recursal/Fanatic-Fandom huggingface dataset:
Velvet Remedy

Character

* Dialogue
* In game

Velvet Remedy is a healer at Covertsign. Known initially as Chosen-24, you were tasked with finding clues to where she had ended up before eventually being led to her.

## Healing

Velvet Remedy can heal any wounds you have like other doctors, however instead of paying her in caps, she'll instead pay it out of kindness.

You can heal up to 1000 caps worth for free. Once this is used up, you cannot receive any more free healing. Every time merchants restock (such as going through an EXIT door) she will regain up to 1000 kindness.

## Quests

### Role in the main quest

You are initially tasked by Mentor to find out what happened to her, only knowing her as "Chosen-24" at the time. You find her camp down in the sewers, but it looks like she was captured. Within the core of the stable 88, you come across the slaver leader Sharp Shooter, finding out that she was taken by the slavers and tortured for information, but managed to escape.

In Manehattan you find a prison camp, where the prisoners tell you she split from them to go with some zebras, assuming she was tricked then killed. You eventually find this is not the case, as along the way to Canterlot you come across the same zebras who lead you back to their base where you finally meet up with her.

She warns you about the project that Mentor tasked them with, a weapon, and urges you not to continue with what you were asked to do. When you refuse to change your mind she only hopes that she's wrong and that you are right.

Later, when things get worse and worse, she admits that as hard as it is for her to say, the project may be a fail-safe in protecting Stable Pi in case things go terribly wrong.
Camp (trial)

Trial

Camp is a special kind of trial found in Sewers. It doesn't contain enemies or puzzle. Instead it serves only as part of the Chosen-24 quest.

You need to search the camp and find the journal of Velvet Remedy (finding the journal completes the trial).

Note: there's a hidden space above the room - the roof can be smashed or exploded.
Department of Special Research

Location

Department of Special Research is a research lab located somewhere in the Factory. To find it, complete three levels of Factory and go right in EXIT room, instead of entering the next grind map level.

## Background

There are some logs on terminals. One of the entries tells a story of a scientist who was sent to the front. Another mentions developing a material for early power armor prototype.

## Gameplay

In the first room you'll find some raiders, locked doors, and a boss door. To unlock the door to your right, as well as the small door near checkpoint, you need to beat the boss and get his key.

Next you'll enter a set of unique rooms with various lab equipment. Some of them contain turrets and robots, some not. Hacking is necessary to disable security systems and open doors.

There are two ckeckpoints on this map, both can be used to return to base camp (even on hard and super-hard difficulty levels).

## Quests

* Chasing the rainbow - connect your PipBuck to the maneframe in the ManeTec factory. Maneframe is located in the last room on this map
* "Cyberpony" Magazine - find 12 issues of the magazine and bring to Winry
* Rare alcohol - one of the special bottles can be found here

## Notable loot

* All 12 issues of Cyberpony Magazine for the "Cyberpony" Magazine quest
* Apple wine "Pink sunset" for Rare alcohol quest
* Drops from the boss
* Many medical items
* Cryocells

## Gallery

Minimap with marked points of interestFirst roomBack-side of the room with 6 doors"Maze room""Maze room" back-side"Maze room" with back-side overlay
Wall toughness

Most walls, doors and various structure objects can be destroyed in the game. Some are harder then others and require more destructive weapons to break.

## Toughness

Toughness is how resistant to damage a wall, door or structure object is. Each has a level of toughness that can be destroyed by an equal or higher destruction level. Lower levels of destruction will not break the object, no matter how many times it is struck.

## Destruction

Every weapon has a level of destruction, affecting how many different objects it can destroy.

Weapons at level -1 can not destroy anything, not even fake walls. Any weapon with 'Can destroy walls' in it's PipBuck statistics is level 6 or higher.

Numbers in brackets are around the number of hits required to destroy objects at that level. Weapons that shoot many bullets or does damage over time (Shotguns and Incendiary cocktail for example) will inflict several hits per use. Lower toughness level than the destruction level will require less hits.

### Melee, Firearms and Energy weapons

(Nothing)
Pulse pistol
 4
(Weak concrete)
Piece of rebar (8)
Shovel (8)
Lead pipe (5)
Medium machine gun (8)
12.7-mm pistol (5)
Brush gun (5)
Terrifying gun (5)
Anti-machine rifle (5)
Laser pistol (15)
Rechargeable rifle (15)
Flamethrower (15)
Cryolator (15)
Incinerator (15)
Tactical flamethrower (15)
Flare gun (8)
Laser minigun (8)
Prism gun (6)
 5
(Sturdy door)
Mace (4)
Axe (4)
Autoaxe (4)
Laser rifle (6)
Laser sniper rifle (6)
Sparkle gun (6)
 6
(Concrete)
Thermic lance (5)
Sledgehammer (3)
Magical energy spear (2)
Super sledge (2)
Multiplasma shotgun (7)
Novasurge rifle (7)
Plasma minigun (7)
Rapid-fire plasma gun (7)
Plasma rifle (4)
Storm rifle (4)
Star blaster (4)
"Big Frickin Gun" (3)

## Notes

* If a weapon is capable of destroying an object, particles will fly off from impact (Wood pieces from a wooden door for example). This does not apply to magical attacks such as lasers, plasma and fire, and forcefields will always send out particles.
* Walls receive cracks or metal dents when damaged by a weapon capable of doing so, however doors and other objects show no signs of damage until destroyed.

