recursal/Fanatic-Fandom huggingface dataset:
Storage Locker

The **Storage Locker** is a transport-type station (the only one of its kind) that can be constructed in Interstellar Pilot. This "station" has the distinction of being one of only two stations that is actually classified as a fighter, though in both cases, neither has an engine, nor can they accept orders. This station has 100 units of cargo storage space and can be tractored behind the owner's ship, making it ideal for budget transport of goods when a player has very little in the way of fleet assets. It is also heavily armored, being able to hold out against enemy fire for just as long as any other major station's hull can.
Drake

**Work In Progress**
***"Sir, with all due respect, this is a warship, not a salvage vessel."*** - Capt. Forrester

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

## Overview

**Drake-Class Frigate**

The Drake is a powerful heavy fighter marketed as a **Frigate-class** ship and designed purely for combat. Comparatively heavily armed, the Drake is designed to take on vessels with similar or higher strength. It can withstand heavy enemy fire while delivering attacks with its own weapons. It possesses trade capabilities with a decent cargo hold. *Recommended Trade, Patrol, Escort, Carrier Spacecraft*

**Uses**

* Patrol
* Escort
* Trade
* Scavenge
* Carrier Spacecraft

### In-Game Description

This Frigate is a powerful ship designed purely for combat. The Drake is designed to withstand heavy enemy fire while delivering attacks with four weapon bays.

## Uses

The Drake is an excellent ship for providing protection when it is needed without costing the player an excessive amount of money. The ship has an excellent turn speed and its five total weapons bays have phenomenal fire arcs, allowing the player to be able to shoot at least two weapons no matter what direction the ship is facing, and up to four if facing the enemy head-on. It has a decent top speed and, like all Frigates, can equip up to a Shield 650. The main drawbacks to this particular ship model include its small cargo hold and its inability to keep enough energy supplies for an extended firefight. When fully upgraded and in a fleet of three or more, this ship can easily overwhelm any other ship with sheer bulk firepower, but alone, it will suffer from a lack of energy production, severely impeding its staying power. The user is advised to consider this when piloting the Drake.
Satellite

**Work In Progress**
***"I have a potential lead, but I need 5,000 credits."*** - Alman Bergas

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

The satellite is an unarmed station, it serves as a cheap stationary scanner, useful for areas in which it may be impractical or impossible to build proper infrastructure.

**Equipment Bays (stock)**
 Power Generator
 Capacitor
Overlord

**Work In Progress**
***"I know Gomes has probably got you looking for me. Don't waste your time. I'm long gone, and so is the loot, so save yourself the trouble."*** - Favero

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

## Overview

**Overlord-Class Cruiser**

The Overlord is one of the most powerful and largest vessels in both games. It has vast shielding and armour to protect against direct hits from projectiles while delivering attacks of its own with 2 missile bays and more turret bays. It also has 3 hanger bay and used as light carriers by some players. Feared by pilots as the killer in space. *Recommended Patrol, Escort.*

**Uses**

* Patroller
* Fleet Escort

### In-Game Description

The Overlord is the cruiser class of the TEF. The vessel possesses greater effectiveness at long range due to an additional missile bay. With vast shielding and armour, it is single-handedly capable of repelling a small navy.

## Upgrades & Slots

Weaponry
 Max Weapon

Note: The Rear Left and Rear Right Turrets are combined into a single Rear Turret on the Overlord-X. It has the same Angle and Stats as either of the Rear Turrets on the other variants

Utility

Defensive
Large Cloak Mk 1

## Uses

The Overlord is well-suited for direct confrontation with a multitude of enemy ships, so is an excellent choice for guarding important stations. Due to its fairly decent speed and cargo hold, it is also well-suited for a role as an armed trader. Unlike the Magnus, which can end up shorting an entire station of stock due to its enormous cargo hold, the Overlord only takes a medium-sized portion of stock. In combat, due to the placement of the turrets, the Overlord is unable to engage multiple enemies from different directions, but its moderate turn speed and ability to focus 5 weapon bays on one target at a time make it an excellent ship to take down enemy targets one by one quickly. It has a high hull strength, and as such is capable of staying in a fight past when other ships would need to bow out. The X variant is particularly vulnerable to attacks from the rear due to only having one turret with rear targeting available. The player is advised to remember this. This ship is also capable of serving as a minor carrier for up to three ships up to Frigate-class, making it possible for the player to assault an enemy base with enough firepower to take down any immediate opposition.
Bar

**Work In Progress**
***"Sir, with all due respect, this is a warship, not a salvage vessel."*** - Capt. Forrester

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

The **Bar** is an economy-type station that can be constructed in Interstellar Pilot. This station purchases **Pindolan Ale**, **Impulse**, and **Purified Water**, generating a profit off of selling these items to the patrons of the station. This station has the distinction of having the second-lowest cargo space of all the factory-type stations.

**Equipment Bays (stock)**
 Medium Turret II
 Small Turret I
 Small Turret II
 Small Turret III
 Shield
 Power Generator
 Capacitor
Ships

Ships are controllable entities, allowing the travel between two different locations. They are classified into six types: Scouts, Fighters, Frigates, Destroyers, Cruisers, and Battleships based on size, armour, and weaponry.

