recursal/Fanatic-Fandom huggingface dataset:
Assassin Spectre

"He travelled far from the east just to stop the spreading of the inevitable darkness. His iron will manifests in his blade even to this day."

## Biographical information

### Place of birth

Somewhere in the Far East, possibly the Kingdom of Edo.

## Physical description

### Species

Human (formerly)Spectre

The Assassin Spectre is a unique spectral enemy found in *Fear & Hunger*.

*Proceed at your own risk!*

## Location & Behaviour

The assassin spectre can be encountered within The Thicket Level 4. On the leftmost part of the location (if it is the correct one), the player may find an abandoned sword (called the Eastern sword) stuck in the ground. If they attempt to pull it out, the fight with the assassin spectre will suddenly be initiated.

## Lore

The Assassin Spectre was said to have hailed from the Far East, even farther than the Eastern Sanctuaries. He showed up one day without much explanation from his side, to assist in the prevention of the darkness spreading. He eventually died in the fight. However, he and his sword remain unaffected by the black, and his sheer iron will is manifested from his blade, showing the man's exceptional skill and will in his prime and in his life.

## Strategy

As a **spectral** enemy (like the Miner Spectre and the Spectre Knight) it cannot be harmed by physical attacks, only magic or cursed weaponry. The assassin spectre has several strong sword attacks, which can cut off party member's limbs, making it very risky to fight if the player does not have enough magic and cursed weaponry to destroy it in one or two turns.

You can talk to the spectre, but it will only respond via gestures.

The battle can be escaped by returning the sword back to its spot. As long as you have the Eastern Sword in your inventory, the ghost will keep on initiating the fight with you. The Eastern Sword, however, has the highest critical chance of all the weapons in the game, making it a possible incentive to fight him, despite the risk.
Fall Damage

''**Fall Damage''** is a short video by Blue Monkey. In this video, Billy falls of a cliff and breaks his legs.

## Synopsis

Billy wanders the wasteland and fell of a cliff and breaks his legs. Billy then scerams loud very long, and he then eats a raw porkchop that fixes his legs, and then Billy proceeds wandering the wastes.

## Trivia

* The music that plays throughout the video is called ''Blind Spots'' a track from the offical Minecraft OST.
Shadowy figure

Battle

The **Shadowy figure** is a enemy encountered in *Fear & Hunger 2: Termina.*

## Encounter

Can be found in most floors from the Orphanage, except the schoolyard. They will frequently spawn next to the player as a silhouette.

## Strategy

Shadowy figures have a very minimal health pool but cannot be attacked by most normal means, usually requiring otherworldly magic or empty fists to defeat. They can rapidly drain mind making them a notable threat unless one plans ahead.
The best way to handle them is with an a unnarmed attack from any character, as it will more than likely take them out in a single hit. They cannot be inflicted with status effects.

They do not drop anything and cannot be stolen from.

## Trivia

* The way they sit and stare is reminiscent of an onryo, Toshio Saeki, from the Japanese horror TV series, Ju-on.
Nameless

"The fool has travelled wide and far, but has gotten no wiser."

*Nameless* is a NPC and potential enemy from *Fear & Hunger*. It is a clay figurine that guards the entrance to the Golden Temple of the True King. It will not let the player pass through until they pass the trials set up by the figurine.

*Proceed at your own risk!*

## Lore

According to the New Gods, this nameless figurine had travelled far and wide. Though it seemed to be of no use as it had 'gotten no wiser'. The figurine now stands guard over the entrance of the Golden Temple of the True King, judging those worthy enough to sit upon the Throne once they have passed his trials and duelling with them, and warning those to back off and to go away until they have completed their trials.

Presumably, he might or might not have fought the Fellowship for their right to enter the Golden Temple of the True King. Most likely not because the New Gods said that the Nameless figurine had gone travelling.

## The Trials

To pass through to the Golden Temple, the Nameless Figurine wants you to go out there and do whatever it is necessary to acquire the Endless Soul, the Tormented Soul, and the Enlightened Soul.

The Endless Soul can simply be acquired from Nilvan, the Endless One, if you agree to take her child to the Altar of Darkness, at the end of the dream sequence and defeating the Skin Granny within the Tower of the Endless.

The Tormented Soul can be acquired from killing Ronn Chambara, the Tormented One, within the Temple of Torment.

The Enlightened Soul can be acquired from killing Valteil, the Enlightened One, within the Grand Library.

All of these can be acquired if the player simply has an empty scroll to use and write out the words needed to acquire said souls.

Once the souls have been collected and presented before him, he will give the player and his/her party one last trial: a duel to the death. Be prepared to fight it. It gives the player all the time they need to prepare themselves. Luckily, there's a teleporter next to him that one can use to go back to the past and stock up or to leave Ma'habre.

Once ready, accept the duel, and he will give a bit of dialogue about so many "hundreds of years without anyone passing by" and he felt like his "mind was already lost". He thanks the player for waking it up, and now wants to "duel to the last figurine standing".