## Trivia

* Alicorn forcefields are the only known objects that require 2 C4 or balefire explosions to destroy, as well as having more durability then other similar objects, but not increased toughness.
Materials

Materials are various items used for crafting equipment using schemes, or upgrading and repairing existing equipment. Many crafting materials can be bought from merchants.

For a list of items used for brewing (including where to find them), see Ingredients.

## Notes

* Items can be added to inventory via the `item <item id> <amount>` command. See console commands for more info.
Dip Fanken

Character

* Profile
* In game

### Healer

Dip Fanken is a trader that can be found at the back side of "Prancing pony" camp (go through metal doors).

## Trading

You can sell infinite amounts of items to Dip, just like to any other trader at base camps.

### Destiny cards

For most part of the game Dip only sells 5 items. Those are special "destiny cards" that allow player to change difficulty. A card like that must be activated from PipBuck to take effect. Cards are classified as equipment.

### The extremely valuable key

At some point in the game when you approach Dip, you'll have a dialogue option. Your Barter skill needs to be at at least level 4. He'll tell you that he waited to see if you can be trusted, and offers to sell a key to a certain cellar in Canterlot.

## Trivia

* This merchant's name is a direct reference to one of the game creators. He's responsible for graphics and location design.
Frankie

1- In Episode 3, the vote ended with a tie, forcing a revote. Frankie did not change his vote on the revote.

2- In Episode 5, Frankie used a Vote Steal advantage on Pooty, allowing him to cast an additional vote in Pooty's place.

3- In Episode 7, Charmander used a hidden immunity idol negating Frankie's vote against him.
Base camps

Base camps are locations where you can find merchants and other friendly NPCs. Base camps are "safe zones", where nothing can harm you, and you also can't use weapons and offensive magic (with some exceptions). All the crates, boxes and other containers can't be moved or looted. Here you can trade, visit doctor, repair items, talk to NPCs, receive quests, etc.

## Base camps

There are four base camps in the game:

* "Prancing pony" camp - biggest base camp, has the most merchants and various useful objects, such as Magical orb and Weapons rack. Here you can also find Painting Studio where you can paint and Shooting range, where you can test weapons and fight bosses again
* Covertsign - zebra refugee camp. Has only one trader and one healer
* Water treatment plant - small Steel Ranger outpost, with only one trader
* Stable Pi

## Layout

Base camps are just a few rooms big (Water treatment plant is only one room).

While each base camp is different, each one contains following objects:

* LSS terminal - allows to continue mission (go back to previous location)
* Wasteland map - the same as PipBuck>Information>World
* Vault - personal item store
* All crafting stations
	+ Workbench
	+ Laboratory
	+ Stove
* At least one merchant

## Teleporting to base camps

While playing on a regular map or grind map, you can teleport to a base camps at any time, and then return to the last checkpoint and continue adventure. Teleport is possible using following methods:

* Checkpoints - interacting with checkpoints teleports to base camp
	+ Note: on hard and super-hard difficulty teleporting using checkpoints is not possible, except the one in EXIT rooms
* Rune of return - consumable
* Getting critically wounded will result in emergency teleport to base camp so you can heal yourself
* Reloading the game - if you play the game on hard or super-hard difficulty setting, teleporting to base camp via checkpoints is not possible. Because progress of grind map is lost when exiting the game, you will be returned to base camp after relaunching the game or reloading a save. This is by far the worst option to teleport to base camp, as you loose grind map progress

## Notes

* In base camps, use of weapons and offensive magic is prohibited. Exceptions are Painting Studio, Shooting range in "Prancing pony", and boss rooms (when repeating boss fight via Shooting range)
* You can take damage in Painting Studio and when repeating boss fights, but not in Shooting range itself
Fixing a corrupted save file

It is possible to break a save file by using some console commands. However, broken save files can sometimes be fixed, provided you know what did you break.

**Important: before attempting to fix a save file, make a backup.** For that matter, also make a backup before trying console commands, but if you are on this page it's probably too late for that.

## Hex editor

To edit the save file you'll need some sort of hex editor. Examples of free editors:

* HxD
* Hex Editor plugin for VS Code (how to install extensions)

Online editors might have problems with editing *Remains* saves because of large file size (for a web browser).

If you try edit the save file with an ordinary text editor (e.g. Notepad), it will most probably add a file header or change some unwanted bytes, completely destroying the save file.

## Save files

Save files can be saved to two different formats: .sol and .sav. In addition to different file extension, the internal file structure is different, but not by much. Save files in both file formats can potentially be fixed.

Use the table on game releases page to locate the save file.

## Attempting a fix example

As mentioned above, you need to know what you broke in order to fix it. See save file corruption for known ways to corrupt a save. This is an example for `perk` command - similar fixes can be tried in other cases.

Let's say you were experimenting with the `perk` command, and typed `perk toaster` by "accident". The `perk` command doesn't verify if the perk with ID `toaster` actually exists (obviously it doesn't), and just adds it. When saving the game, list of perk IDs is saved somewhere in the save file. When you try to load the game, it tries to parse the perk ID list from the save file, and encounters an unknown ID `toaster`. The game doesn't know how to handle this and throws error #1009 when running setSkillParam(), which prevents the game from loading.

