recursal/Fanatic-Fandom huggingface dataset:
Mine

The **Mine** is the basic Material structure in the game. It does not require technology research to unlock and is readily available at the start of each game. It converts planet material into usable Material, the conversion process is not 100% efficient.

## In-Game Description

*"First thing we notice are the thick columns of smoke in the horizon. The pilot starts punching in security verification codes early on - you don't want to be fried by automated defense mechanisms this early in the morning. The horizon is filled with a beautiful glow as the morning sun's beams penetrate the dust cloud hovering above the quarry.*

*As we fly directly on top of the excavation, for a moment it seems like we aren't even moving. A profound change of scale makes the observer feel diminished. The size of the Mine is its strongest weakness, but also its main means of defense. How much damage to a huge hole in the ground can any explosion cause? Given their size and the value for infrastructure, the Mines dre an easy target for bombardment A pit of this size cannot be easily hidden.*

*Below us, the machines are indifferent to our presence. Everything from seeking out the Mineral veins, blasting, digging, ore crushing and separation, and finally concentrating and delivering the final product is pushing onwards, fully automated. The resulting organic shape of the quarry is surprising, as the mineral veins are dug out with the optimal routes. The constant and strict choreographic movement enhances the feeling of observing a living entity."*

*- From the book "Birthing the Guns of the Future" by Amdadnan Eydyrson*

## Upgrades

Note: The global upgrades are excluded from this list.

### Molecular Biorefinery

* Cost: 50 Energy, 150 Material
* +75% Material Gain (100/t -> 175/t)
* +75% Planet Material Cost (-150/t -> -262.5/t)

### Autonomous Mining Robots

* Cost: 50 Energy, 200 Material
* +100% Material Gain (100/t -> 200/t)
* -30% Stealth Rating (20 -> 14)
* +100% Planet Material Cost (-150/t -> -300/t)

### Multi-Stage Refinery

* Cost: 50 Energy, 75 Material
* -30% Planet Material Cost (-150/t -> -105/t)
Version 0.2.3983 eac3

* New planet texture.
	+ New player planet added: The Shredded Dune.
* Explosions!
	+ Redone explosions for "normal" weapons to be more visible from far away and prettier to look up close.
	+ Different color smoke for shots that land in water.
* Sun graphical improvements.
* Various new particle effects.
* Keyboard zoom Added.
	+ "E" and "Q" can be used to zoom in and out.
* Balance tweaks.
	+ Damage increased for Missile, Laser and Solar Laser.
	+ Damage reduced for Railgun and Asteroid Diversion.
	+ Firing cost reduced for Missiles and Lasers.
	+ Activation cost increased for Shield Defense.
	+ Accuracy and range increased for Kinetic Defense.
	+ Build cost decreased for Kinetic Defense.
	+ Build and firing costs increased for Super Weapons.
	+ Science cost increased for Super weapons.
	+ Population boost increased for "Arcologies" tech.
	+ Planet material drain decreased.
Win Conditions

### Goal point

If you place one of your Pokemon on your opponent's goal point, you win the duel.

### Wait Win

If your opponent is unable to act, you win the duel.

### Time limit

Both you and your opponent has 5 minutes to make movements. If one player runs out of time, they lose the duel.

### Turn limit

If neither player has won a duel by turn 300, both you and your opponent lose.
Railgun

The **Railgun** is an imprecise weapon. It does not require technology research to unlock and is readily available at the start of each game. The projectile take into account the gravitational influences of the sun and every planet.

## In-Game Description

*The Railgun is the backbone of interplanetary artillery. Using the power of electromagnetism, these massive cannons are able to launch projectiles at incredible speeds. Calculating the right launch velocity and angle takes some skill. Even in experienced hands, it's not a precision weapon. For example, it is nearly impossible to take into account all atmospheric effects both during launch and re-entry. To compensate for the inaccuracy, Railgun shots tend to have a large area of effect.*

*Railguns are technically large electromagnets. Electric current runs through two rails, creating a circulating magnetic field around each of them. The force lines of the magnetic field run counterclockwise around the positive rail and clockwise around the negative rail, causing the net sum of the magnetic force to push the projectile forward.*

*The main benefits for using Railguns are that their projectiles can achieve great velocities and their ammunition is cheap and less volatile than conventional warheads. They are not without their problems, however. The biggest one is their need for huge amounts of power. Railguns are also susceptible to wear and tear, due to the current heating up the rails and the magnetism pushing them apart.*

*"I love every aspect of those guns and I'm building my own at the moment. Thanks to all the backers! 100 donors can have early access to my backyard to test it!"*

*- Oebneg Nanto, Vice-President and Fan-Fiction Representative of the Railgun Fan Club: "Magnets Are Magic'*

## Upgrades

Note: The global upgrades are excluded from this list.