*Click the names of the ships below to see more information.*

**Ranger-Class Scout**

**Raptor-Class Scout**

**Shuttle-Class Fighter**

**Hornet-Class Fighter**

**Flyer-Class Fighter**

**Pioneer-Class Fighter**

**Venture-Class Frigate**

**Drake-Class Frigate**

**Hauler-Class Frigate**

**Orion-Class Frigate**

**Thunder-Class Frigate**

**Creon-Class Destroyer**

**Ares-Class Destroyer**

**Overlord-Class Cruiser**

**Magnus-Class Battleship**
Shipyard

The **Shipyard** is a military-type station that can be constructed in Interstellar Pilot. This station is generally well-defended and is the only station that sells Capital Ships (the **Creon, Ares, Overlord,** and the **Magnus**). This station does offer repairs and job listings. This station is generally constructed by factions when they have a decent foothold in a sector.
Options/Settings

Adjusting your settings can greatly increase gameplay performance!

* **Auto-hide Shield and Hull:** If enabled, auto-hides shield and hull if not interacted.
* **Shield Display type:** If "Screen" is selected, displays shield on the screen. If "Around Ship" is selected, displays shield around the ship.

### **Input**

* **Key Bindings:** Adjusts keyboard key bindings (PC)
* **Ship Tilt Control:** enables tilt control.

### **Auto-Save**

* **When Docking:** Auto saves when after docking to a station or ship.
* **Wormhole Exit:** Auto saves after exiting a wormhole.
* **After Time:** Auto saves in a certain amount of time.

### **General**

* **Auto-close HUD Menu:** If enabled, auto-closes HUD menu.
* **Prefer Camera Lock:** If enabled, prefers lock on camera.
* **Auto-target Hostiles:** If enabled, auto locks a hostile when detected.
* **Prefer Respawn on Death:** If enabled, respawns immediately after death.
* **Receive Distress Calls:** If enabled, players can receive distress calls.
* **Allow Fire at Allied Targets:** If enabled, allows player to fire at allied targets.
* **Allow Fire at Neutral Targets:** If enabled, allows player to fire at neutral targets
* **Camera Shake on Shield Hit:** If enabled, camera shakes when shield is hit.
* **Camera Shake of Hull Hit:** If enabled, camera shakes when hull is hit.
* **Combat Difficulty:** A slider that adjusts combat difficulty.
Outpost

**Work In Progress**
***"Outpost isn't going to finish itself. Get to work."*** - Cdr. Novar

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

### *"Ok, then let's get to it. Stock up on any supplies you need from the Outpost and then let's head for the worm hole." -* Gomes, to Alman Bergas.

The Outpost is a station that functions somewhat similarly to a **Repair Shop** and **Equipment Shop**, but does not provide discounts on services. It provides limited options for trade and allows repairs. This station purchases 5 **Plasma Rifles,** 6 **Organic Rations**, 4 **Impulse**, 13 **Purified Water**, and 7 **Pindolan Ale**, selling each for 6,142 Cr for **Rifles, Rations,** and **Water,** and 6,174 and 6,339 Cr for **Impulse** and **Ale,** respectively. The **Dagola Daggers**, **Black Sail**, **Fortuna Rebels,** and **TJ's Breakers** have all been observed owning an Outpost.

## How to use

This station affords a budding trader an excellent starting income due to its decent array of purchases and the small quantities in which said commodities are sold, generating a continuous income flow for the owner. This station also sells all varieties of fighters and scouts, making it an excellent choice if the player needs to supplement their naval forces with speedy mid-range combat ships without having to shell out an extra 300k Cr for an **Equipment Shop.** The player is advised to place this shop in a sector that either has or adjoins a sector that has a **Laboratory**, **Bar**, **Rations Factory,** and **Refinery** for maximum profit potential.

## Ships Sold

**Outpost** stations sell the following ships:

* Ranger (A and H)
* Raptor-A
* Shuttle (A and P)
* Hornet (A and X)
* Flyer (A and X)
* Pioneer (A and P)
* Venture (A , P and H)
* Hauler (A, P and H)

## Trivia

This station was unable to be built by the player in the original game, though there existed a number of factions that were found to own this station at the onset of the game, such as the **Dagola Daggers** and, in one scenario, the **Black Sail** faction. However, once these stations were destroyed, they would not be rebuilt, and there are no recorded instances of another faction building one.
Vehicle Plant

**Work In Progress**
***"Sir, with all due respect, this is a warship, not a salvage vessel."*** - Capt. Forrester

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

The **Vehicle Plant** is an economy-type station that can be constructed in Interstellar Pilot. This station produces **Hoverbikes**, a valuable commodity in the game that can be sold at **Trade Stations.**

**Equipment Bays (stock)**
 Medium Turret II
 Small Turret I
 Small Turret II
 Small Turret III
 Shield
 Power Generator
 Capacitor

## Ships Sold

**Vehicle Plants** sell the following ships:

* Ranger (A and H)
* Raptor-A
* Shuttle (A and P)
* Pioneer (A and P)
* Venture (A , P and H)
* Hauler (A, P and H)
Sectors

Sectors are the various environments through which the player and NPC units move or build in. Each sector has different characteristics. Only the sectors in the non-custom universe types will have the same characteristics each game. The randomly generated sector names in custom universes do not share the same characteristics across different playthroughs.