We'll try to fix it by replacing the string `toaster` with an ID of some other, existing perk. Fortunately, IDs are saved in the save file in text form, so it's easy to locate and replace them.

Open the save file in hex editor of your choice. We'll use the HxD editor mentioned above. Select File > Open... from the toolbar and navigate to your broken save file (.sol or .sav), **which you backed up before**. You'll see the file content interpreted as bytes, with ANSI text preview on the right.

Use the search function (Search > Find or ctrl+F) to find the string `toaster`.

Now replace the string with other perk name. It's best to use a perk with the same number of letters, so in this case e.g. `bigsize`. The game might fail to load, or even remove the save file if you change the number of letters.

Save the file and try to load the game, hopefully it will load.
AutoDoc

AutoDoc is a pre-war fully automated medical station. It can be found near Doc Sepsis at "Prancing pony" camp. When you first encounter it, it's in a broken state and cannot be used. After examining it, Doc asks if you could fix it for him, starting the Fix AutoDoc quest.

## Healing

AutoDoc can heal any wounds you have like other doctors, but instead of paying in caps, you expend an equivalent amount of biogel. Biogel can be found occasionally in any medical container.

Biogel has no other uses besides this.

## Notes

* Once you have AutoDoc repaired, it's far better to use it to heal yourself than paying Doc Sepsis, since you'll get a large amount of biogel when completing the quest. Later, when you meet Velvet Remedy, you may require less healing from AutoDoc and start to accumulate biogel.
* Selling biogel is a poor idea. You'll only get 1/10th of the value you'd get from using it for healing.
* To use AutoDoc in limited inventory mode, biogel needs to be present in your inventory - it can't be pulled from Vault (like when crafting items). Luckily, it has no weight, so you can take as much of it as you want.
* The machine looks visually the same in broken and repaired state.

## Trivia

* AutoDoc looks exactly the same as "Auto-Doc Mark I" found in *Fallout: New Vegas*. One can be found in New Vegas Medical Clinic, and many more in Sierra Madre.
Other weapons

There are a number of other weapons (also known as hoofmade weapons) in the game. These weapons are boosted by the Repair skill, and need to be crafted at a workbench first before they can be used.

All hoofmade weapons can be enhanced at a workbench for the same cost as creating them, increasing their stats. Except the Friendship Cannon, their ammunition counts as Other/Miscellaneous items instead of Ammunition, and may be found in tool cabinets and racks instead of ammunition boxes, among other places.

The following ammunition types are used in hoofmade weapons:

* Acid (1 weapon uses it)
* Aerosol (1 weapon uses it)
* Circular saw (1 weapon uses it)
* Crystal battery (1 weapon uses it)
* Dart (1 weapon uses it)
* Railway spike (1 weapon uses it)
* Scrap metal (1 weapon uses it)
Survivor: Cambodia

## Twists/Changes

- Tribe Expansion, as done in Survivor: Caramoan a third tribe will be introduced. Ikabula, wearing green buffs was the new tribe.

- Joint Tribal Council, on Day 8 only one tribe won immunity forcing the other two to go to tribal council together.

- Hidden Immunity Idols, Hidden Immunity idols with clues were made avaliable.

- Tribe Dissolve, on Day 15 Ikabula was dissolved making only two tribes.
Scribe Amaranth

Character

Scribe Amaranth is a merchant and repairpony at the Water treatment plant.

## Trading

Scribe Amaranth sells a variety of powerful firearms, magical energy weapons and ammunition.

She also sells pulse bombs and their schematics for breaking into the Bunker.

## Quests

### Starts quests

* Data on the stealth-buck M2 - find 8 data discs in the Ministry of Image.
* Motivators RX-47 - collect 10 motivator RX-47 from "guardian class" robots.
* Balefire-battery - obtain a balefire battery from within the Bunker.
* Enclave armor - find an intact sample of Enclave armor.
* Technologies of the future - find 5 different super advanced technologies.

### Involved in quests

* Hydroponics - turn in the quest at Scribe Amaranth.
Surprise

Trial

In order to get to the safe you need to either break the glass, or get around the building. Watch out for mines, traps, and a single Spider-mine.

When you try to activate the safe, it will escape you, sliding down. At the same time the gate blocking your way underground unlocks. You must go below ground, where the "surprise" awaits.

The surprise is an alicorn standing near the blue door. You must defeat her to access the safe.

## Notable loot

* Focusing crystal for the quest Find a new focusing crystal (from the Cabinet)
Surface

Location

Equestrian Wasteland, harsh and cruel.

Small part of the Equestrian Wasteland. Roughly imitates Littlepip's first wasteland experience.

## Layout and gameplay

Being the wasteland, this location is very flat. On the surface you'll find a few small buildings occupied by raiders and wild animals. You can enter a cellar of one such building (you'll find a MAw stash inside).

### Hidden section

At the end of the map there's a large pit that you have to jump over. If you however dive into the water at the bottom, you'll find a hidden section. Diver's potion and lots of Rad-X are recommended. This area can be quite hard for new characters. In the first (bottom) room you'll find a MAw stash, large amount of healing items, as well as Radscorpions and radioactive water. In the second (upper) room you'll fight multiple Bloodwings (watch out for spikes and traps on the ground). From this room you can take a shortcut to surface.