### 2nd Gen. Capacitors

* Cost: 50 Energy, 250 Material
* +100% Building Damage (125 -> 250)
* -40% Population Damage (125 -> 75)

### Radioactive Munitions

* Cost: 50 Energy, 250 Material
* +80% Population Damage (125 -> 225)
* -20% Building Damage (125 -> 100)

### Airburst Munitions

* Cost: 50 Energy, 200 Material
* +20% AoE Radius (6 -> 7.2)
* -10% Population Damage (125 -> 112)
* -10% Building Damage (125 -> 112)

### High Altitude Scatter

* Cost: 50 Energy, 200 Material
* +30% AoE Radius (6 -> 7.8)
* -15% Population Damage (125 -> 106)
* -15% Building Damage (125 -> 106)

### Optimized Airburst

* Cost: 50 Energy, 250 Material
* +60% AoE Radius (6 -> 9.6)
* -20% Population Damage (125 -> 100)
* -20% Building Damage (125 -> 100)

### Optimized Projectile Carriers

* Cost: 50 Energy, 150 Material
* -50% Firing Energy (100 -> 50)
* -20% Population Damage (125 -> 100)
* -20% Building Damage (125 -> 100)

### Dual Barrels

* Cost: 50 Energy, 250 Material
* +1 Projectile (1 -> 2)
* +80% Firing Energy (100 -> 180)

### Triple Barrel Assembly

* Cost: 50 Energy, 350 Material
* +2 Projectile (1 -> 3)
* +180% Firing Energy (100 -> 280)
Version 0.1.3960

* In-game chat.
* Indicators to show which players have ended their turns.
* Building unlocks in Tech Tree now have simple descriptions.
* Added a simple reminder when trying to end turn with no active research.
* New player planet texture: Jungle.
* Small changes to UI graphics.
* Changed the version number scheme.
Interplanetary

Interplanetary is a hard science fiction turn-based strategy artillery game, where players wage wars by developing their home planets and firing their planetary barrages. Our goal is to have all the classic features a devoted strategy fan wants, but also introduce something fresh to the mix.

"The main problem with planetary civilizations is that developing one may take more resources than a single planet can offer. Sometimes, even a planetary system is not enough. Especially if you have competition. In distant cosmos, two sister planets have reached a tense situation. The greed inherent to both civilizations has driven them to drastic measures: the building of massive cannons aimed directly at each other. Let the game of interplanetary artilleries begin!"

## Features

* Challenge your friends in LAN, hotseat or online, or battle against AI.
* The game will be available for Windows, Mac and Linux.
* Build and manage your planet's infrastructure.
* Gather resources and decide the most efficient use for them.
* Encourage your citizens to research and develop increasingly futuristic technologies.
* Spy on your enemy to reveal his planet's weak points.
* Use your artillery constructions to aim through the planetary system, avoiding other celestial bodies and their gravity.
* Fire your railguns, missiles and beam weapons and claim the planetary system for your civilization!
How to play guide for Interplanetary

*This article is a stub. You can help Interplanetary Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Interplanetary***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.
Connector

**Connectors** represent an Energy grid on the planet, linking buildings and cities together. This allows buildings to function and increases the Population growth of cities. Different buildings have a different quantity of connectors: Power structures have 3 or 4 connectors, civilian structures have 2 connectors, and defences and offensive weapons generally have 1 connector. Cities have a variable amount of connectors which increases depending on their Population. Different buildings also have different connector length, with the power plants having the longest and defense structures the shortest. The maximum connector length between two structures takes on the value of the bigger connector length of the two.

Loss of connectors will prevent non-power structures from functioning, and therefore each building should be connected to a power structure. Even if one reconnects the building to a power source in one turn, the said building will not function in this turn. However, the precise amount of capacity at each structure is not important; as long as the building is connected to any power structure that will be sufficient. For example while a Missile requires 300 Energy to fire, it will still work if it's connected to only a Solar Plant which only produces 100 Energy per turn.
Shield Defense

The **Shield Defense** is a defense building primarily against lasers, they also have a small chance to defend against other weapons. They require some energy to defend against incoming strikes, their defense against lasers is guaranteed, not against other weapons, though.

## In-Game Description

*Incoming Laser attacks are impossible to foresee, as they move at the speed of light. The Shield defense system is always active when facing in the direction of potential threats. This is why the energy consumption of Shield defenses is extremely high. The system retaliates and makes adjustments automatically, according to the data collected from previous attacks and inserted into the system's databank. Using this data, the system causes variations in atmospheric densities and weakens the beam's power trough a lensing effect.*

*The quantum-paired sensor network allows faster-than-light detection and gives just enough time to activate the defenses before the beam strikes. The Shield defense is a parabolic array of Ultrasound emitters. It is a tool developed solely for preventing Laser fire from vaporizing the most critical targets, like major cities.*

*"Every measure has a countermeasure, every remedy a counter-remedy. It's not unlike the mythical Ouroboros, the circle of life. When you can sit and breathe comfortably and there is no need for evolving, you cannot be happy. You think that everything you do is to allow you to eventually sink into this state of fulfilment where there are no more needs. This is a lie. It is the primary way of maintaining a constant state of self-denial. One can never live in denial and be satisfied. That is why we need to go to war. To learn now to fall down and get up, fall down and get up, vet again, evel stronger. The true fulfilment."*

*- Grandmaster Muk Amashyo*

## Upgrades

Note: The global upgrades are excluded from this list.