## Strategy

Fights with his fists. Deals some damage if the player is not careful in managing his party's health pool. Should be simple and straight to the point: attack the limbs if necessary to prevent him from giving out further DPS, and take out either the torso or the head.
Enova

Enova is where the protagonist begins his/her journey after being sent back in time by Icarus. The plants and animals of Enova have mutated, the Pandemonium Army has invaded in an effort to resurrect Glasha and the area is in great danger. Due to a shortage of soldiers in these violent times, the Dudrin Police have had to enlist contract knights.

## All locations on the continent

Enova is divided into 3 areas, which are Dudrin City, Amberial Forest (where mutated monsters appear) and Weiss Basin.

 Dwarf Guard Eastern Post
Golden Gates

## Golden Gate

Hallway

**Golden Gate's hub** is one of the areas and locations within *Fear & Hunger 2: Termina*. This zone consists of a long mysterious hallway with golden gates, which is mostly used for fast traveling.

## Location

To reach this area, the player must first get the *Golden Gate* skill so that they can access those gates in the Rher's dimension by using the specific drawed sigil. Each those golden gates can be found and interacted for any order:

1. Tunnel 7 Rher's world gate - Can be reached through the bottom floor on the pre-made Rher's sigil.
2. Mayor's manor Rher's world gate - Can be reached in 2nd floor, in the same room which the Decrepit Priest is found. The player must draw the Rher's sigil to access it.
3. Orphanage Rher's world gate - Can be found in the shed from the schoolyard area after going through the pre-made Rher's sigil.
4. Moldy apartments Rher's world gate - Can be found by reaching the 2nd floor of the apartment, after crawling into the washing machine to reach into the Rher's dimension.
5. Church of Alll-mer Rher's world gate - Can be found by using the pre-made Rher's sigil, in the Level 2 of the church.
The Temple of Torment

The Temple of Torment is accessible in the last level of the dungeon....by reading a book you materialize in the backalleys of the City of the Gods...except this time you can't leave...

There are only two hostiles in the temple, one is the Red Man, who shrieks at you if you are near. In previous versions he was unbeatable, but now he is able to die.

The Tormented One can now be fought by putting a sacrifice on the hooks in the final room. But he is impossible to beat without completing the sacrifice. You must turn the wheels of torture to rip apart the skin of your ally, letting their blood drain....you must then evade the Tormented One until you reach the exit. Which will rise out of a pool of blood with **Wheels of Torment**. The Tormented One will use **Revolution Tear**, dealing moderate damage to your allies. You must stun the first 2 outer wheels in order to expose The Tormented One's body...once defeated...he sinks back into the blood...without a word.. (Tormented One doesn't speak at all).
Elite Guards

* Unvisored
* Visored

The elite guard is an enemy encountered in *Fear & Hunger*. He is a much stronger variant of the prison guard and is found deeper in the dungeons.

*Proceed at your own risk!*

## Location

The elite guards are much more scarcely located because of the challenge they impose, so there is always only one to a specific location. He might be encountered in the Level 1 Inner Hall (Around the sacrifice altar with the dark priests), Level 3 Prisons (next to the lever), Level 3 Basement (graveyard area) or Level 7 Catacombs (next to Le'Garde's cell).

## Strategy

The same strategies that apply to the Prison Guards apply here, but one has to keep in mind that the Elite guard is much stronger and more durable. His sword-wielding arm is guaranteed to cause a limb loss if not focused on heavily, as even his arms need at least 500 damage to get rid of. His other, morning star-wielding arm can also cause heavy damage and broken bones.

The Elite Guard is also immune to being shot with arrows outside of battles. In the latest version of the game, bear traps maim their legs, but prior to 1.4.1 bear traps have no effect.

Generally, it is advised to avoid this encounter altogether, as even a full party can suffer irreversible damage like limb loss and broken bones, or inflict infections which are devastating early game.

## Death sequence

There is a unique death sequence that has a chance to trigger if defeated by him. The Elite Guard will take the unconscious player character to a hidden cell room and slowly pummels the player, using its morningstar mace, only stopping once in a few seconds to laugh maniacally. The player can crawl around in this sequence but the menu is disabled, and it is inescapable. The player has the option to move and reach the door to the room, only to find it locked, likely done so to taunt the player character. After mauling the player 3 times, the Elite Guard will endlessly maul the player, killing them.
Recipes of the 15th century

**Recipes of the 15th century** – the book contains recipes of various meat dishes.

This book will teach you how to cook the following dishes: **Meatpie, Vegetable pie, Bacon & eggs, Blueberry pie** and **Mushroom stew.**

## Contents

*The book is about various recipes from the famous chef Andérs of the royal kitchen of Rondon.*

*Even if the book potrays itself as a recipe book, it seems to tell more about the notorious chef Andérs himself.*

*It's more of a biography book, greatly overexaggerating his life triumphs and challenges as the royal chef. There seems to be a nice love story twist too with the princess of the court.*

*Between all this romance and betreyal you find recipes of chef Andérs' famous Meatpie and Vegetable pie.*
Owl cultist

* Battle
* Sprite

> ***Distraught melody***
> - Moments before the end.
>
>

The **Owl cultist** is a hostile enemy encountered in the *Fear & Hunger 2: Termina.*

## Encounter

They can be found in Deep Woods while hidding under the camouflaged foliage grounds. If they spot the player, they will reveal themselves and start shooting darts on the victim, causing the poison debuff and the reverse controls.