There are several different types of sectors. There are planetary sectors, where **Trade Stations** are constructed, asteroid sectors, where **Refineries** are usually found, and dead sectors, where nothing is found aside from stations that might be constructed there. These can be dead end sectors, or simply dead passageway sectors.
Scrapyard

The **Scrapyard** is a station unavailable for purchase in Interstellar Pilot by the player, but is instead specific to a particular NPC faction, somewhat obviously called the "Scrapman" faction. This station purchases scrap materials and processes them into useful commodities (Nanochips and Advanced Alloys) for sale. This station cannot be built, cheated in, or purchased by the player, but rather can only be obtained by claiming the station if the NPC owning faction abandons it.

## Ships Sold

Scrapyard sell these ships:

* Ranger (A and H)
* Raptor-A
* Shuttle (A and P)
* Pioneer (A and P)
* Venture (A , P and H)
* Hauler (A, P and H)
Medium Weapons Platform

**Work In Progress**
***"Did you drink that Pindolan Ale again?"*** - Gomes

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

**Equipment Bays (stock)**
 Turret II
 Turret III
 Turret IV
 Turret V
 Shield
 Power Generator
 Capacitor

## **Information**

The Medium Weapons Platform is a much powerful version of the Light Weapons Platform and can support larger and more powerful weapons. Its equivalent to the "Laser 5" from Interstellar Pilot. It has 5 turret bays, a shield, power generator, and a capacitor. Medium Weapons Platform are used to guard stations in sectors where maximum firepower is needed.
Ranger

**Work In Progress**
***"I have a potential lead, but I need 5,000 credits."*** - Alman Bergas

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

## Overview

**Ranger-Class Scout**

The ranger is the cheapest and generally most accessible ship in the game. While it has a front and a back weapons bay, attempting to dogfight anyone in this vessel is rather trivial. It has a paper-thin hull, and a well-placed laser can obliterate it in one shot. Its additional slow speed and turn rate leaves only its cost as its only benefit when played as a cheap scout. It has the ability to install a mining laser, but the ranger's small cargo space renders it terrible in that line of work.

The ranger has 2 engines positioned on the wings, with a rather tall fuselage holding its cockpit in its center. It has a small canard in front of the cockpit and a large frontal radiator.

**Uses**

* Scout
* Patrol

### In-Game Description

The Ranger is one of the earliest mass-produced interstellar vessels. When introduced, it was a revolutionary and well-balanced vessel but has long been superseded by more capable models. The Ranger continues to be used mainly as a cheap scout.
Java Edition 1.0.1

Minecraft 1.0.1

 Client version
 Release date
 Downloads
* Java Edition Alpha
* *Minecraft Launcher*
* *Pocket Edition*
* *Education Edition*
 ◄◄ 1.0.0

**1.0.1** adalah pembaruan server untuk *Minecraft* (*Java Edition*) yang dirilis pada 24 November 2011, untuk memperbaiki beberapa bug dan crash di server 1.0.0. Sebagai pembaruan khusus server, 1.0.0 tetap menjadi versi klien saat ini.

## Perbaikan

2 bug diperbaiki
* `Invalid server key` error fixed when attempting to log into servers.
* `Null pointer exception` error fixed when logging into servers.

## Hal-hal sepele

* 1.0.1 adalah versi khusus server terakhir dari *Edisi Java*.
* Ini adalah versi terakhir Minecraft yang dirilis pada tahun 2011.

## Referensi

1. ↑ "The minecraft\_server.jar has been updated to 1.0.1, fixing the login key problem and a null pointer exception" – @jeb\_ (Jens Bergensten) on Twitter, november 24, 2011

cs:Java Edice 1.0.1
de:1.0.1
el:1.0.1
es:Java Edition 1.0.1
fr:1.0.1
ja:Java Edition 1.0.1
ko:Java Edition 1.0.1
nl:1.0.1
pl:1.0.1
pt:Edição Java 1.0.1
ru:1.0.1 (Java Edition)
uk:1.0.1 (Java Edition)
zh:Java版1.0.1
Raptor

## Overview

**Raptor-Class Scout**

The Raptor-class scout is one of the Scout-type ships available to purchase in the game. This ship is one of the weaker types of ship due to its low shields and thin armor. The Raptor cannot hold its own against anything over a stock Shuttle without help or excellent piloting while in pitched battle. It serves mainly as a cheap scout which can be lost without seriously affecting the finances of the owning faction. It is capable of equipping a Small Launcher, making it theoretically capable of being a missile platform, but in practice, this is impractical, as its low cargo capacity makes it unable to hold more than a few missiles of any variety. En masse, this ship can provide a decent protective force for a sector simply due to is relatively high speed and three turrets, all of which face forward. In practice, though, this can prove more of an annoyance due to their overall weakness in combat. As trading vessels, they can quickly ferry small amounts of goods between stations, but are incapable of fighting off any attacks they may encounter. The user is advised to consider what roles they wish to put this ship in.