### Raider ambush

In the last room to the right, a large amount of raiders await you, and there's no cover to hide. Fortunately, Calamity is there to save the day.

## Notable loot

* "Anarchist" (unique Laser Pistol) - in the MAw stash in the rat hole
Gravitational anomaly

Trial

You have to fight few griffins in lowered gravity environment. Trial is started by falling into the blue region under entrance. It's a one way teleport to the arena - you arrive under bottom right platform.

Room contains 4 "holes" on top and bottom. If you fall into bottom ones - you die. If you fly into top ones - you'll get teleported to entrance.

It's possible to complete this trial using only your companion - if you keep sending it to fight enemies (use the [U] key) it will find a way to the main area.
Battle for Canterlot

Trial

The same type of room as Battle for Manehattan (and other similar). You press a button and 4 waves of enemies come one after another from the broken parts of the background wall, each one has a predefined duration.

2 Canterlot bats
 2
1 bloated ghoul
1 ripper ghoul
1 Canterlot ghoul
1 soldier ghoul
 3
 4
1 starred Bloated ghoul
1 starred Canterlot ghoul
1 green alicorn
2 swarms of necrosprites

## Tips

* After second wave, change armor to Moon armor, otherwise you'll have problems with alicorns
* After second wave, use a fast firing magical energy weapon - Rapid-fire Plasma Gun or Plasma Minigun. It's effective both agains necrosprites and alicorns

## Notes

* Enemies here will not give any experience, however they will still drop loot
"Cyberpony" Magazine

Quest

You need to collect 12 issues of the magazine and bring them to Winry. All issues are located in the Department of Special Research.

## Locations

Below you can find Department of Special Research map with magazine locations marked, as well as screenshots of a few rooms with hints where to find magazines.

Minimap3rd magazine entrance hidden behind a crate2nd and 3rd issues4th magazine8th magazine, pointers to 9th and 10th9th magazine10th magazine
### Notes

* Diver's potion recommended for 7th issue. Also watch out for Pirahnas and Wolffishes!
* Rad-X is recommended for 8th and 9th issue
* Magazine numbers are used only for this article's purpose; in game magazines are not numbered

## Rewards

* For each magazine
	+ 200 caps
* For completing the quest
	+ 1000 caps
	+ "Toaster repair" (Repair skillbook)
Brass Buckshot

Character

Brass Buckshot is a merchant and repairpony at "Prancing pony" camp.

## Trading

Brass Buckshot sells a large variety of firearms and magical energy weapons, including ammunition for both.

Some weapons for sale are unique versions, with better statistics compared to common ones.

## Quests

### Starts quests

* Destroy bloatsprites' lair - destroy all bloatsprite nests in the Bloatsprite nursery.
* Kill Lucerne
* Find a new focusing crystal
* Return the pistol - find "Loyalty" and return it.
* Star blaster - find a unique weapon known as a Star blaster.
Stable-Tech office, service entrance

Trial

...
...
What?..

In this trial you will first encounter 2 mole rats. Make sure to kill them silently, as in the next part 3 swarms of necrosprites await you, and will make quick work of you in the small area if they hear you. One swarm (in the pink room) is starred.

There's an info terminal at the end which contains file for Hydroponics quest for Scribe Amaranth.

## Notes

* There's a chest hidden under rubble near exit
* Room in the middle contains an unusual animation of purple lights gently rising from the ground
Enclave

The Grand Pegasus Enclave are enemies found in the Enclave base and during the last part of the game's story. As pegasi, they are all able to fly and are armed with the most powerful energy weapons and armors.

## Background

The pegasi were once part of Equestria until the Megaspell explosion caused them to isolate themselves in their cloud cities and cover the entire sky with a cloud barrier. They stayed there for two hundred years until they returned to the surface, treating everything, even fellow ponies, as a threat to ponykind.

The Enclave is the most technologically advanced and the most powerful group in the wasteland, even having aerial battleships such as the Thunderhead at their disposal.

## Behavior

Behavior is not too different from the Griffins, since the Enclave consists of pegasi. Their soldiers can fly when alerted. They are armed only with the most powerful energy weapons and most of them are wearing tough power armors that resist energy weapons themselves. They also have high evasion and can throw plasma grenades.

The Enclaves also have Hellhounds at their disposal, who can go through anything, even force fields, and can be alerted to the player if they're close enough, even when they don't see them. Due to their resistances to most magic weapons, explosives and bullets (with some kind of armor piercing) are very useful.

## Types

* Sparkle-Gun
* Cryolator

* plasma (15%)
* poison (50%)
* Multiplasma Shotgun
* Laser Sniper Rifle
* Storm Rifle

* plasma (25%)
* poison (50%)
* Laser Minigun
* Thermoemitter
* Storm Rifle

* plasma (25%)
* poison (50%)
* Plasma Minigun
* Railgun
* Storm Rifle

* plasma (15%)
* poison (50%)
* Missile Launcher

## Notes

* Despite wearing power armor, the Enclave do not take damage from EMP weapons like how Steel Rangers do.