## Combat

Despite being capable of using weak attacks like poisoning darts, the player should not understimate his abilities. If the party doesn't eliminate it soon enough before the next turn, the Owl will begin to play the flute and it will summon the Owl sprite, the strong variant of the enemy.

The major threat comes from the pecking attack from the Owl sprite due the instant kill effect by the decaptation on the protagonist character, although it is possible to dodge it if the player succeeds on the coin flip check.

## Strategy

Apparently Black Kalev instantly kills them, no matter how much damage he deal, so it's an easy strategy to clear Hidden Forrest of them.

They always target the protagonist with Owl Sprite, killing him instantly if coin toss was unsuccessful. But knowing this, it is easy to just defend with main character every turn other than first turn. If you have any other characters in party, they can finish cultist fairly quick.

## Loots

* Lucky coin
* 2 Cloth fragments
* 10 Shillings
* Condensed green (Obtainable by using the *steal* move)
* Condensed blue (Obtainable by using the *steal* move)
Bobbies

> ***"For justice and order!"***
>
>

**Bobbies** are hostile enemies encountered in *Fear & Hunger 2: Termina.*

## Location

These enemies can generally be found in the center and east side of Prehevil in the bottom half of the city.

## Strategy

Bobbies have 3 arms and can attack up to 3 times per turn. Because of this, having 3 party members that can manually target limbs is ideal. The arms will regenerate 2 turns after they are destroyed, at the start of the turn. You can attack the torso or head when the head stops spinning.

Alternatively, you can complete this battle in one turn without taking damage if you have Persuade and Diplomacy. Follow the Persuade prompts and the head will stop spinning, then attack it on your turn.

Talking to a Bobby isn't the only way to finish the battle, you can use Murky Vials on it and defeat him instanly.

As soon as a Bobby is defeated, it is necessary to stomp on its corpse as a form of execution, otherwise it will get back up. This can be done by selecting the “Beat him” option when inspecting its corpse.

## Trivia

* "Bobby" , plural "Bobbies" is a slang term for a member of London’s Metropolitan Police derived from the name of Sir Robert (Bob) Peel, who established the force in 1829. Police officers in London are also known as “peelers” for the same reason. The enemy wears the characteristic custodian helmet that was the norm for police forces across the United Kingdom and many parts of Europe until the 1950's.
* If you obtain the tape and play them in bunker tunnel 5, you can witness a cutscenes of someone slowly being exposed to moonscorch and having their head transform into the head of a Bobby.
The Butterfly

The Butterfly is unique NPC and possible encounter in *Fear & Hunger*.

*Proceed at your own risk!*

## Location & Behavior

The Butterfly can be found in the hidden courtyard, behind the altar in the center. It has no desire to engage with the player, just standing idly, asking the player politely to leave them alone if talked to. Further talking will reveal that the creature wants to transform into a butterfly.

The Butterfly can be attacked, but it doesn't fight back at all, only protesting and looking around anxiously.

## Appearance & Lore

The Butterfly is a pale, bony, humanoid creature with a beak-shaped mouth and white eyes. It has two small protrusions coming out of its back that resemble slowly growing wings. The Butterfly can be seen rubbing its hands together in a seemingly menacing manner although this gesture, giving the creature lack of malicious intents toward the player, is probably more akin of an insect's limb rubbing.

The New Gods in the Grand Hall reveal that he is trying to obtain "the gift of the God of the Depths". Albeit they comment that these efforts are pointless, this is not true, as revealed below.

## Cockroach King & Butterfly Soul

A player who has Mastery over Insects will be able to find and communicate to the Cockroach King. If they submit to him, he will give the player the task of killing the butterfly. This is necessary in order to gain affinity with the God of the Depths to be able to learn his magic.

A player who destroys the organ inside the hidden temple will find that the butterfly has flown away, leaving a **Butterfly soul** behind, which increases evasion by 50%. The game will comment that the player can hear something flapping its wings in the sky - showing that the creature has actually successfully formed, despite the New God's comments.
Iki Turso

An NPC that can be encountered in *Fear and Hunger: Termina.*

*Proceed at your own risk!*

## Location

Can be found in the Maiden Forest, through a path north of the forest and east of the entrance to the Tunnels/Bunker area.

## Lore

It seems to be in a constant slumber, awaiting for the God of Nature, Vinushka. Considering how it looks and Vinushka's ideals representing nature, this creature could be a creation of Vinushka.

## Interactions

It's not hostile, but it seems to look down on the player character for wasting its time and is waiting for the God of Nature. Answering any of the options when talking to it yields nothing currently and it goes back to sleep after telling the character that they are a worm and he should not be awakened until Vinushka makes a return. After talking to Iki Turso, all party members lose a significant amount of mind.

If the player encounter it after defeating the Sergal for the first time, Iki will be found dead while being decapitated and the Rancid will make an appearance by landing on his severed neck. This will trigger the second battle of the Sergal himself.