### 2nd Gen Projection

* Cost: 50 Energy, 250 Material
* +35% Defense Radius (5.3 -> 7.155)
* -5% Intercept (Laser: 100% -> 95%; Others: 15% -> 14%)

### Optimized Target Leading

* Cost: 50 Energy, 250 Material
* -25% Activation Energy (150 -> 112)
* -5% Defense Radius (5.3 -> 5.035)
Interplanetary Wiki

Welcome to the Official Interplanetary WikiWelcome to the Official Interplanetary Wiki
The Interplanetary compendium by the players, for the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Interplanetary

Interplanetary is a hard science fiction-themed turn-based strategy artillery game developed by Team Jolly Roger and published by Steam in April 2014 as an "Early Access" game. Set in a dystopian universe, the planetary civilizations set out to harvest resources, which has become decreasingly prevalent in a universe slipping even further into chaos. The greed inherent to every civilization has driven each of them to drastic measures: the construction of massive-scaled weaponry capable of destroying both mankind and cosmos.[Read more...]

Content

* **Universe**
	+ Construction
	+ Resources
	+ City Projects
	+ Research
	+ In-Game Guide

* **Game**
	+ FAQ
	+ Features
	+ Game Updates

Featured images
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Guides

* How to play guide for Interplanetary
* Game support

Videos

*See more videos*

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Wiki Community

We are currently maintaining 363 pages (48 articles)!

Recent changes | New pages | Missing pages

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Main page sections: 1 · 2 · 3 · 4. Changes for the main page can be proposed here.
Missile

The **Missile** is a precise weapon, capable of targeting enemy structures and cities (provided one has intel). The projectile take into account the gravitational influences of the sun and every planet, and it will lock-on the enemy planet upon approaching it.

## In-Game Description

*There are two kinds of projectiles: rocks, and sticks. Rocks are heavy, crushing what they strike and inflicting their impact on large areas. Sticks pierce and stick to the flesh and can be aimed with precision. Eventually rocks evolved into catapults, cannons, artillery, and finally into Railguns. With sticks, the respective path went from arrows to ballistae, and eventually from rockets to guided Missiles.*

*Modern Missiles are a combination of rocks and sticks. Taking the best from both worlds, they carry their massive impact loads directly to the target as long as their trajectory is set on the right path. Mass production of Missiles is a generations-long tradition and thus a very streamlined process, despite its sophistication.*

*With advanced propulsion and targeting technology and lightweight carry loads, the Missiles can travel through the length of a solar system with high speed and still find their target. A guided Missile can take out the population of an entire megalopolis with a single hit, especially with enhanced warheads*

*"The precision that guided Missiles bring to the annihilation of our enemies is unequalled by electromagnetically-propelled projectiles. The production of Missiles is in our blood, in our genome. Now, with new-found means, we can wipe out our grievers with pinpoint Justice while honouring our beloved forefathers!"*

*- Friedryce Tarkoy, Chief Executive Secretary of the megalopolis Kobaia*

## Upgrades

Note: The global upgrades are excluded from this list.

### Nuclear Concentrators

* Cost: 50 Energy, 250 Material
* +75% Building Damage (200 -> 350)
* -50% Population Damage (150 -> 75)
* +30% Firing Energy (300 -> 390)
* -50% AoE Radius (2.2 -> 1.1)

### Biohazardous Warheads

* Cost: 50 Energy, 250 Material
* +40% Population Damage (150 -> 210)
* +50% AoE Radius (2.2 -> 3.3)
* +30% Firing Energy (300 -> 390)
* -60% Building Damage (200 -> 80)

### High Density Rocket Fuel

* Cost: 50 Energy, 200 Material
* +100% Lock-on Range (30 -> 60)
* +10% Firing Energy (300 -> 330)

### EmDrives

* Cost: 50 Energy, 150 Material
* -20% Firing Energy (300 -> 240)
* -40% Lock-on Range (30 -> 18)

### Advanced Gravity Assist

* Cost: 50 Energy, 250 Material
* -40% Firing Energy (300 -> 180)
* -20% Lock-on Range (30 -> 24)
Nuclear Plant

The **Nuclear Plant** is a capable Energy generation structure in the game. It requires technology to unlock and upgrade. The structure has 4 power connecters, the most of any structure, therefore it is an ideal node in the power network. However, it consumes Material and poses the risk of radioactive fallout if it is destroyed, although it does have a large HP.

## In-Game Description

*The development of a new generation of nuclear reactors has allowed a reinstatement of Nuclear Power Plants as a part of the planetary infrastructure. The new reactors are more powerful and reliable than their predecessors and only slightly more aesthetically problematic than standard solar power plants. The energy produced is rather cheap, and the amount of environmental harm caused by the reactors has been greatly reduced. Still, notable damage to the facility quickly makes for a radiation-infested eco- caldstroone.*

*Generation IV reactors can yield hundreds of times more energy from the same amount of nuclear fuel used in previous generations. In addition to this, they can even utilize previously existing nuclear waste in energy producton. and the emissions themselves are easily controllable. Generation IV Nuclear Plants do not produce any amount of carbon dioxide, and their waste stays radioactive for only a few centuries*

*"So we didn't leave enough leeway in the budget for fancier roofs and walls. Listen, friend: Electricity is not made by roots and walls; it's made by reactors. Now, does our reactor work perfectly fine? Well, yes, it does! And that's why your kids aren't freezing their feet and you aren't paying half your wage to warm up your breakfast. I'm standing under this roof, and I feel perfectly safe. Besides, there hasn't been a major earthquake in this area for decades*

*- Geppo Olminsvagge, Parliament Member*

## Upgrades

Note: The global upgrades are excluded from this list.