## See also

* Grand Pegasus Enclave on *Fallout: Equestria Wiki*
* Enclave on *Fallout Wiki*
Character

## Experience

The main parameter or your character is experience points. Various amounts of experience are awarded for killing enemies, completing quests, collecting horseshoes, and other actions.

### Leveling up

When gained experience exceeds certain threshold (see next section), the character levels up. In addition to increased maximum health points pool, 5 skill points and 1 perk point are awarded. That points can be spent to improve various attributes of your character and create a specific build. Every level also increases the maximum health points for each body part and blood by 40.

Leveling up will allow you to find potions of life, potions of spirit, skill books and memory orbs from various containers. Once you have found a total of 5, they will no longer spawn until you level up again.

### Experience per level

Each character level requires more experience to be collected before leveling up. In other words, at the beginning of the game your character will level up frequently, and the higher the level gets, the longer it will take to level up, while each level up grants equal benefits (increased maximum health, 5 skill points, 1 perk point).

*Main article: Experience per level*

### Skills and perks

Skill and perk points can be gained not only by leveling up. Using Memory orbs gives one skill point that can be spend on any skill. Skill books grant one point in a specific skill (can't be chosen which).

## Skills

Skills are basic character attributes that determine how good the character is in particular areas - for example knowledge of firearms, or ability to do magic.

*Main article: Skills*

## Perks

Perks improve character stats or grant special abilities.

*Main article: Perks*

## Notes

Meaning of the most parameters are clear from their descriptions. Here are some comments:

* Evasion bonus - shows how much more will enemies miss on you. Evasion 100% means enemies will miss twice as before.
	+ Evasion doesn't work on lightning, it will always hit. It is for alicorns lightning, your spell, shock guns etc.
* Stealth bonus - decreases your speed of detection by enemies within your line of sight on the current map.
EXIT room

EXIT rooms are small rooms that appear on grind maps. They are used to finish current instance of grind map.

## Layout

EXIT rooms are safe and free of enemies. They usually contain a workbench and sometimes other crafting stations. The layout of the room is the same for every EXIT room on a particular grind map.

    From here you can do several things:

* Use the LSS terminal to go back to base camp. On hard and super-hard difficulty this can be done only once.
* Enter the door marked with EXIT sign to go to next level of the same grind map (e.g. if you are in Factory-1, the door will take you to Factory-2).
* Go right to enter the next location (e.g. if you are in Factory, you'll go to DSR). Usually this option will be available only after completing several levels of given grind map.
* Exit the room through the open door to continue playing in current grind map.

## Location

There are always several entries to EXIT room on every grind map. Up to one door per room can appear in rooms at the last level of map. However, "last level" is not always the bottom one - it varies depending on the grind map (see table below).

 Enclave base | Top

EXIT doors appear as red rectangles on minimap (the same as trial doors and boss rooms). They can be easily spotted by looking for glowing animated green arrows.

## Gallery

Example room on minimap with EXIT door marked redAnimated green arrows point to EXIT door
Dark spheres

Trial

Ever played Cut the Rope? This trial uses similar mechanics. When you press the purple dots, you get attatched to them with purple... something, and can swing (to some extent). You can then press the next sphere (previous one will detatch), and so on. Sometimes spheres are far away from each other. If you use the momentum you gained from changing your "anchor point", you can activate next sphere more easily.

At some point you have to ride a platform on the top. Wait to get detatched from the sphere first! You'll have to be quick - when you're riding the platform, it'll throw you off and you have to quickly catch a sphere nearby. At the end you have to use the dodge move (press [Shift]+2x[A]), or just sprint and jump, and catch the very last sphere very quickly.

## Notes

* Spheres hold you only for 10 seconds, after which you fall into pink water and have to start climbing again. You can prevent that by pressing the sphere you're attatched to again (you can see the counter near your lifebar).
* Tip: you can get rid of the puddle of Pink Cloud water with explosives, so if you fall down your HP will not drain.
* If you play the game on small screen, it might be good to switch to "Zoom 100%" mode (press [Z]), so your map won't move along with you, making it easier to press the dark spheres.

## Gallery

Dark Sphere holding you in placeShackles status icon

.
Military anatomy (perk)

Military anatomy is a perk

## Description

You know pony anatomy so well, that you always aim at vital organs. You cause 15% more damage to raiders and other equine enemies.
Requires:

* Level: 10
* Medicine: 4

Notes:

* "Equine enemies" include raiders, slavers, zebras and steel rangers. Not include ghouls, griffons, alicorns.
Playthrough examples

## 0.6

* BronyFizzban
* Lightwavers - speed tutorial
* Балкин Степан (ru) - super-hard, we live once
* Stranger (pl) - normal

## 0.7

* Балкин Степан (ru) - super-hard, faster level ups, random skills, slow learner
* Stranger (pl) - normal

## 1.0

* Балкин Степан (ru) - super-hard, limited inventory, we live once
* esuwai - speedrun (1:51:16), super-hard, faster level ups

## Other versions

* esuwai - 0.5, 0.6 and 0.7
* UltraMag64 - 0.5, 0.6 and 0.7
* Darky - Exploring the Plant
Survival (skill)

Skill

Skill "Survival" represents ancient knowledge almost forgotten by ponies, but mastered and perfected by zebras. With this knowledge you will survive where others would perish.

