterradores fantasmas y descubriran quien esta detras de todo esto.

## Resumen

Una banda de robaperros aterroriza la ciudad en la que están los chicos, así que van a ver al entrenador Buck Masters, cuyo perro está en peligro de ser robado. Los chicos tienen la idea de colocar a Scooby-Doo como señuelo para atrapar a los secuestradores. El plan sale tan bien, que la banda descubre que el líder de los secuestradores aparentemente es el fantasma de un médico brujo, lo que los lleva a investigar a un escalofriante poblado indio, ahi, la pandilla se separa y es perseguida por el medico brujo, mientras scooby doo salva a los perros. Una vez atrapado al "Fantasma" la pandilla descubre que enrealidad el secuestrador de perros no era el espiritu de un indio sino el señor Bob Master. Él robaba a los perros que pudieran ganar la exposicion, robar el suyo, recuperarlo justo a tiempo y ganar el dinero de la competicion. Nada podia fallar excepto porque el señor bob master no calculó que la pandilla iba a aparecer.

## Otros

***Monstruo***: El fantasma de medico brujo

**C*ulpable***: Bob Master

***Lugares***: Pueblo indio
Ciudad de oro

Ciudad de oro es un pueblo fantasma aparecido en scooby doo ¿donde estas?.

## Historia

El pueblo minero era muy visitado hace mucho tiempo atras, las minas fueron cerradas y el pueblo continuo con su actividad como siempre. El minero 49 murio en las cuevas de ahi y lleva 200 años vagando y asustando a los visitantes, haciendo que en el pueblo solo queden Big Beng, dueño del pueblo y Hank, el ayudante.

La pandilla del misterio al perderse por leer mal el mapa, llega a la ciudad e investiga quien esta detras del minero 49, descubriendo que Hank habia estado auyentando a las personas para que Big Beng le vendiera el pueblo y pueda extraer petroleo del mismo.

## Habitantes

***Big Beng***: dueño del pueblo.

***Hank***: ayudante y minero 49

## Apariciones

Scooby Doo ¿donde estas? Temporada 1 Episodio 4 "El fantasma de ciudad de oro".
El fantasma de ciudad de oro

El fantasma de ciudad de oro es el cuarto episodio de la serie original scooby doo ¿donde estas? estrenada originalmente el 4 de octubre de 1969.

## Sinopsis

Shaggy, leyó el mapa al revés y la pandilla termina en lo que parece un pueblo fantasma llamado Ciudad de Oro. Van a hospedarse en un hotel cuando el encargado, les dice que todos se han marchado del pueblo por el fantasma del Minero 49, cuyo fantasma no descansará hasta encontrar hasta la última peta de oro. Luego, los chicos deciden salir a buscar pistas para resolver este gran misterio y terminan metiendose en las profundidades de la mina de oro abandonada, donde terminarán encontrando algo mas que pistas.

## Resumen

Gracias a que Shaggy, leyó el mapa al revés, la pandilla termina en un típico pueblo del Viejo Oeste llamado Ciudad de Oro. El encargado del hotel en el que se hospedan, les dice que todos se han marchado del pueblo, debido a que están aterrados por el fantasma del Minero 49, cuyo lamento se oye por las noches, y cuyo fantasma no descansará hasta encontrar hasta la última peta de oro. Luego, los chicos deciden salir a buscar pistas, y al no encontrar nada, se meten en las profundidades de la mina de oro abandonada, donde terminan encontrando petroleo recien sacado. Escapando del minero 49, la pandilla lo hace tropezar y descubren que él era en realidad Hank, el encargado del hotel, que invento la leyenda del minero 49 para auyentar a todos los visitantes y obligar a Gig Beng, dueño del hotel, a vender el pueblo a un muy bajo costo y asi, poder hacerse de las minas y sacar todo el petroleo que haya.

## Otros

***Monstruo***: El minero 49

***Culpable***: Hank

***Lugares***: Ciudad de oro
Turtle Egg

A **turtle egg** is a block that can hatch, producing a baby turtle.

## Mechanics

 File:2018-07-18 20.02.19.png
Turtle eggs are laid by turtles on the beaches of various ocean biomes. They can hatch to produce additional turtles.These eggs can be found in various sizes and are covered in green spots. Turtle eggs spawn in "clusters" (or "nests") along shorelines. Each cluster can have up to 4 eggs. After a few minutes, the eggs will emit a cracking sound and hatch into baby turtles. If a player breaks a turtle egg before it hatches, no turtle will emerge. Mobs such as zombies, husks, skeletons, wolves, or ocelots will try to destroy turtle eggs, so players may have to guard them to ensure they will hatch.

## Farming

Turtle eggs can be farmed by breeding turtles. When two turtles close to each other are fed seagrass, one of them will burrow into nearby sand and lay 1-4 eggs.

## Trivia

* Players can also destroy the eggs by jumping on them.
	+ Dropped items or falling anvils have a slight chance of destroying the eggs.
* Turtle eggs will only hatch at night.
* Turtle eggs can be obtained with a Silk Touch tool. Otherwise, the eggs will break and drop nothing if mined with a un-enchanted tool.
* In Java Edition this block is called "*Turtle Egg*", whereas in Bedrock Edition and Legacy Console Edition it's called a "*Sea Turtle Egg*".

## Gallery

Strong Turtle EggZ.pngAnvils can't break a turtle egg.Turtle Eggs.jpgTurtle eggs on sand.
## References

1. ↑ https://twitter.com/\_LadyAgnes/status/953259234770194433
2. ↑ https://minecraft.net/en-us/article/new-mob-approaches
3. ↑ https://twitter.com/\_LadyAgnes/status/953259234770194433
Fantasma de indio

El fantasma de un indio antiguo que aparece en el quinto episodio de la primera temporada de scooby doo ¿donde estas?