### Heat Cell Installation

* Cost: 50 Energy, 150 Material
* +75% Energy Gain (100/t -> 175/t)
* +50% Material Cost (-50t -> -75/t)

### Superconducting Grid Access

* Cost: 50 Energy, 200 Material
* +100% Energy Gain (200/t -> 400/t)
* -30% Stealth Rating (35 -> 22.5)
* +80% Material Cost (-50/t -> -90/t)

### Fast Breeder Reactors

* Cost: 50 Energy, 125 Material
* -80% Material Cost (-50/t -> -10/t)
Interplanetary Wiki/Section 1

Welcome to the Official Interplanetary WikiWelcome to the Official Interplanetary Wiki
The Interplanetary compendium by the players, for the players.
Please feel free to contribute by creating new articles or expanding on existing ones.

About Interplanetary

Interplanetary is a hard science fiction-themed turn-based strategy artillery game developed by Team Jolly Roger and published by Steam in April 2014 as an "Early Access" game. Set in a dystopian universe, the planetary civilizations set out to harvest resources, which has become decreasingly prevalent in a universe slipping even further into chaos. The greed inherent to every civilization has driven each of them to drastic measures: the construction of massive-scaled weaponry capable of destroying both mankind and cosmos.[Read more...]
Data Security Hub

The **Data Security Hub** is a Counterintel building. It costs a bit of energy to operate but prevents your enemy from observing your planet.

## In-Game Description

*The vast and swelling amount of data. The constant evolving of tools for sending and receiving information. Everything that can be observed can be transferred into lines of ones and zeroes with the right tools. Even things beyond our usual biological means of observation can be transformed into charts and diagrams. The approximate futures of personal lives can be foretold and controlled, varying wavelengths captured and analyzed, logistical systems built on layers upon layers of intersecting streams of bits.*

*The weakness of the orderly rule of bits is in omnipresent chaos. Vulnerabilities lie in the sheer amount of information, how it is manipulated, and most importantly, by whom. The value of any data is in its usage. Information warfare is not unlike a melee duel. Taunts, tackles, ripostes, wild swings and controlled footwork; they are all there. The only real difference is that the data itself never causes the bruises and bodies. But when it's applied correctly, it can cause friends to fight each other, with both feeling their cause is just.*

*How do you hide a city with a population of one billion? With smoke and mirors. And It realy dolls down to where you apply those devices. A smoke curtain in front of the viewer covers much more vision than on the horizon. Transferred data always has physical qualities; necessities for input, output, and interpretation. Controlling this movement is the raison d'etre for Data Security Hubs.*

*"Sometimes the best means of countermeasure is a pair of pliers. Snap goes the wire!"*

*- Anonymous official, Peoples Education Institute*

## Upgrades

Note: The global upgrades are excluded from this list.

### Active Interference Generator

* Cost: 50 Energy, 175 Material
* +15% Counterintel Gain (20% -> 35%)
* +60% Energy Cost (-25/t -> -40/t)

### Enemy Surveillance Analysis Center

* Cost: 50 Energy, 150 Material
* +7 Intel Gain (0 -> 7)
* +40% Energy Cost (-25/t -> -35/t)

### Data Processing Center

* Cost: 50 Energy, 250 Material
* +20/t Science Gain (0 -> 20/t)
* -7% Counterintel Gain (20% -> 13%)
Version 0.5.4183 EAC 6

* Codex.
* New building window.
* Misleading city lights removed from planet surface.
* Balance changes.
	+ Railgun damage increased.
	+ Asteroid Diversion damage increased.
	+ Weapon targeting angles decreased.
	+ Projectile minimum targeting velocity decreased.
	+ Planet speeds increased.
	+ Non-player planet sizes increased.
	+ Solar Laser distance from the sun decreased and standardized.
	+ Missile homing range decreased.
	+ Kinetic Defense range decreased.
	+ Shield Defense range slightly decreased.
	+ Mine visibility decreased.
	+ Defense visibility decreased.
	+ Science requirement for some technologies increased.
	+ Build Energy costs increased for Mines, Defenses and Intel buildings.
Billie

*"I feel at home in Freedom Town. Doesn't matter what your body can manage, the Walkers make you feel valued. Everyone works to their ability, everyone takes pride in what we build and grow together."*

*- Billie, Freedom Town Resident*

**Billie** is a member of the Collective Justice Mission and long-time resident of Freedom Town.
Interplanetary Wiki/Section 4

Wiki Community

We are currently maintaining 363 pages (48 articles)!