## Trivia

* Iki Turso's name is based on the creature of Finnish legends and myth bearing a similar name but spelled as *Iku-Turso*. Its name variations are *Iku-Tursas*, *Iki-Tursas*, *Meritursas*, *Tursas*, *Turisas*, and some others. Its name is most likely related to Proto-Germanic, *Þurisaz/Thurisaz* (giant).
* Unlike the ingame Iki Turso, *Iku-Turso* is a malevolent sea monster. Though in the Kalevala, it is mentioned to have risen from the sea and burned a stack of hay, from which a giant oak grows from the ashes. This idea might have sparked the look of the current Iki Turso.
* If one remembers the Traces of Gro-goroth's words to the player, most of the Old Gods have left the world already. So Iki Turso's slumber and his waiting for the God of Nature might be for naught as it seems the God will not be making a return at all and he might have forgotten this poor creature.
* In the data files, he is called an elkling. This might be the creature's species and race, but it is uncertain for now.
* A creature that resembles him is killed and slain by Ragnvaldr in his Ending S.
Molded

Battle Sprite

The Molded are enemies from *Fear & Hunger* found in The Void.

*Proceed at your own risk!*

## Lore

> "*The miserable creation that is but mockery of human beings. It is a simple being created by a new god that once existed who was trying to achieve the power of the older gods with limited understanding*."
>
>

## Location & Behaviour

They lay spread across several areas of the void in small groups. They do not directly react to the player and mostly just walk around in random patterns, If one, however, runs into them, an encounter is initiated.

## Strategy

A molded can be a very strong or very worthless enemy depending on the player's state. With a larger party, it is extremely easy to defeat it by simply attacking the head. A weaker party may quickly die however, as not defeating the creature quickly may leave it free turns to use its highly damaging (and possibly poisoning) Stomach Juices attack.

They sometimes attack in pairs.

They drop nothing upon death and only leave a pile of flesh behind, which cannot be devoured or used for Demon Seed.

So it is best to just avoid them and not run into them. Escape if in a battle with them.
Jonni

* Portrait
* Battle

**Jonni** is a minor deceased character in *Fear & Hunger 2: Termina*. He is a potential party member for a character able to use *Necromancy*.

## Lore

While alive, Jonni was a Bremen soldier who fought the second Great War and was deployed to Prehevil after a peace treaty was signed. This event apparently postponed his expected return home to his lover Giesela, to whom he wrote an unsent letter that may be found by the player character.

What exactly happened to Jonni afterwards is unknown, as he met his demise at an underground bunker close to the Maiden Forest on the outskirts of Prehevil. At the time the events of the game take place, his body is still at a relatively fresh state of decomposition. As not much physical trauma is present, there is the possibility that Jonni suffered a heart attack or died because of some disease or poison. As it is known that a Festival of Termina took place in Prehevil with Bremen forces being the contestants, his death being a consequence of Termina is in likelihood.

## Location and recruitment

Jonni's remains are located at the second level of Tunnel 7. If one searches his body, they will find Soldier's Letter, a readable file depicting his opinions on Prehevil to his loved one. A character with the *Necromancy* skill will be able to revive him as a Ghoul and have him join the party. As it is custom to ressurrected characters, he can be named by the player as they wish.

## Traits

Gameplay-wise, Jonni is identical to other recruitable Ghouls in the game, meaning he is AI-controlled and cannot equip weapons or use skills in-battle.
The train

**The train** is the transport in *Fear & Hunger: Termina* that leads the player character and other 13 other passengers to Prehevil, where they end up as participants of the Termina Festival. The outside and inside of the train work as a sort of hub for some of the these participants.

## Events

The very first event that will play out in the train will be the character creation and dream. After those, a talk amongst participants takes place outside and lastly after seeing the woodsman and returning. The last known event triggers which will let you speak to Olivia, Tanaka and Marcoh.

## As a hub

* Black Kalev, if recruited, will wait the player inside the entrance wagon.
* Henryk, if saved from his trance in the Morning of Day 1, will take the food supplies from the Mayor's Manor to the train and offer to cook goulash at the party's request during the mornings and afternoons. He will stay inside the entrance wagon at night.
* Levi, if recruited, will wait the player inside the entrance wagon.
* Marcoh will stay inside the train during Day 1. On Day 2, if not killed by Pav, he will stay outside of the train and can be recuited later on, waiting for the player inside the entrance wagon.
* Marina will be inside the train during Day 1, where she will draw a Ritual Circle that can be used by the protagonist. If recruited, she can wait for the player inside the entrance wagon.
* Olivia will be inside the train during Day 1. At Day 2, she will stay outside, the same place where she will stay if recruited. She moves inside the entrance wagon later.
* O'saa, if recruited, will wait the player inside the second wagon.
* Pav, if saved in Day 1 at the Temple District, will lay at a couch in the entrance wagon.
* Samarie will sit at the second wagon, if convinced by the player character to leave the Church and go back to the train.