## Leyenda

No se sabe presisamente el origen del fantasma pero la teoria mas probable es que este ser es un protector del medico brujo.

## Historia

El supuesto fantasma es, en realidad, un holograma que sirve para auyentar a los forasteros del pueblo indio en el que el señor bob master traficaba con los animales.

## Apariencia

tiene la apariencia de un aborigen del antiguo oeste andando en un caballo.

## Aparicion

Scooby doo ¿donde estas? Temporada 1 Episodio 5 "El señuelo".
Ladrones murcielagos

Los ladrones murcielagos son unas criaturas aparecidas en el comic Scooby doo Team-up 1.

## Leyenda

Personas que gracias a mutaciones geneticas ahora son terribles hombres murcielago.

## Historia

Unos ladrones aprovechan la aparicion de man-bat para auyentar a la gente y poder robar tranquilos. en un momento estos mismo aprovechan que la pandilla esta distraida e intentan escapar, pero robin los detiene justo a tiempo.
Cráneo siniestro

El craneo siniestro es un monstruo aparecido en Scooby-Doo's Maze Chaze.

## Leyenda

No se tiene mucha informacion de la misma. La calavera persigue a scooby doo por todo el laberinto. parece defender a los fantasmas asi que puede tener una relacion con los mismos.

## Apariencia

Una calavera flotante con los ojos iluminados en rojo.

## Curiosidades

* Una calavera muy similar aparece en el capitulo "el fantasma del castillo" de scooby doo ¿donde estas?

## Aparicion

Para la Intellivision Scooby-Doo's Maze Chaze 1983 de Hanna-Barbera y mattel.
El minero 49

El minero 49 es un fantasma que recorre las minas del pueblo fantasma de ciudad de oro.

## Leyenda

Un minero vino a ciudad de oro en el año 1849 y 200 años despues sigue buscando oro y no va a descanzar hasta conseguir la ultima peta. La teoria que puede explicar esta inmortalidad del minero 49 es que él murio en las cuevas y su fantasma quedo vagando por las mismas. Eso tambien explicaria los lamentos que se escuchan al entrar a la caverna y el propio nombre del capitulo en el que aparece.

## Historia

Hank, el encargado del hotel, invento la leyenda del minero 49 para auyentar a todos los visitantes y obligar a Gig Beng, el dueño del hotel, a vender el pueblo a un muy bajo costo y asi, poder hacerse de las minas y sacar todo el petroleo que haya.

## Apariencia

Un hombre alto, corpulento, con ropas sucias y un sombrero.

## Aparicion

scooby doo ¿donde estas? T1 EP4 "el fantasma de ciudad de oro"
Pyro Secondaries

Pyro secondaries consist of shotguns, flare guns, rocket packs, & gas cans.

#### Flare Guns

Flare guns are low DPS weapons with heavy scaling. Usually gains a boost from enemies being on fire.

The Flare Gun

The Detonator

The Scorch Shot

The Manmelter

#### Shotguns

Shotguns are decent damage multi-pellet weapons with spread on them.

The Shotgun

The Reserve Shooter

The Panic Attack

#### Rocket Packs

Rocket packs are mobility boosters that give survivability boosts

Thermal Thruster

#### Gas Cans

Gas cans are weapons that deal splash aftertime damage. Can be upgraded to have an initial burst of damage.

The Gas Passer
Commands

Commands contribute heavily to the gameplay, and almost entirely relies on commands. They control basic elements of the game, and are typed in chat. They can also be typed into the console with the prefix of "sm\_", which is shorthand for sourcemod.

## /buy

This command will open up the Buy Menu. Console command is "sm\_buy"

## /qbuy

Qbuy will query multiple buys at the same time. Console command is "sm\_qbuy"

Example : /qbuy 1 1 1 10000 will buy health 10000 times, it will automatically buy as much as possible with your current money.

## /votemenu

This command will open up the Votemenu. Console command is "sm\_votemenu"

## /stats

This command will open up the stats selection within the Buy Menu. Console command is "sm\_stats"

## /upgrade

This will show the MvM upgrade menu, in which you can see your stats from it. Console command is "sm\_upgrade"
Scooby Doo Team-Up 01

Primer comic de la serie Team-up de scooby doo lanzada al mercado por DC comics.

## sinopsis

batman y robin, junto a misterio a la orden intentan curar a Man-bat.

## resumen

La pandilla se encuentra con batman y robin que buscan a un murcielago gigante llamado man-bat al cual quieren curar. su busqueda llega a un centro comercial en donde tres hombres murcielago roban todo tipo de cosas. al capturar a estos, se descubre que, en realidad, ninguno de los tres es man-bat y que simplemente simples ladrones. El verdadero se encuentra comiendo de la basura. shaggy al intentar atraparlo se queda enganchado en man-bat, junto con scooby. batman se sube al monstruo volante y le hace ingerir el antidoto, cosa que hace volver al hombre murcielago a su estado de humano. Ya todo solucionado Robin aprovecha la oportunidad e invita a velma y a la pandilla a la reunion de los analistas del misterio en gotham.

## Creadores

***Escritor***: Sholly Fisch

***Artista***: Dario Brizuela

***Colorista***: Heroic Age

***Rotulista***: Sada Temofonte

## Otros

***Monstruo:*** Man-bat

***Lugares:*** Centro comercial.
Projectile Analyzer

Dodge module

### In-game description

Dodging through projectiles grants a damage bonus. The bonus resets for each stage.

**Projectile Analyzer** is a dodge module. While equipped, the ship gains a 0.02 damage bonus for each projectile that it dodges through; if a dodge moves through several projectiles, the bonus is gained for each. The bonus stacks indefinitely,[*R*] but resets at the end of each stage.