Recent changes | New pages | Missing pages

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Features

* Challenge your friends in Hotseat, LAN or online matches.
* Build and manage your planet's infrastructure.
* Gather resources and decide the most efficient use for them.
* Research and develop increasingly futuristic technologies.
* Spy on your enemies to reveal their planets' weak points.
* Use your artillery constructions to aim through the planetary system, avoiding other celestial bodies and their gravity.
* Fire your Railguns, Missiles, Lasers, and claim the planetary system for your civilization!

## Planned Features

* Single Player Mode with AI opponents.
* Deeper city mechanics, projects, and population productivity management.
* Warhead mechanics to increase missile versatility.
* Additional Super-weapon(s) .
* More buildings, technologies, and planet maps.

*More features will be revealed further along the game's development.*
Alex

*"I want to live in a community that gives me hope, not just for our future, but for justice throughout the world."*

*- Alex, Freedom Town Resident*

**Alex** is Vic's nephew who has joined the Collective Justice Mission and moved to Freedom Town in South America with the cult. The goal of the game is to find Alex and determine whether or not he is safe.
Rebecca Walker

*"In Freedom Town we reject tyranny of the few over the many. Here we all triumph together."*

*- Preacher Rebecca*

**Rebecca Walker** and her husband Isaac are the charismatic leaders of the Collective Justice Mission which has founded Freedom Town in the jungles of South America.

## Notes

Rebecca is voiced by Ellen McLain, best known as GlaDOS in the Portal games.
Freedom Town

*"What the Collective Justice Mission has done with our land is nothing short of a miracle. It's a thriving community built from raw nature to be self-sufficient, and in just a few years. We are honored to host them in our country."*

*- Dr. Caldera, Battuela Minister of Infrastructure*

**Freedom Town** is a self-sustaining agricultural community built deep in the jungle of Battuela. It is home to the Collective Justice Mission, led by Isaac and Rebecca Walker.
Ion Defense

The **Ion Defense** is a defense building primarily against precision weapons such as Missiles, MIRVs and Nuclear Missiles. They require a lot of energy to defend against incoming projectiles, and their defense is not guaranteed (without upgrades).

## In-Game Description

*The concept is very simple: The incoming missile is identified and tracked with the assistance of the planetary early-warning System. A targeting laser lights up the missile to calibrate the system. Then, more powerful lasers are activated to create an ionized path in the atmosphere. Finally, we release an electric charge through that path. Artificial lightning, if you will.*

*"What happens next is even more exciting. Sometimes the charge is enough to disintegrate the whole missile, and it burns up high in the atmosphere in a beautiful flash. Other times, if we choose to delay the elimination or if the threat was detected later, parts of the projectile can be recovered. My favorite? The few times we have repurposed some of their nasty payload and sent it right back at them!"*

*- Reysca "Defender" Hamon, Defense Engineer*

*"The sound of thunder is something that has never ceased to spark respect and awe in men. It is no wonder our ancestors feared the gods who had control of such power, ready to smite those who did not follow their will. The knowledge and understanding we now possess has made those gods our allies. We stand together, side by side, casting our aegis on the very planet that belongs to us both.'*

*- Ames Raor, Spiritual Leader*

## Upgrades

Note: The global upgrades are excluded from this list.

### Maglev Servos

* Cost: 50 Energy, 300 Material
* +15% Intercept (80% -> 92%)
* +20% Activation Energy (200 -> 240)

### Optimized Target Leading

* Cost: 50 Energy, 250 Material
* +35% Defense Radius (5.3 -> 7.155)
* -5% Intercept (80% -> 76%)

### Narrow Pulse Emitter

* Cost: 50 Energy, 250 Material
* -25% Activation Energy (200 -> 150)
* -5% Defense Radius (5.3 -> 5.035)
The Church in the Darkness Wiki

Welcome to *The Church in the Darkness* Wiki
*The Church in the Darkness* compendium by the players, for the players.
We are currently maintaining 300 pages (17 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

Links
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What is *The Church in the Darkness*?

*The Church in the Darkness* combines unique narrative with tight top-down action-infiltration gameplay in an open-ended environment. As Vic, an ex-law enforcement officer, you travel to South America to get into Freedom Town and check on your nephew, Alex. Play how you want - you can avoid detection completely, take on the guards using non-lethal methods, or kill anyone who gets in your way. But you'll have to live with the consequences of those choices.

*The Church in the Darkness* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

*The Church in the Darkness* Links
Official pageParanoid Productions

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
The Church in the Darkness Wiki/Bottom section

What is *The Church in the Darkness*?

*The Church in the Darkness* combines unique narrative with tight top-down action-infiltration gameplay in an open-ended environment. As Vic, an ex-law enforcement officer, you travel to South America to get into Freedom Town and check on your nephew, Alex. Play how you want - you can avoid detection completely, take on the guards using non-lethal methods, or kill anyone who gets in your way. But you'll have to live with the consequences of those choices.