**Uses**

* Scout
* Patrol
* Trade

### In-Game Description

The Raptor is an early fighter model, long surpassed by more powerful models. Though it still possesses good armament, the thin armour of the vessel is a major limitation to its use.
Fleshcans

## Entity 07: Fleshcans

status: hostile

size: 1-2 meters

uncommon

### description

entity 7, also known as fleshcans, are large cans filled with various human limbs. although slow, fleshcans are extraordinarily strong and will hunt down wanderers without mercy. those captured by fleshcans are grabbed and taken into the pile of limbs, where they are absorbed and their limbs become part of.
Weapons

Weapons are a type of equipment that allows a ship to defend itself. Weapons come in a variety of types, ranging from artilleries and missiles to lasers and plasma, and more. Effectiveness varies from weapon to weapon, as does cost. Ships can equip different types of weaponry at a few different stations, based on their class and what is available for purchase at the station. More effective weapons cost more money. Artilleries, mines, and missiles require the player to purchase expendable ammunition in addition to the weapon itself in order to function. Lasers, Photon Bursts, and Plasma Pulses require energy to fire, and require an appropriate energy source to function. Having a proportionally sized Generator and Capacitor is necessary for continued operation of weapons in a battle. Differing arrays of weapons are available for purchase at Refineries, Equipment Shops, Trade Stations, and Magnus-EQ class ships.

**All Weapons and Equipment**
Eyes

## Entity 01: Eyes

status: unknown

size: 2-3 meters

common

### description

entity 1, more commonly known as eyes, are large glowing pairs of eyes that float in the dark. the rest of a eyes body is relatively unknown, due to them only appearing in pitch black and disappearing if they enter light. they normally hunt in small groups, and will often stalk wanderers before taking them. the fate of wanderers taken by an eye is unknown, however no body has ever been recovered from a eye.

### what to do in an encounter

turn on all light sources on hand and run to the nearest area with lights
Scratchers

## Entity 07: Scratchers

status: hostile

size: 2-3 meters

uncommon

### description

entity 5, also known as scratchers, are large humanoid beings with gray skin and clouded eyes. as their name states, Scratchers possess long metal claws that can grow to unnatural lengths. however, they have very poor vision and rely on hearing to hunt for wanderers. most information on this entity is based on wanderer encounters and failed attempts by C.E.T to capture or kill one.

### what to do in an encounter

stay as silent as possible and wait for it to leave
Flyer

**Work In Progress**
***"Flyer isn't going to finish itself. Get to work."*** - Cdr. Novar

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

## Overview

**Flyer-Class Fighter**

The Flyer is an advanced fighter developed by the Terran Expeditionary Force to counter increasingly common pirate activities. Armed with four turrets, and decent shields when bought stock, the Flyer is the strongest fighter-class ship available in the market. The main fighter for any faction. Its purpose is to protect mining fleet and trade fleet against pirate incursions. It has excellent weapon, speed and maneuverability for its size. It carries a variety of armaments including lasers, missiles and more. *Recommended Patroller, Escort*

**Uses**

* Patrol
* Trade
* Scavenge
* Escort

## Upgrades & Slots

Weaponry
 Max Weapon

Utility

Defensive

### In-Game Description

The Flyer is a naval vessel introduced to protect mining operations from pirate attack. It is fast and able to carry a variety of armament including missiles.
Ares

**Work In Progress**
***"I know Gomes has probably got you looking for me. Don't waste your time. I'm long gone, and so is the loot, so save yourself the trouble."*** - Favero

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

## Overview

**Ares-Class Destroyer**

The Ares is hybrid vessel for combat or trade. This vessel is a formidable foe when fighting against, with 2 Plasma Pulse and dense plating. It can easily win and overcome attacks. It also has large cargo hold, fit for trading. Its main purpose is to serve as a rapid response warship to deal with enemy incursions. The Ares is a capital ship, meaning it must be purchased from a Shipyard. *Recommended Patrol, Escort, Trade.*

**Uses**

* Patroller
* Fleet Escort
* Trader

### In-Game Description

The Ares is the destroyer class of the TEF navy. It was initially brought into service by the TEF in response to repeated pirate attacks. Duel Plasma-pulse weaponry and dense hull-plating make this vessel a formidable opponent.

## Usage

This ship can serve in many roles due to its decent cargo hold, numerous weapons points, high armor rating, and decent speed. As a trader, it makes an effective and timely transporter of goods, and is capable of outright destroying smaller attackers, while being able to contend with other capital ships long enough for reinforcements to arrive. As a support vessel, its high capability for damage output and decent amount of armor allows it to soak up damage that would be fatal to a Drake or Thunder class ship. As a patrol ship, its speed allows it to outrun most stock ships when upgraded, save for the Thunder and the Hornet, making it a dangerous vessel to test in a race. Finally, as an escort for a battlefleet, its ability to tank and deal damage gives it the standing it needs to combat numerous vessels with ease, especially when supported by a fleet.