## Trivia

* If attacking and killing someone as soon as the game starts, Abella (or Marcoh if she is not available) will restrain and tie you up (If neither are available, Daan will do so). Different scenes will play out, but the player can't do anything besides struggling. The menu can't be accessed either, but the logs will insist you are getting hungry and your arms are uncomfortable.
PRHVL Bop club

## PRHVL Bop

* The bar
* The speakeasy

**Prehevil Bop** **Club** is one of the locations within *Fear & Hunger 2: Termina*. This location is considered as safehouse hub due the possibility to leave recruited party on hold, having similar functions from the train.

*Proceed at your own risk!*

## Lore

This location was once used by the revolutionaries for the hideout base and utilized as briefing room in speakeasy to plan the attack against the Bremen's military.

TBA

## Location

The club can be found at the Shopping street section of Prehevil, west of the clothing store.

## Gameplay

This place is mostly used as a hub for letting the protagonist interact with other recruited contestants, bringing advantage by using some objects like sleeping on the bed in speakeasy or using the recently drawed sigil. The speakeasy can be found on the hidden floor from the bar which is signalized by the different stepping noise, it can also be visually identified if the player enter this location for 1st time and using blue moth's spot as the hidden entrance for speakease.

If the player examine the board in the speakeasy, they will mark it 4 location spots for telectroscopes on the map.

If the protagonist brings Daan to PRHVL Bop, he will set up a bar, giving a opportunity to let the player and its party a full mind recovery from mixed drinks made by Daan himself. It is also possible to bring Henryk to this club after inviting him from the Renka Cafe, making him use his food supplies to feed the party - however, if the player sleeps to Day 3, he will eventually crack down under pressure, killing everyone present at the club with poison and soon disappear from this place.

If any current party members have a firearm equipped, a glitch will trigger that causes your party members to not leave the party to take a rest. The solution to the glitch is to simply unequip the firearm outside and reenter, your party will then prompt a rest as normal.

## Items

* 12-gauge Trenchgun (found in the speakeasy)
* Rifle .303 Mk I (found in the speakeasy)
* Lugr Pistol (found in the speakeasy)
* .303 ammo
* 9mm Bullet
* Shotgun shells
* Perfection Ritual Circle (found in the speakeasy)
Nosramus

**Nosramus** is a white haired alchemist living and studying in the dungeons of *Fear and Hunger*. He doesn't seem to radiate immediate danger or aggression, but something about his stature seems almost otherworldly or ancient.

*Proceed at your own risk!*

## Lore

He was the fifth member of the Fellowship of the current New Gods. The now called "Forgotten One" has little written about him and, depending on which version of the story is followed, was either deceived by the older gods or tried to trick the Fellowship.

However, it is revealed by Valteil in Enki's Ending S run, that Nosramus did not ascend like the others in the Fellowship, but took the path of enlightenment instead, explaining why he didn't have such a dour mood compared to Valteil. He would eventually find the secrets of immortality, hence why he has a prolonged life.

He would eventually give Enki a Spirit Anchor, enabling the man to see his reflection in the Void but still ground himself to reality and not give in to the lust of power that godhood provided. And so Enki followed Nosramus' path: the path of enlightenment.

## Behaviour

Depending on your actions, Nosramus will be either friendly or hostile towards you (not in the sense of attacking you, but more so ignoring what you have to say). For him to be friendly towards you, introduce yourself when you first meet him in the cave west of the Mines, and don't hide in the shadows, or else that will offend him and potentially end any sort of interaction with him until you start up a new playthrough. It is especially recommended to not do this if you are trying to do Enki's Ending S run as interacting with Nosramus is needed to acquire the one needed object to achieve the ending.

Once you are within his room after defeating his bodyguard and faithful undead servant, simply go to him and talk. Don't even bother to try looking into his chest. He will warn you initially to back off from it but if you just go ahead and open and take whatever is in it, he will no longer talk to you and end any potential dialogue and lore information you might get from him and end the hardmode Enki Ending S run. After moving to his 2nd hideout nearby Salmonsnake's pool, you can check this chest freely, he will not be bothered.

## Trivia

* His name might have been taken or inspired by a man named Michel de Nostredame. His name is usually Latinized as Nostradamus. The man was a French astrologer, physician, and a reputed seer. He is known for his book *Les Prophéties*, which is a collection of 942 poetic quatrains that allegedly predicted future events and prophecies that will happen after his time.
* In some cases, when entering the Mines and prompting the first encounter with Nosramus, depending on where the player approaches the trigger for the event, if you choose to show yourself to him the animation where the player takes a step forward might not take place due to lack of space for the player to move, causing the game to block. While the game is technically still running, the only way to solve this is to restart.
The Penance Knights

***"The Penance Knights are a special unit of the Vatican city that wear tailor-made armors. The Penance Knights are used in the most perilous tasks and missions where the chances of survival are especially low.***

***Thus the armor has been designed only to be put on. There is no removing it once one is chosen for the mission. The armor has rows of small spikes that drill into the skin of its wearer. The pain is meant to cleanse the mind for the task at hand and also heighten the fury in the midst of combat.***

***Because of the nature of the Penance Knights and the Penance Armor, only convicts with life and death sentences are recruited to the unit. The recruits are given one last chance to repent their crimes and atone their sins before the ascended one Alll-mer passes on the final judgement."***
Irrational Obelisk

Battle sprite

The **Irrational Obelisk** is a unique enemy encountered in the *Fear & Hunger 2: Termina*. It is not aggressive unless interacted with.