*The Church in the Darkness* Wiki

AboutThe gameThe developersThe wiki

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

Joining inRegisterCommunity / How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

*The Church in the Darkness* Links
Official pageParanoid Productions
Asteroid Diversion

The **Asteroid Diversion** is a superweapon resembling the ultimate upgrade form of a Railgun. It consists of projectiles from the asteroid belt at the edge of the solar system, the firing angle covers the whole 360º. Like a Railgun, the projectiles obey the laws of gravity. Upon a hit on enemy's planet, the asteroids deal massive damage to cities in particular, and with the large AoE radius, they can cause detrimental damage to the entire planet. Note that if the game has the setup "Superweapon Limit", the Asteroid Diversion can only be built once.

## In-Game Description

*The edge of the solar system is populated by hundreds of thousands of small planetary system bodies. Some of these bodies are just the right size and momentum to be utilized in warfare. The chosen asteroid gets mass drivers launched at and attached to it. Mass drivers spit parts of the asteroid outwards to propel it in the desired direction, eventually reaching astounding speeds. Once set on a course, it is useless to try to adjust the asteroid's flight path more precisely, due to flight speeds and the need to optimize the drivers' fuel stores.*

*A collision with an asteroid can cause planet-wide genocide. After The War started, It really didn't take an oracle to realize that prolonged conflict would one day see asteroids hurled towards one another. Getting mass drivers on one of these ice mountains and thrusting them forwards isn't theoretically impossible. On the other hand, actually getting the asteroid to fly on a desired path and hit a target, even one the size of a planet, is very challenging. The Asteroid Diversion remains an imprecise, but devastating weapon*

*"Asteroids? The collateral damage could wipe out all the life on their planet. That's what I call thinking outside the box. Somebody give this guy a medal! I'd be happy to cast the first stone if you let me do the honors. When do we get the mass drivers en route?"*

*- General Oficer Simmons*

## Upgrades

Note: The global upgrades are excluded from this list.

### Asteroid Density Analysis

* Cost: 50 Energy, 250 Material
* +50% Building Damage (300 -> 450)
* -10% Population Damage (800 -> 720)

### Asteroid Substance Analysis

* Cost: 50 Energy, 250 Material
* +50% Population Damage (800 -> 1200)
* -10% Building Damage (300 -> 270)

### Coordinated Flocking

* Cost: 50 Energy, 250 Material
* +3 Projectile (10 -> 13)
* +15% Firing Energy (700 -> 805)

### High Altitude Breakdown

* Cost: 50 Energy, 250 Material
* +30% AoE Radius (5.3 -> 6.89)
* -10% Population Damage (800 -> 720)
* -10% Building Damage (300 -> 270)

### On-Site Ejector Assembly

* Cost: 50 Energy, 200 Material
* -30% Firing Energy (700 -> 490)
* -2 Projectiles (10 -> 8)
Paranoid Productions

**Paranoid Productions** is a small, independent game developer dedicated to making rich gameplay experiences which tackle unique subjects and tell stories in ways only games can. The company is owned and run by veteran developer Richard Rouse III, who assembles a team of collaborators for each project. We like taking risks on subject matter and empowering players to have a big impact on the stories in our games.

## History

Paranoid Productions was started about twenty years ago, when we shipped two games for PC and Mac, an open-ended RPG Odyssey - The Legend of Nemesis, and a squad-based military shooter Damage Incorporated. Some might call these "indie games," but no one used that term back then.

Paranoid Productions went into hibernation when Richard went off to work as a design and creative director at AAA studios (including Microsoft, Ubisoft, Midway) for 15 years. Richard worked on everything from heading up The Suffering horror games, to recent console action games like Sunset Overdrive and Quantum Break, to projects in the Rainbow 6 and State of Decay franchises.

Wanting to get back to more unique and unconventional games, in 2014 Richard started Paranoid Productions up again and began work on an action-infiltration game set inside a cult in the 1970 - *The Church in the Darkness*. Working with Richard are veteran collaborators from past projects (particularly The Suffering) as well as people who are newer to game development. We are targeting Steam and consoles, and the game is planned for release in early 2017.
Pokémon Duel

Pokémon Duel (Japanese: ポケモンコマスター Pokémon Comaster) is a spin-off Pokémon board game for iOS and Android. It was released in Japan for Android devices on April 12, 2016 and for iOS on April 19, 2016, and was later released in English in North America, Europe (only UK), and Australia on January 24, 2017. The game is free-to-start. In order to give the game the world's strongest AI, The Pokémon Company has partnered with HEROZ, whose app Shogi Wars is known for being able to challenge and defeat professional players.

Pokémon Duel is a single-player game that features online battles.
Isaac Walker

*"Do not wait for paradise only in the afterlife. You deserve justice here, today. That is what I am fighting for."*

*- Preacher Isaac*

**Isaac Walker** and his wife Rebecca are the charismatic leaders of the Collective Justice Mission which has founded Freedom Town in the jungles of South America.