Glaring weaknesses in the build do exist, unfortunately. This particular ship has an unfortunately slow turn rate, and even when fully upgraded, the generator often finds itself outmatched by the demands of an extended battle, leaving the ship toothless until the generator recharges the capacitor. This ship also suffers from poor rear offensive capabilities, having only one hardpoint near the rear, making it vulnerable to ships that can take advantage of its poor turn rate to stay in its blind spot.
Labyrinth survival guide

# Emergency liminal survival guide

## beginnings

So you’ve just fallen out of existence and into the complex. You are most likely panicking and frightened of the situation. But, If you follow this guide, you have the necessary knowledge to survive this complex. First, follow the steps below if you just entered

1. DO NOT PANIC. Panicking will only decrease your mental health and will attract unwanted attention. It is best to observe your surroundings and take note of your location, which will be necessary later on.
2. NOTE YOUR TOOLS AT HAND. if you brought any objects with you, please keep note of them and do not lose them. Nearly any object brought with you could be useful and even save your life
3. BE CONSERVATIVE WITH FOOD AND WATER. If any food or water was brought with you, ration it, as food and water are scarce in the labyrinth.
4. TRY AND FIND OTHERS. Normally when a wanderer noclips, nearby people are occasionally dragged with the wanderer. Try and find nearby humans if you suspect others can be around. Do this with caution, as not every being in the liminal labyrinth is human, and most that aren’t are not very passive towards humans either.
5. STAY NEARBY TO WHERE YOU ENTERED FROM. one of the biggest dangers of the Labyrinth is getting lost and dying of thirst or starvation. However, if you want to survive, you will eventually have to explore this maddening plane of existence.

Once you take note of these, your next goal is to escape to a habitable level. The labyrinth is composed of many levels, separated from others via higher dimensions. In order to enter these levels, you need to find dedicated entrances, normally taking the appearance of a door, staircase or elevator. if you find one, enter it, which will take you to level 2, where C.E.T explorers can locate you and bring you back to base.

Good luck wanderer

-Amanda Sari from C.E.T
Levels

### "what are levels?"

levels are the physical manifestation of the complex. they are composed of infinite liminal spaces, often separated by non Euclidean geometry. the only known ways to travel between levels are dedicated entrances and exits, which can form extremely rarely on levels

### major levels

* Level 0 (the begining)
* Level 1 (the warehouse)
* Level 2 (pipe dreams)
* Level 3 (the electrical station)
* Level 4 (the abandoned office)
* Level 5 (the Truemen's hotel)
* Level 6 (Lights Out)
* Level 7 (the flooded house)
Level 2 (pipe dreams)

entity level: moderate

danger level: 3

### description

level 2, also known as pipe dreams, is composed of an infinite network of underground pipes. the level is claustrophobic, with the main tunnel being only a meter in width. their are also occasional doors scattered through the tunnels which are normally locked. unlocked doors sometimes lead to level 3, but normally lead to small branching hallways. in terms of entities, this level has a high amount, with masses, growls, and faces being the most common.

### entrance

level 2 can be entered normally through long winding tunnels on levels 1, which slowly transition into this level

### exit

as stated before, doors on this level can lead you to level 3
Chair Tides

## entity 09: Chair Tides

status: hostile

size: 4-8 meters

rare

entity 9, also known as Chair Tides, are large wooden chairs that zoom through watery levels at high speeds. they normally zoom around randomly, but if you are caught in the water when one passes, your body will get converted into water over the course of a few seconds. however, they produce a loud moaning sound when they are nearby, which can help warn wanderers when one is passing through.

### what to do in an encounter

get out of the water if you hear a moaning noise, and avoid flooded areas if possible
Level 8 (The Courtyard of the Windows)

entity level: minimal

danger level: 2

level 8, also known as the Courtyard of the Windows, takes the appearance of a large modern hotel network, with a large courtyard in the center. the courtyard is what appears to be the main area of the level, with windows decorating the walls and a large wooden platform in the middle that serves an unknown propose. this level possesses very little entities, with only shadows occasionally wandering the corridors of the level. the halls of this level appear well cleaned and modern, with doors scattered about leading to hotel rooms. these hotel rooms possess no discovered properties that are different from normal reality. the windows in the courtyard, however, will always show a random level of the complex behind it, with the corresponding hotel room mysteriously locked by unknown means. these windows often change at random and are highly unstable.

### entrance

this level can be entered through a window on level 7, which will take the wanderer to the courtyard of level 8

### exit

finding a hotel entrance and entering it will take the wanderer to level 9
Orbital Farm

**Work In Progress**
***"Sir, with all due respect, this is a warship, not a salvage vessel."*** - Capt. Forrester

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

The **Orbital Farm** is a station that can be constructed in Interstellar Pilot. This station manufactures **Produce** and **Food Grains**, low-value commodities that can be sold at other stations.