## Location

The irrational obelisk resides within the Clothing store in the shopping district, toward the back of the map.

## Combat

The player can investigate the obelisk and attack it. The fight is not dangerous, however it will drain mind from party members at random. The fight can be escaped at any time (provided that you're successful) but finishing the fight by normal means seem impossible, the Obelisk sits at the top of the enemies with the largest HP pool. (999,999).
Talking to the obelisk is possible, getting a response is not. Currently there is no way to inflict any status effect to it.

In case of destroying the obelisk, the player will receive the message that they won the fight, however, the obelisk will continue to be in the same place, allowing them to fight again with the same result, making the act of destroying it meaningless. Moreover, the only way to achieve this result is by externally modifying the game files.

The obelisk has a weakness to fire damage and slash damage but this is redundant as it cannot be defeated by normal methods.
Red Man

* Combat
* Overworld

> **"He who suffered the torture of the tormented one for hundreds of years. With every passing year its pain grows stronger."**— The New Gods of the Grand Hall on the Red Men
>
>

The **Red Men** are unique enemies in *Fear & Hunger*. They are giant humanoids who have been flayed alive, victims of torture at the hands of the Tormented One which drove them to madness.

## Location & Behavior

There are only two Red Men to be found in the game, both within the past version of Ma'habre. One is chained up within the Temple of Torment and the other is crawling around the Tomb of the Gods. The chained Red Man is immobile and can only scream at the player as they pass. It will attack only if the player comes too close. The Red Man in the tomb shambles back and forth and will give chase if it sees the player; it is found within a tight corridor, making it difficult to avoid.

## Strategy

Both Red Men use *Red Grasp* as their primary attack, which deals low damage and has a chance to stun the player. They also have a scream attack which deals damage to to mind and a special coin toss attack that can instantly kill the player if failed. His head should be the primary target, as it has low HP and can be targeted at from the start. The Red Men carry no loot and their coin toss-inducing attack makes them risky to face. Thus, it is recommend to avoid them.
Old Knight

*Not to be confused with The Knight*

* Armored
* Naked

The Old Knight is a unique enemy encountered in Fear & Hunger.

*Proceed at your own risk!*

*This page contains depictions of genitals and / or sex.*

## Lore

A virtuous knight who was on a path to the darkness of the dungeons. He met the alchemist Nosramus on his way down who save his life. The old knight decided to serve Nosramus for his lifetime and beyond.

## Location & Behavior

The Old Knight can be found on top of a tomb in the leftmost part of the level 5 mines. The player has the options to examine or attack. Examining indicates that there's something underneath the Knight, hinting that stealing from them in battle will give the player a Diamond. This enemy won't attack otherwise, although the Spectre Knight will attack as long as they haven't been defeated.

The Old Knight will alternate between using Horizontal sweep (24-36 damage, Arm cut 20%, Arm/leg infection 30% each) and Vertical sweep (36-54 Damage, leg or arm cut 100%). A player can completely remove this enemy's offensive capabilities by cutting off its right arm.

The player must destroy all seven pieces of armor on the Old Knight to defeat him. The Old Knight will be accompanied by the Spectre Knight if the conflict isn't resolved within two turns. This makes the battle unwinnable unless the player flees, because the Spectre Knight cannot be defeated.\*

*\*It seems as though simply killing the knight's armor even with the spectre present in the battle can be enough to win under certain conditions.*

Defeating this enemy doesn't provide a traditional award, but it will allow players to access Nosramus' chamber, which includes a few bookshelves, potion spawns, a chest (that Nosramus wants you to leave alone), and a Hexen table.

## Strategy

This encounter is different from encounters with living beings. The goal is to destroy all parts of the armor, rather than just damaging the head/torso enough to cause death. It also has a strict time limit induced by the Spectre Knight's appearance. Each armor piece fortunately only has a meager 20HP, enough for any ally to destroy in a single hit.

There are two ways to approach this combat:

* An explosive vial will destroy all pieces of armor and instantly win the encounter. This strategy does not work in Terror And Starvation Mode, where armor pieces have more health.
* A player can either bring many allies to destroy all of the armor pieces in one turn, or use the kiting technique to leave the encounter after the first turn to avoid the Spectre Knight. It's necessary to destroy the right arm's armor first to prevent the Armored Knight from attacking.
Studies of Gro-goroth I

> *" -Studies of Gro-goroth I- "*
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> *"To give room for new generations, for new trees to grow and usher - the prior forest needs to be burnt down. Such is the rule of creation. Creation and Destruction, one does not exist without the other. The destruction is called Gro-Goroth, the destroyer of men. A man fear destruction. Because a man gets accustomed to peace and quiet. The man grows fat and afraid of change. But change is inevitable, just as is Gro-Goroth. But there is no need for fear. As the destruction is of pure kind. It does not target one man specifically. It just exists. Interesting note on Gro-Goroth - he is curious kind. More so than many of the other older gods. To relieve the feeling of fear, Gro-Goroth wears bodies and skin of men and women alike. He might still be walking among us, masked under the skin of people and hanging bodies, blessing us with his blood magic."*
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The Dream (Workshop)

## Workshop

* Workshop battle
* Tinkering room

A location situated in the intro sequence of *Fear & Hunger 2: Termina*.