## Notes

Isaac is voiced by John Patrick Lowrie, best known as the Sniper in Team Fortress 2.
System requirements

*This article is a stub. You can help Football Story Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Football Story*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## See also

* How to play guide for Football Story
* Release date
Древние ключи от тюремной камеры

Древние ключи от тюремной камеры можно получить от Адама. Поговорите с ним, и он попросит вас принести ему 3 фарфоровых кувшина. Вы должны создать 3 фарфоровых кувшина и принести их ему. Когда он их получит, он скажет вам, что это не настоящие кувшины. Затем он поручит вам купить настоящие кувшины у Торговца. Поговорите с Торговцем, и он скажет вам, что продал их Пчеловоду. Поговорите с пчеловодом, и он поручит вам отправиться на раскопки за ядом. Поговорив с Дигом, верните яд пчеловоду. Затем он даст вам кувшины, которые вы затем вернете Адаму. Вы получите 20  , и он позволит вам войти в свой дом, где вы сможете найти древние ключи.
Госпожа Чейн

**Госпожа Чейн** *(Miss Chain)* — неигровой персонаж и торговец в игре Graveyard Keeper. Является женой Хорадрика и работает вместе с ним в таверне "Дохлая Кляча".

Одна из трёх персонажей, которые не покидают деревню и присутствуют в своих локациях днём и ночью на протяжении всей недели (остальные два это Хорадрик и Вагнер).

## Задания

### Посетить Клото

После того как вы принесете Шармэль плохие новости об ее   Ожерелье, она захочет   Духи госпожи Чейн. чтобы его получить, вам надо доставить   Корзина еды её сестре Клото, и принести назад  12x Лягушка как ингредиент для   Духи. После всего этого вы получите 20   и сможете покупать у неё   Духи.
2 column responsive main page (alternative)

Welcome to the Official *Football Story* Wiki
the *Football Story* guide for Characters, Locations, Quests and more written and maintained by the players.
Please feel free to contribute by creating new articles or expanding existing ones.

About Football Story

Football Story will put your skills to the test in an ultra fun multiplayer mode and tug at your heartstrings in a narrative-driven single-player campaign. When you’re not showing off in a PVP football match, explore a massive city littered with quests and interesting activities. Bolster your reputation, earn experience, customize your character, and craft your own story.

Content

* Characters
* Quests
* Customization
* Locations

Guides

* How to play guide for Football Story
* System requirements
* Release date
* Game support

Videos

Featured images

*Football Story* Links

Official page

Publisher

Wiki

Help Wiki

General Help

Getting Started

Editing pages

New pages

Moving pages

Basic images

Links

Community

Register

How to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.

Main page sections: Top · Flex · Bottom. Changes for the main page can be proposed here.
Charmander

ID | 4

## Leveling

Flame Tail - The only reason you’d be using Charmander is to evolve it into Charizard, so Flame Tail is your best bet.

## Tier

### Runner

Because of Charmander’s Smokescreen move, which is a 1\* purple attack that inflicts Wait on your battle opponent, and a decent 40 damage white attack, Charmander could be an OK Runner if you have just started the game, or if you are trying to create the ultimate Charizard. Unfortunately, because of Scratch, a 10 damage white attack with 32 base size, Charmander is very unreliable, and should generally be avoided.
Figures

ID | 1

These are figures used to play the Pokemon Figure Game. As Pokémon Duel is a board game, you need to collect multiple figures to create your team of six. These figures have various rarities and can be obtained by completing levels, by purchasing a Booster, or by having enough material to craft them. Each Pokemon figure has its on Attacks, MP, and attributes that can be used in duels.

## Contents

**ID** - Each Pokemon has a different ID, like collectible cards having their set numbers.

**Name** - Each Pokemon has it's own name listed on their figure detail page.

**Level** - You can fuse other figures and metals to a figure to raise its level. When a Pokemon levels up, it can expand a wheel piece by 1 piece. Each rarity has a different leveling curve.

**Chain level** - Also known as CLv, this can raise the damage of an attack by 1. A figure's CLv can be raised by fusing cubes or a figure with the same ID. CLv also has a different leveling curve depending on the rarity of a figure.

**Type** - The type of the Pokemon. It is rarely used.

**Abilities** - Some Pokemon have special abilities that give them special perks in battle or when moving.

**Rarity** - The rarity of the Pokemon. EX's tend to be more powerful than commons.

**MP** - How much a Pokemon can move in one turn.

**Wheel** - A wheel that determines what attack a Pokemon will use. Attacks consist of white attacks, purple attacks, gold attacks, and blue attacks.

**Wheel Description** - A description of the figure's wheel.

## Evolution

Some Pokemon can evolve during a duel, when they win a battle. When Pokemon evolve, they stay evolved, but in return, all of their attacks gain 10 damage and purple attacks gain 1 ☆. You need both the unevolved form and evolved form of a Pokemon set in your deck in order to evolve.