**Equipment Bays (stock)**
 Medium Turret II
 Small Turret I
 Small Turret II
 Small Turret III
 Shield
 Power Generator
 Capacitor

## Ships Sold

Orbital Farms sell these ships:

* Ranger (A and H)
* Raptor-A
* Shuttle (A and P)
* Pioneer (A and P)
* Venture (A , P and H)
* Hauler (A, P and H)
Level 6 (Lights Out)

entity level: unknown

danger level: unknown

level 6, also known as lights out, is a infinite network of metal and concrete hallways and corridors. this level is most noted for its "blindness" effect, where no light can operate on the level. this effects all forms of night vision, infrared, and ultraviolet light. this causes the level to be shrouded in complete darkness, making this level relatively mysterious. in terms of entities, the amount is unknown, as it is hard to tell what is an entity or a hallucination on this level, however their are assumed to be entities on this level, as corpses are prone to show up occasionally on this level.

### entrance

finding a spiral staircase on level 5 will lead to this level

### exit

finding a small trapdoor in the celling will lead to level 7
Arms

## entity 06: Arms

status: hostile

size: 2 meters

common

entity 7, also known as arms, take the appearance of silvery puddles of water that wander aimlessly. when a wanderer steps in one or tries to drink out of one, the long slender arms of the entity will reach out and grab the wanderer, pulling them into the puddle to be consumed. the exact biology of a arm can vary, as they possess no organs of skeletal structure, or any hints of biology at all.

### what to do in an encounter

avoid puddles unless you are sure it is almond water, and pour
Level 4 (the abandoned office)

entity level: minimal

danger level: 1

### description

level 4 takes the appearance of an infinite modern office building. the levels layout is similar to level 0, except for the fact that doors, office desks and chairs can be found. this level is often doted by windows, which are confirmed to drive wanderers insane if observed long term. the level also is known to have large quantities of almond water, in the form of various bottles scattered about, vending machines and water fountains. in terms of entities, this level contains very little, with skins and smiles being the only confirmed entities that inhabit this level.

### entrance

entering rusty elevators on level 3 will lead to this level

### exit

entering antique hotel elevators will lead to level 5
Skinholders

## Entity 02: Skinholders

status: hostile

size: 2-3 meters

common

entity 02, also known as Skinholders, resemble old Mannequins that wear dead wanderer skins. they do this to lure wanderers closer before killing and skinning them. please note that they can also mimic voices to confuse wanderers. overall, avoid strange wanderers who mimic sound, as that most likely isn't human. killing these entities are impossible like most entities, however they can be injured and scared off with weapons.

### what to do in an encounter

avoid distant mocking of sounds, and run if you see one
Level 5 (the Truemen's hotel)

entity level: high

danger level: 4

### description

level 5, more commonly known as the Truemen's hotel, resembles a antique hotel. the rooms on this level vary drastically, with no room looking the same. one noticeable feature of this level is the noticeable jazz music playing in the background, which resembles no known music. this music is often distorted and can change in volume at random. this level is very dangerous in terms of entities, which are very common on this level. most common entities include larva, faces, growls, and the changed.

### entrance

entering antique elevators on level 4 can lead to this level

### exit

finding doors labeled "the boiler room" will lead to a flight of stairs. these stairs will lead to level 6
History of C.E.T

## the history of C.E.T

### 1964:

Ben Ward and Adam White create a small base known as base alpha and begin to recruit members

### 1969

C.E.T becomes the largest group in the complex

### 1989

Ben Ward and Adam White begin the first government reform

### 2012

the first enigmatic level, level fun is discovered

### 2019

the first contact with normal reality is made, with a small group of wanderers posting the first post from the complex on 4chan

### 2022

C.E.T creates the public liminal labyrinth wiki for people in normal reality
Level 1 (the warehouse)

entity level: moderate

danger level: 2

### description

level 1, also known as the warehouse, resembles an infinite abandoned warehouse. the level appears to be stable, with fairly normal gravity and stable geometry. the level also contains supply crates that appear and disappear randomly which normally contain supplies like energy bars, vitamins and almond water. in terms of entities, level 1 has a wide variety, with faces, growls, skins, arms, and masses being most common.

### entrance

entering doors on level 0 can lead to this level

### exit

entering long hallways can lead the wanderer to level 2
Level 3 (the electrical station)

entity level: moderate

danger level: 3

### description

level 3, more commonly known as the electrical station, is a large complex of electrical hallways and rooms. the level itself is very claustrophobic, with indestructible iron bars and tight tunnels. the level is known to possess large electrical machinery that can be found scattered about. On this level, it is common to find various objects lying around, which can be of great use. in terms of entities, this level has many, with arms, skins, faces, growls, masses and scratchers being common. due to this, it is recommended to avoid this level unless you need objects.

### entrance

entering doors on level 2 will rarely lead to this level

### exit

entering rusty elevators on this level will lead to level 4
Level 7 (the flooded house)

entity level: minimal

danger level: 3

level 7, also known as the flooded house, consists of an network of dark, flooded rooms. the rooms on this level normally take the appearance of rooms you could find in an average house, except for the fact that it is flooded. on this level, objects like almond water and energy bars can be found, but are not safe for consumption due to them being in contact with the bacteria rich waters. in terms of entities, this level is relatively safe, however strides and yearns can be found here often, so stay cautious.