* Each invested skill point increases your resistance to any damage by 1%.
* Each skill level increases your damage threshold by 1, and enables you to prepare magical potions by zebras' recipes.

## Usage

With each point in this skill you gain 1% resistance to every type of damage. While practical in every situation, it is only a small boost and even at max level will only raise your chances of survival by a bit.

The real benefit to the Survival skill is the ability to craft many different zebra potions and make all sorts of food. Many zebra potions give permanent bonuses, while others give you temporary unique effects. Food gives you a long lasting temporary boost to certain stats, with better recipes giving you better boosts.

For a list of craftable potions see Brewing. For a list of food you can make, see Cooking.

## Perks

There are several perks associated with survival:

* Stamina (Survival 1): Stamina consumption for running and jumping during battle is reduced by 40%.
* Adaptive metabolism (Survival 2): Resistances to radiation, toxic gas and acid is increased by 20%.
* Friendly fire (Explosives 5, Survival 3): You only take 25% damage from your own explosives, including special varieties.
* Purifier (Survival 3): You deal 20% more damage to ghouls.
* Roamer of the wild plains (Survival 3): Resistance to teeth and claws is increased by 20%, and resistance to poison and bleeding is increased by 10%.
* Alchemist (Survival 4): When making potions, you receive 2 instead of 1. Does not work with permanent effect potions.
* Child of radiation (Survival 5): The more radiation you have, the less injuries you get. Also radiation cannot reduce your health below 80%.

## Alternatives to Survival

Due to the permanent and unique nature of zebra potions and the all around useful food, there is not many things that can replace putting points into survival. However there are a few options:

* Magic: Defensive spells offer various bonuses that get more powerful with magic skill. Additionally you are able to craft the elemental potion.
* Repair: By upgrading your armor with the Armor enhancement perk, you can increase your chances to survive encounters.
* Medicine: Boosts the effectiveness of healing potions and drugs, and allows you to use better medical equipment for treating debilitating injuries.
* Science: Hacking security terminals may mean you don't have to get into danger at all. Also allows you to create the Reanimation module for surviving fatal damage.
* Barter: Some zebra potions and food can be bought instead of made.
Valuables

Valuables are items that can be found by looting. They don't serve any function to the player character, but can be sold for caps to merchants. Some valuables are needed to complete certain quests (e.g. Pre-war books). This doesn't prevent the player from selling them.

## List of valuables

Most of the valuables can be found in chests, safes, and other containers.

Note: selling prices are not affected by the Barter skill.

## See also

* Caps
* Barter (skill)
Zebras

Zebras are enemies found in many locations - first encountered at Abandoned stable, then at Manehattan ruins, Legion Headquarters and Fort Rocks. They also can sometimes be found at the Factory after a certain point in the game, and in Military base as prisoners. They are masters of stealth, and can be very deadly in close combat.

## Background

### Legion

For some reason most zebras consider that the Great War from 200 years ago is still not over. They are united under a military organization known as the Legion. While the goals of the Legion are unknown, it's certain that zebras kill ponies on sight.

### Non-Legion zebras

While most zebras are hostile towards ponies, some refuse to fight for the Legion. You are told about such zebras in the Prison camp trial. Later you meet them at Covertsign.

## Behavior and strategy

Zebras are born assassins. They use invisibility cloaks to remain unseen and strike when you don't expect it. They use energy weapons, samurai swords, explosives, and Zebra Assault Carbines. They also move much faster then most enemies.

When zebras walk around, there is no indicator where their walking sound comes from, but you can still hear it. To check for possible zebras, it's a good idea to stop and listen. If you hear footsteps but see no indicators, it's likely that zebras are wandering around.

Note: Infra-vision potions will reveal cloaked zebras in the room, allowing you to easily spot and deal with them. Distortion field and weapons that inflict Burning or Poison are also useful, since they leave lingering particles that can be seen even if the zebras are invisible.

When spotting you, zebras will act much like raiders - they will run around and attack you until you're dead. However defeating zebras in a room will not draw the others out from hiding, possibly fooling you into thinking that it's safe to loot. This can lead to a quick death if caught off guard.

When opening a door, it can be helpful to launch a single, weak shot of any kind to tell if there is a zebra in the area. This will make them aware of you, but you will also know where they are, so they cannot ambush you, allowing you to take them out. This strategy is particularly useful in the Legion Headquarters, as you will be dealing with many zebras. Keep in mind this strategy will ruin your chances of getting a sneak bonus, however.

## Types

* Electrical zebra sword
* 0.308-pistol
* Zebra sword
* Combat knife

* fire 30%
* Thermoemitter
* Sparkle gun
* Plasma rifle
* Laser rifle

* plasma 20%
* Storm rifle
* Railgun
* Laser sniper rifle

* blunt 20%
* Police shotgun

* Sword
* Zebra sword
* Light machine gun
Slaver's den

Trial

Like in Falls Springs, you have to rescue few captives (bottom part) and kill few slavers. In the upper part there's a special slaver called "Chopper" that will call for reinforcements if you attack him. You can use the sneaky way around and attack him from above (watch out for traps though).

## Notable drops and loot

* "Loyalty", a unique pistol for quest Return the pistol
Grapes

### Voting History

1- In Episode 3, the vote ended with a tie, forcing a revote. Grapes did not change his vote on the revote.