## Obtaining

Figures can be obtained in multiple ways. You can buy them in the shop, get them in boosters, get them as quests rewards, and training rewards.
Patch 1.3.2

**Patch 1.3.1** is one of the Patches in the game The Madness of Little Emma.

## Patch notes

* you can rebind controller mappings in a config file (instructions at the end)
* added new, pretty rare, herb type
* fixed some of enemy explosions proccing on-explosion items (cannister, toxic bombs, etc)
* chests can spawn in shops for "buying"
* coin gun buffed, now it costs like one third of what it did previously. I will probably rework this item in the long run, but atm it is just a big plain buff, since it was probably the worst item in the game.
* toxol/happil don't use plain text to show their effects anymore (but those hp up hp down short animations)
* fixed teleports being displayed incorrectly (they used to cover hud for example) and Emma is no longer hidden behind them
* heater deals like 35% more damage
* spring boots and pogo added sound effects
* herbs after killing boss are affected by magnet
* toy car sound effect added
* items found in secrets are correctly placed in the middle of the small hole
* pixel candy gives you full health containers instead of empty,
* mascara colours the spit which is enhanced by the item
* magical wand added sound effect
* twin herbs biig nerf, now there is a 50% chance to proc the effect when collecting a herb, I still think it might be too strong, but I hope it won't auto-win a run anymore
* toy fighter now deals correct damage (fixed boss instakill with rockets)
Matches

There are several types of matches. The bulk of the players play League matches, which is the most competitive mode, where you get ranked for your wins and losses. Occasionally there are Gym battles that players can play against other players to increase their streaks for prizes. There are quest and training modes, which rewards you various items when completed.

## League Matches

League matches is the most competitive scene of the game. You get ranked for your wins and losses, so you must play carefully. When you tap play, you get matched up with someone that has a similar rating. You and your opponent has 5 minutes each to move, and 300 turns. The win conditions are unchanged. After you reach a certain league rating, you get put in a new league. Each new league makes a new EX appear in timed boosters.

## Gym battles

Gyms are events that lasts 7 days where certain types of Pokemon have increased damage or MP. The player gets rewarded for winning matches continuously, in the form of Gym boosters. You can revive yourself from a loss using gems. If you win 11 games continuously without spending gems, them you get a trophy of that gym. You can also get trophies for being in the top 100 of the gym. Here are the win rewards:

## Quest battles

The game has a single player quest mode that the player can play using energy. The story takes place on Carmonte Island. where everyone goes for Pokemon Battles and has multiple hotels, each with various levels and challenges to complete. Like gyms in the main game, once you complete a hotel, they give you an emblem and you can move onto the next hotel. You get more emblems as you progress through the story, and try to get to the top of jewel tower to win the world championship to claim the tower. Each quest is documented on the quests page.

## Training

Training mode is accessible through the dumbbell icon on the top right of the leagues screen or the training building at the very left of Carmonte island. There are 10 training missions for the player to complete. Each training gives you a deck for you to use against the instructor. Completing the training will give you various rewards.

## Room matches

Room matches are like League matches, but you can choose who to play with and you won't gain or lose ranks in this mode. You also have the ability to play with friends if they set up a room and you search their name up in the search bar. You can set passwords to protect your rooms.
Quests

The game has a single player quest mode that the player can play using energy. The story takes place on Carmonte Island. where everyone goes for Pokemon Battles and has multiple hotels, each with various levels and challenges to complete. Like gyms in the main game, once you complete a hotel, they give you an emblem and you can move onto the next hotel. You get more emblems as you progress through the story, and try to get to the top of jewel tower to win the world championship to claim the tower.

## Training

Training isn't part of the quest, but is still accessible form the menu.
Battle

Before or after moving, if your Pokemon is adjacent to one of your opponent's Pokemon, you can start a battle. To start a battle, tap your Pokemon and a cursor will appear on any enemy Pokemon that you can battle, tapping the enemy Pokemon will start the battle and the spinning begins.

## Spinning

In the battles, you use your Pokemon's attacks by spinning the Data disk. The b attle is decided by Attack Color, damage, or ☆ number. Losing a battle may lead to your Pokemon being knocked out.

## Attack color

Pokemon attacks come in four colors: White, Blue, Purple, and Gold. Red indicates a Miss, not an Attack.

### White/Gold vs White/Gold

When both sides use a white attack, the damage is compared, with the higher damage deciding which Pokemon is the winner.Attacks marked with "\*" have additional effects that trigger regardless of the damage outcome.

### Purple vs Purple

If both players spin purple, the Pokemon with the highest ☆ number is the winner, and uses its attack. If both Pokemon have the same ☆ number the battle is a draw.

### Blue vs Blue

If both players spin blue, the battle is a draw.

### Red vs Red

If both players spin red, the battle is a draw.

### Purple vs White/Red

If you spin purple and your opponent spins white or red, you win the battle. The opponent's Attack does nothing, and your Pokemon uses its Attack.

### Blue vs Other colors

When you use a blue attack, you will win the attack if your opponent uses a White, Purple, Gold, or Red attack. The opponent's attack will be negated, and yours will take effect.

### Gold vs Purple

When you use a Gold Attack and your opponent uses a Purple Attack, you win the battle. Any damage greater than 0 will knock out your opponent, your opponent's Attack will be nullified, and your Attack will take effect.

### White and Gold vs Red

If you spin white or gold and your opponent spins red, you win the battle. The opponent's Attack does nothing, and your Pokemon uses its Attack.

## Timing of effects

Attack effects and battle Abilities trigger starting the player who initiated the battle.