### entrance

this level can be entered through a trapdoor on level 6

### exit

entering windows on this level can rarely lead to level 8
Larva

## entity 05: larva

status: neutral

size: 1 meter

uncommon

entity 06, commonly known as larva, take the appearance of large maggots that eat dead entities. they possess the uncanny ability to blind and paralyze any wanderer who observes it, regardless of the situation. due to this, the true biology of the larva is unknown, as no dead specimens have been found thus far. they normally will not actively hunt wanderers but can be found in large groups eating dead wanderers and entities.

### what to do in an encounter

close your eyes immediately and walk away slowly to not aggravate them
Level 0 (the begining)

entity level: minimal

danger level: 3

### description

level 0, also known as the beginning, is the first level most encounter. it resembles the backrooms of a retail outlet, with the iconic yellow wallpaper and fluorescent lights that buss continuously. it should also be noted by wanderers of the moist carpet fluid, which from further experiments has proven to be dangerous to health. the level itself is infamously hard to navigate, due to the level being non-Euclidean and not following normal geometry. currently, no wanderers have been recorded to have interacted on the level thus far, which the reason of which is unknown. however, it is noted that occasional areas of the level negate this effect, allowing for human interaction. so far, very few entities have been recorded on this level, with faces, growls and skins being the only entities confirmed.

### entrance

the most common entrance is through the real world, in which you can enter by noclipping

### exit

entering metal doors on this level can lead to level 1
Pant Treaders

## Entity 08: Pant Treaders

status: hostile

size: 2-3 meters

rare

entity 8, also known as Pant Treaders, are elongated flood pants that stride through flooded levels aimlessly. they often will stalk wanderers over time until they are able to impale the wanderer with their sharpened wooden feet. However, they cannot see through water, so ducking underwater is the best way to hide from them. although they normally tread through water, they will enter land with some difficulty if needed.
Complex Exploration Team (C.E.T)

*the Complex Exploration Team, more commonly known as C.E.T, is a inter-level organization which focuses on charting the complex and colonizing it for the good of those wandering the liminal labyrinth.*

*Origins*

*It was created in 1964 by a man named Ben Ward and Adam White after Ben found Adam wandering nearby his base on level 1. although Ben was originally suspicious, they eventually teamed up to create the precursor to base alpha, the main base of C.E.T.*

*Bases*

the C.E.T has various colonies scattered across the levels, which will be stated below

*Base Alpha (population of 26) level 1*

*Base Peak (population of 15) level 2*

*Base Tesla (population of 21) level 3*

*Base Almond (population of 34) level 4*

*Base Carpet (population of 9) level 5*

*Base Window (population of 20) level 8*
Other things that should be noted

the complex is filled with weird quirks and glitches, so for the sake of knowledge and survival in the complex we decided to make it a short list. the reason for these anomalies are unknown, but are being actively researched and investigated by C.E.T

* dead bodies that are not actively removed will eventually be absorbed into the surrounding walls and floor for reasons unknown. this normally takes about 5-10 minutes
* objects can randomly disappear and reappear if not actively watched
* terrain occasionally changes and moves if not being monitored
* when noclipping, the point in time can change rarely (ex. noclipping at 3:00 pm and returning to the next level at 2:59 pm)
* people becoming invisible and visible at random intervals
* déjà vu is very common due to the liminal spaces of the complex and its glitched nature
The Liminal Labyrinth Wiki

**Welcome to the Liminal Labyrinth Files!**
***"a world between our own, a land that was never real. those who aren't careful and get deleted fall into the complex, where souls search for an escape amongst the liminal, all doomed to fail. if you hear shuffling in the distance, hide and pray It doesn't find you, as it is most certainly not human."***

Welcome to the Complex, your hellish home for the rest of your life! composed of an infinite complex of liminal spaces and the creatures from your nightmares, this wiki posts the information you need to survive the complex by C.E.T (Complex Explorer Team).

ATENTION! THIS WIKI IS OUTDATED! PLEASE GO TO THE UPDATED VERSION

https://the-complex-database.fandom.com/wiki/The\_Complex\_Database\_Wiki

this roleplay server is based heavily on the Kane Pixels found Footage videos and the wiki's, so go check them out as well! this was a collaborative effort by various fans of both the wiki cannon and the Kane pixels cannon, mixed together to create this hybrid lore!

*Need help building out this community?*

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

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

inspirations for lore!

https://www.youtube.com/c/KANEpixels

https://www.youtube.com/channel/UCa2Qp1dEzd2YIgwPQBG5YOA

http://liminal-archives.wikidot.com/

https://backrooms.fandom.com/wiki/Backrooms\_Wiki

http://backrooms-wiki.wikidot.com/

http://timeless-places.wikidot.com/

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
What is the Complex?

the complex is a world between worlds, where physics break down and all common sense dissolve. the origin of the complex and the entities that inhabit it is largely unknown, leaving most to speculate of its origin. the complex is composed of infinite networks of liminal spaces, with these sections, or "levels" separated in a unknown manner. the only ways to access these levels are through dedicated entrances scattered about (the distance between entrances and exits are often massive, with some thousands of miles away).