2- In Episode 8, the vote ended with a tie, forcing a revote. Grapes did not change his vote on the revote.

3- In Episode 11, Charmander used a hidden immunity idol on Randy negating Grapes' vote against him.
Brewing

Brewing is a process of preparing potions, chemicals, and other substances.

To brew you require ingredients, recipes and a Laboratory bench or field lab. Most ingredients are dropped by various enemies. For a list of items used for brewing (including where to find them), see Ingredients.

Most recipes can either be found in containers or can be bought from either Dusty Nebula or Zambezi.

Laboratory benches can be found in any base camp and in various other locations. Alternatively the field lab, a portable version of the laboratory bench, can be bought from Dusty Nebula.

## Potions with permanent effects

These potions can be drunk to permanently boost your stats. Only up to 5 of each one can be used. Drinking any more will have no effect.

## Potions with temporary effects

These potions will give you various unique effects for a short duration.

## Chemicals

Some chemicals can be upgraded into their more potent forms.

## Other

Anything else also made at Laboratory bench or Field lab.

## Also see

* Cooking
* Ingredients
* Consumables
Sink (trial)

Trial

Destroy plugs to drain water. Use anti-radiation suit.

Take a dive in the first pool of water. Watch out for hungry fishes. Destroy the block at the bottom to make the water drain. You need all 4 wooden crates to build a tower and go further.

You'll notice a locked door - it will get unlocked later.

Dive into the next pool. There are more fishes there, they can be killed from the platform above. Swim right and break the destructible block in the right wall. This will allow you to jump from the platforms (use sprint) and find a detonator. Activating it will break the final water drain.

Now you can backtrack, and activate the button in the middle, which opens the door from before.

## Rewards

* "Box of new nuts" for the Screws and nuts quest
Steelhooves

Character

* Profile
* In game

Steelhooves is the Star Paladin of the Steel Rangers, Neighara's Division.

## Role in main quest

You first meet Steelhooves after completing the first level of Canterlot ruins, where he and his brethren recognize you as the killer of 2 other rangers.

Thankfully, the ones you killed were supporters of Elder Coldsight instead, another high ranking ranger of the division who's been causing problems, so you ended up causing more benefit then damage. You're invited back to his base, provided you're willing to cooperate.

You find out that Coldsight was working with the Zebra Legion and confront him about it, which he tells you he did not know about, and now plans to confront Coldsight because of it. Upon reaching the Military base Steelhooves is accused of treason and both of you are fired upon. He retreats, saying he must now deal with the issues that he and his supporters will face with the other rangers.

After eliminating Coldsight he warns you that even with his death, the conflict will only grow more intense and may even spread to other settlements, who you then go to warn.

Later, problems with the Great Pegasi Enclave arise, and in order to properly focus attention on this issue, he tells you and everyone else about Fort Rocks, a fortress that if taken, would disrupt Coldsight's rangers and the zebra Legion, making them unable to attack you while you're dealing with the Enclave.

## Quests

### Starts quests

* Hydroponics - find data on hydroponic farms in Canterlot Stable-tec office. This is then turned in at Scribe Amaranth.
Bloatsprite king (trial)

Trial

At the beginning there's one massive bloatsprite that spits balls of acid that explode into goo where it lands. After you kill it, two smaller ones will emerge that shoot balls that release clouds of poisonous gas. And again, two more sprites will be born from each of previous sprites, this time shooting acid projectiles. Last time this happens the sprites are tiny and just charge at you. After all king bloatsprites are dead the door unlocks and the trial is complete.

## Notable loot

* "Mystery shard" - unique Pulse Rifle - from the gun case

## Notes

* Bloatsprites are susceptible to energy weapons and melee weapons
* Robo-owl is very useful in this fight, as it uses laser attack and is a robot (poison and such don't damage it much)
* There's a MAw stash hidden under the three ammo boxes, with one Spider mine inside
* All sprites in this trial indeed wear tiny crowns
Combination Lock

Trial

You have to find the correct combination of buttons to open all 7 gates. Use 7 buttons in the upper section (buttons can be toggled).

To find the solution, crawl to the little room with a big box on the right. If you move the box (or destroy the floor under it) you'll see the number **109** written behind it. Assuming it's decimal, the number translates to binary **11011012**, which is the solution (1 = button on, 0 = off).

Alternatively you can do it by trial and error - just press random buttons until all gates are open. Eventually you'll notice some patterns (which button toggles which gates). You'll need to go below a few times to remove the "fog of war" and actually see the gates.

## Notable loot

* Cryolator (from the gun case in bottom part)
* Cryocells (from Cryocapsules in the bottom part)

## Notes

* Far left button sets all other buttons to 0 (off)
* There's a room with additional loot underneath the safe
* There are 4 horseshoes in this trial, each one worth 200xp

## See also

* Binary number on Wikipedia
* Endianness on Wikipedia
Griffins

Griffins, also referred to as Talons or Mercenaries are enemies that appear in Manehattan ruins.

## Background

The Talons consists of mostly Griffons (Though no other race appears in game), and they are composed from many independent factions with their own leaders. They would take money to do any kind of dirty work, such as killing or kidnapping. Though most of them would do anything to get their pay, including swooping as low as being immoral, some of them are known to at least have a code of honor.