## Location

Found in the intro sequence from the game, after the player wanders to the west side of the train. It is possible to revisit this location if the player receive the ability to use the Golden Gates.

## NPCs

* The Janitor (Your first enemy and the one that makes you do the cubes. Will saw off your legs if you lose to it.)
* Reila (The girl in pink and a person featured in the dream. Sister of Olivia. Currently, her motives are unknown but she seems to have taken a role similar to the Little Girl but is a bit more proactive.)
Miasma

Icon appearence

**Miasma** is a unique sentient sword found in *Fear & Hunger*, and is one of the strongest weapons found in the game.

*Proceed at your own risk!*

## Location & description

*"An otherwordly sword that oozes toxic gasses. The sword is said to house the strength of 6 men."*

Miasma is found behind a locked door in the Dungeon's basement. You need the Crow Emblem Key (which is dropped by the Crow Mauler) to access the door leading to Miasma. Alternatively, with the Leg Sweep skill, you can break down the door without needing a key. Defeat the Crow Mauler as a test of your might and skill in the game, and the player is rewarded with the Miasma.

## Side effects

Equiping Miasma can have catastrophic side effects - it can possess and torment its holder with voices that lead to insatiable bloodthirst.

If the main character has the sword equipped and happens to walk through specific maps with low Mind Points, a cutscene will be triggered: Miasma will take hold on the character's mind, causing them to slaughter all present companions.

Miasma can also possess a wielding party member with low Mind Points - Cahara, D'arce, Ragnvaldr, and Enki are susceptible to its effects and will attempt to engage the player's party in battle, influenced by the sentient sword's hunger for blood in a cutscene. However, this fight is not actually implemented into the game, causing the screen to turn black. This effectively forces you to restart the game. It is possible to avoid the fight altogether if the player stays silent when the sword's voices are tormenting the wielder. Regardless of how the altercation is solved, Miasma can be collected again.

If Le'garde is using the sword, it will not be able to make him attack the party, with him saying he can handle its effects. So it might be preferable if Le'garde wields the weapon instead of the other party members. Skeletons wielding Miasma also cannot be possessed.

The possession event is one-time only: it won't happen again in the same playthrough, even if a different wielder is used.

The cutscenes can be triggered at the following spots:

* Level 3 - Basement
* Ancient City - Tomb of the Gods

## Quotes

Miasma is a legendary sentient sword which will communicate to the player by making them hear a voice in their head.

* *"Come and find me. Let the blood flow."* (Upon interacting with a heavy iron door)
* *"You miserable mortal worm,"*
* "*You wish to use me?"*
* *"Chaos, pain and misery."*
* *"Those are the reasons I was created."*

## Trivia

* The weapon is inspired by Soul Edge, the cursed sword of the Soulcalibur series. Both have the same design (both are single edged swords with an eye near the guard of the blade), both have bloodthirsty tendencies, both thrive in chaos, pain, and misery of the world, and both are sentient weapons.
	+ In the recent updates of the game, Miasma is now a dangerous and risky weapon to use as party members equipped with it will at certain points go crazy and fight the player and his party. Or if the player is equipped with the weapon, they will go crazy at a certain point and kill everyone in the party. The only one immune to the weapon is Le'garde.
Crimson Father

* Battle
* In-game
* Defeated
* Crushed

> ***"...Your father..."***
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The **Crimson Father** is a enemy encountered in the *Fear & Hunger 2: Termina.*

## Lore

A snail-like being seemingly unable to utter spoken words, the Crimson Father's green, bottomless eyes can deeply pierce into one's mind for communication, with concepts and ideas that sound alien to humans and make it clear that this creature is not from this world.

Its main motivation is an intense lust for blood; the place where they roam is filled with blood pools and dead bodies, probably their reason for staying there in the first place.

The Crimson Father's body will immediatly disappear upon defeat, leaving behind the robes it wears while the head crawls away from its attacker.

## Encounter

They can be found inside the Church of Alll-mer, roaming around Level 2. Four can be met at the regular basement area, while the other three are at the secret passage location. All of them will actively pursue the player, but some of them are able to sprint doing so, signalized by their stranger noises. If the player stands on their head after beating them, the snail won't move and interacting with it will prompt the player to crush the Crimson Father's head.

## Combat

The Crimson Father is able to use a multitude of attacks, starting with *Occult dagger*, a slashing attack with the dagger held on its right arm. They can also use their *Mind control* against the player's party: getting inflicted by it will cause the character to lose control and begin to attack their own party or themself. This either can result in a minimum damage for the party or a huge threatening effect if its target on the strongest character in the party. Their Mind Control can be prevented by blinding the creature using Glass Shards or any other source of blinding, greatly reducing the risk of self-damage.