### how to enter it

the only way to access the complex is via "noclipping" which is normally used to travel between realities, allowing for instantaneous travel. if done unsuccessfully, however, will trap you between universes. this normally will transport you into the complex a few seconds before you loose consciousness.

### are their exits?

although their are rumors, their are no confirmed exits from the complex. currently, their are only 3 individuals who are confirmed to have escaped from the complex, and they possess no knowledge of how they did it.
Justin

justin is the samurai student of shaggy and mortal enemy of alejandro burromeurto. he is rumored to be the "gucci god", though it is unknown if he really is.

his training under shaggy started as a young child, as a way to cope with the loss of his parents. over time, shaggy took him in as his own son. also he has a girlfriend, shy gal.

**GALLERY:**
Level fun

entity level: high

danger level: 5

### description

trap level 1, or level fun, is comprised of a large playroom network, around 5x2 miles in area. the level is populated by unique entities known as the partygoers, which dominate the level. the exit from this level can be located at the eastern wing of the level, normally taking the appearance of a large lobby. the apparent objective of this trap level is to escape as stealthy as possible, as being seen means a fate worse than death at the hands of the partygoers.

#### the partygoers

the partygoers take the appearance of corpses in yellow dresses and multicolored gloves, with a smile drawn on their face with an unknown red substance. they often wander the level aimlessly and will attack on sight. however, they possess no hearing from what is known, so they rely mostly on sight. however, if one notices you, all partygoers on the level will become hostile instantly, and will chase the wanderer down until he either escapes the level or hides. however, if a partygoer catches a wanderer, the wanderer will rot alive and will be converted into another partygoer

### exit

finding a large lobby area and exiting through the glass door. this will take you to the last level you were on
Hornet

**Work In Progress**
***"I don't have time for that. There's profit to be made here."*** - Keno Duerr

This page is in need of more information. It may need images, updated descriptions, or an entire format rework! Added information would be appreciated.

## Overview

**Hornet-Class Fighter**

The hornet is often regarded as the fastest ship in both games. It is lightly armoured, with 3 weapon bays but its real weapon is its speed. It uses speed to hunt smaller ships or escape encounters against stronger foes. *Recommended Scout, Explorer, Personal Vessel*

**Uses**

* Scout
* Patroller
* Explorer
* Escort

## Upgrades & Slots

Weaponry
 Max Weapon

Utility

Defensive

### In-Game Description

The Hornet is one of the fastest vessels in known space. It is lightly armoured and relies on its speed to avoid encounters with more powerful vessels.
Interstellar Pilot 2 Wiki

**Welcome to the Interstellar Pilot 2 Wiki!**
Interstellar Pilot 2 is the official sequel to Interstellar Pilot, a two-dimensional space economy and combat simulation game by British developer Pixelfactor! Featuring updated graphics and running on a much newer version of Unity, Interstellar Pilot 2 is the result of an 8 month-long development following 5 years of inactivity. Interstellar Pilot 2 covers the addition of new models and equipment, along with a massive area expansion to up to 64 sectors, bringing even more life and chaos to the Interstellar Pilot universe.

We're a collaborative community website about Interstellar Pilot 2 that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## News

**July 25, 2023:** "Why no update?", it is because Pixelfactor has something do to with his real life job. But still expect more updates to come. New ship going to be added! the *Arrowfish-Class!*

**January 7, 2023:** v2.0.52 is live on Google Play! Update your game now! New updates include replacing the Venture and Drake models!

**January 2, 2023:** Interstellar Pilot **LIVE ON STEAM NOW**! Check it out: https://store.steampowered.com/app/2199580/Interstellar\_Pilot\_2/

Pixelfactor has an official YouTube channel! Visit it here: https://youtu.be/hpwIE\_w4vkM

**IMPORTANT:** If a user messages you and claims to be a member of development and asks for any personal information or for donations to a fund of any sort, block them and report to a bureaucrat immediately. If a user claims to be the developer himself, please follow the same procedure. Neither Pixelfactor nor any of the associated persons will ever ask for your personal information or for a donation to a fund via the wiki. Be safe on the internet!

Note: *Pixelfactor is not responsible for this wiki. This wiki is run by the Interstellar Pilot Discord server Mod team and the Interstellar Pilot subreddit Mod team.*

## Important Articles

Click here for information about why there is a new wiki for Interstellar Pilot 2.

## Did You Know...?

Regular lasers and other weapons can be used for mining asteroids, albeit with a much lower efficiency than mining lasers.

## Recent Changes

Track the most recent changes to the wiki on this page.

 Help

* Wiki Activity
* Social Activity
* Image Activity

No changes during the given period match these criteria.

*Need help building out this community?*

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

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

This Wiki is founded by Badger, a long-time player of Interstellar Pilot. Other bureaucrats include The legendary M, a veteran from the old Interstellar Pilot Wiki, Phantom, a long time member of the Interstellar Pilot Discord community, and JetTopia, a Interstellar Pilot Content Creator and a moderator of the IP Subreddit.