## Behavior

Griffins use a variety of firearms (usually high level ones) and can fly. All of them can throw plasma grenades that will stick to walls or floor.

## Types

* Terrifying gun
* 12.7 pistol
* 0.308-pistol

* blunt 25%
* fire 25%
* Police shotgun
* Zebra Assault Carbine
* Novasurge rifle
* Multiplasma shotgun
* IF-9 Combat Shotgun
* Sawed-off shotgun
* Assault carbine

* Blunt 15%
* Explosion 15%
* Tactical Flamethrower
* Automatic Rifle
* Plasma Minigun
* Laser Minigun
* Plasma Caster
* Light Machine Gun

* Plasma 15%
* Lightning 15%
* Anti-Machine Rifle
* Railgun
* Sniper Rifle

* Blunt 25%
* Laser 15%
* Plasma 15%
* Anti-Machine rifle
* Police Shotgun
* Medium Machine Gun
* Laser Minigun
Fall (trial)

Trial

Open two floor hatches, then destroy the floor over to the last one (it can be smashed with any weapon, similar to MAw stashes walls). Jump up over the last hole and watch as you get teleported multiple times. If you do it right, you'll have enough momentum to overcome the effect of gravity lift.

## Notable loot

* Recipe «Party-Time Mint-als» for quest Obtain recipes for powerful drugs
* Medical items from medical cabinet
Fallout Equestria: Remains Wiki

*Fallout Equestria: Remains* is a 2D arcade platformer game, made by empalu.

The game is available in several release variants - it can be played in internet browser or in a local Flash player. Newest version of all variants can be found on Deviantart or on official project page.

The game is based on *Fallout: Equestria* - a book by Kkat. It's a crossover of *Fallout* games and TV series *My Little Pony: Friendship is Magic*. *Remains* borrows characters and locations from the book, but tells a different story, adding new locations and characters.

This Wiki supports only the newest version of the game available in English - currently version 1.0.2 (some pages might be outdated though).

This wiki contains **spoilers** for the game plot, characters, locations, and other things.

1/17

* Skills
* Perks
* Healing
* Status effects
* Experience per level
* Spells
* Companions
* Augmentations
* Vault
* Caps
* Weapons
* Armor
* Ammunition
* Amulets
* Augmentations
* Consumables
* Materials
* Ingredients
* Artifacts
* Quest Items
* Valuables
* Bosses
* Ghouls
* Slimes
* Bloatsprites
* Alicorns
* Raiders
* Slavers
* Zebras
* Griffins
* Steel Rangers
* Enclave
* Small robots
* Large robots
 Locations
 * Locations
* Base camps
* Grind map
* Trials
* Ministry of Awesome stash
* Merchants
* Healers
* Steel Rangers
* Main quest
 Crafting
 * Crafting
* Schemes
* Cooking
* Brewing
* Hazards
* Horseshoes
* Damage Types
* Wall toughness
* Limited Inventory Mode
* Interface
* Key Controls
* S.A.T.S.
* Console commands
* Tips and Tricks
* Editing Guidelines
* Playthrough examples
* User Modifications
* Version history
* Game releases
* Fixing a corrupted save file
* Soundtrack
* Bugreport
* Copyrights and contacts
Cargo Transportation

Trial

This is possibly the most annoying trial in the game, as every time you fail you will have to re-enter the room and re-build the tower, or even run back to the room from nearest checkpoint if you fall into the pit.

The room contains a large chasm that you have to get over by building a tower of boxes on a moving platform, then pressing a button to activate the platform and then riding on that tower. The platform will continue moving after the tower reaches the left wall, whereupon the tower will fall into the pit below. Here are some tips:

* Build the tower so that it's as close to the right wall (and button) as possible. This will increase the duration which the tower stays on the platform as it moves across the room.
* The platform moves pretty quickly - instead of pressing the button and then jumping on the boxes, try standing on the tower, jumping and pressing the button midair, then landing on the tower. Stand initially on the left edge so as to increase the chances of landing on the tower when it starts moving.
* There are two buttons that activate the platform. Another way to complete the trial is by getting on the platform at the bottom of the tower and pressing the lower button, and then jumping up the tower as it moves. This is much harder than the aforementioned method.
* If you drop any box while building the tower, try to quickly seize it before it falls into the pit. If you fail, restart the trial by re-entering the room (tip from the aid terminal)

## Notes

* If you fall into the pit in this trial, you will respawn at the nearest checkpoint with the same HP and without any additional injuries
* The Calipers are hidden in a cabinet next to the safe. However, the trial is completed when you open the safe. Therefore it's possible to leave the Calipers in the cabinet and complete the trial - it won't spawn again and you won't be able to complete the quest.
Kennels

Trial

Home of some of the Enclave's dangerous hellhounds. The first room contains 4 holding pens, each with a hellhound waiting inside. A button in the room opens up all the pens, releasing the hellhounds, though this is inadvisable.

Shooting the hellhounds through the bars before they have a chance to get out will keep you out of harm's way, provided they don't break through the bars themselves.

Once the hellhounds are dealt with, one of the pens is revealed to have a weakened wall. Breaking through will bring you to another room with only a single armoured door and button. Behind the door is a unique hellhound. Defeating them will complete the trial.

## Notable Loot

* Baryon neighralyzer for the quest Technologies of the future.