After a couple of turns, the creature will start "trembling furiously", losing the ability to use the moves listed above: he will then sport a monstrous head capable of using *Gaping bite* that can cause bleeding and infection debuffs. Its arms will also suffer a transformation and enable a move called *Tentacles*, that can be used once per turn by each limb.

The Crimson Father has three separate tentacles instead of legs; each one must be severed if the player wants to make it lose its balance.

## Loot

* Soul stone (also obtainable with the *steal* move)
* Brain flower stigma (Only obtainable with the *steal* move)
* 2 Fly amanitas
* 3 Lavender (looted after smashing the shell/head)
* Soul devour necklace

## Trivia

* Before update 1.8 of Termina the Crimson Father's head/shell layed empty upon the enemies robes after defeat. After the update they now move around the overworld afraid of the player trying to run from you. This patch also gives them ability to sprint towards the player.
Rat hag

* Battle
* Rat

> ***"Ka! Why so serious stranger? Let the granny give you a hug! Kaah!"***
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The **Rat Hag** is a hostile enemy encountered in *Fear & Hunger 2: Termina*. Covered in rags, she will resort to the help of rodents to dispatch potential victims.

*Proceed at your own risk!*

## Lore

Although she was hunched long before her transformation, the Rat Hag was probably a regular old woman before being moonscorched by Rher for the first Festival of Termina that took place in Prehevil. Now dwelling in the deepest levels of madness, Rat Hags are somehow able to summon rats to aid them in combat.

## Encounter

Most of the Rat Hags in the game can be found roaming the sewers. An additional Rat Hag will chase the player in the Apartment building.

## Combat

Each turn, she spawns a rat to assist her in combat. Rats are only capable of using "Bite", which deals 5 damage and has a chance to cause an infection.

Additionally, if her arm is still intact, the Rat Hag can perform Cane smash, oftentimes dealing around 30 damage. Alternatively, they can perform Mischief of Rats with her arm, which will damage the entire party, and potentially inflict 1-2 concussion.
Creation of life II

**Creation of life II** – a book describing the teachings of Sylvian and her love magic called the 'Demon seed'. It will teach you how to create Demon baby.

This book can be assembled with Book pages I, Book pages II and Book pages III

## Contents

*The book is written by an alchemist by the name of Nosramus.*

*The book contains detailed instructions on how to learn the secrets of the older god Sylvian and her gifts of creation.*

*The book goes in to details on the macabre ways of laying down your seed in the most fertile grounds possible, a freshly deceased corpse.*

*The magic of **Demon seed** would then give you a child tainted by the touch of the older gods.*
Bremen elite trooper

* Battle Sprite
* In-game

The **Bremen elite trooper** is a hostile enemy encountered in the *Fear & Hunger 2: Termina.*

## Lore

Despite looking like a regular Bremen soldier, the physical aspect of an elite trooper seems to hold a level of uncanny valley, which implies they were used as form of experimentation project for a physical enhancement.

## Encounter

This enemy can be found in Eastern outskirts section of Prehevil city. Despite them being a unique encounter, a 2nd elite can be found in the north of the central section of the city, the player can witness them while they are escorting a mysterious figure. If the player moves away from the hiding spot during this encounter, they will be shot at by the trooper.

Most of them can be found in White Bunker.

## Combat

The trooper has ability to use the shield which results in a permanent heavy buff for his defense stat. They can also use their bayonet rifle as a slashing weapon, which has a chance of removing a limb from either the player or a party member. If the player fails, the coin flip the trooper will use an aiming attack that deals a high amount of damage.

## Loot

* Rifle .303 Mk I
* 3 .303 ammo
* Bremen elite helmet
* Bremen chestplate
* Elite trooper head (Obtained by using the bonesaw)

## Trivia

* Their helmet is modelled after or inspired by the *Cassis Crista* helmet worn by the Murmillo class of gladiators, with the helmet type itself based on the wide brimmed Greek Boeotian helmet.
	+ Their pauldrons is inspired by the *lorica segmentata*, a type of armor that consisting of metal strips fashioned into circular bands, fastened to internal leather straps.
		- Their breastplate is inspired either by the *lorica musculata*, or by the Roman Republican era bronze breastplate worn by poorer soldiers like the *hastati*.
Diary of an unknown guard

**Diary of an unknown guard** – a diary that belonged to an anonymous guard set on duty in the dungeons of fear and hunger.

> *"- 16th of August, 1590 -*
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> *The madness has spread in the dungeons like a plague. Some even suspected the plague that's running wild at the Kingdom of Rondon as the cause for all this, but the symptoms are very different.*
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> *Very different to say the least.*
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> *The remaining troops took refugee in these mines in hopes that the Kingdom would send help at some point in time in the unforeseen future. The hope is running low however. Captain Rudimer set foot to the underground city of the cave dwellers and traded that bizarre artefact for food and supplies.*
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> *Now those supplies are running low. We try to scavenge food barrels whenever possible, but it's not enough to feed us all. The hope is indeed running low as even the captain seemed to lose his mind some days ago. He ran into the dark dungeons on his own wearing nothing but a sheet of cloth.*
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> *We are going to die down here, aren't we?"*
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