recursal/Fanatic-Fandom huggingface dataset:
Algerian Accession to the European Union

> 'Ahla! Look at me, Abdelmadjid! Can I become a citizen now?
>
>

The Algerian Accession to the European Union, also known as the Arab Star's Shining or the North African Dawn, was, well, the Algerian entrance to the European Union. Championed by Emmanuel Macron, it was a trailblazer into an expanded European Union and an improvement to relations. It brought an economic powerhouse to the European Union and helped take some of the load off of Germany.

## Background

Macron had plenty of Algerian ancestry. On his mother's side more, though his father would be lying if he said he didn't get those eyes from the people just across the Mediterranean.

He found himself turning towards Algeria to cope with racism he faced, due to these twinges of melanin he could not rid himself of. He fell for Algerian men and woman, identifying with them more and feeling much more understood by them, specifically the minor Christian population.

Algeria was a free democratic place that had found itself cooling after the war ended. Growing to be strong, free, and willing to choose her future, it's leaders welcomed Macron, seeing him as one of them, which reinforced Macron's own beliefs.

Macron loved Tebboune. It was inexplicable, something about the way he welcomed him and embraced him brought him a sense of security.

Once upon a time, Algeria, still a integral part of France, was part of the European Coal and Steel Community. The Schuman declaration also expressed desire to aid Africa.

Macron pushed Algeria to join, and then when they agreed, he convinced Merkel to fast track them. Merkel, a fierce German matriarch and threatening to everyone except Macron who she had a soft spot for, managed to get the agreement finished in a few months, and Algeria signed in 2019, though the treaty would only go into effect in 2020.

## Effects

While being, by far, the largest country in the EU, it was not as disruptive as predicted, due to a big portion of the land being mostly unusable and almost impassable desert. Algeria was still very strong, and helped shift the weight. It was very closely aligned with France, and by extension, Germany, so it posed no threat.

In the modern day, Algeria has proven to be useful in supporting Germany through their energy crisis, and putting a lot of pressure on Turkey with their massive size and their lack of being a "true western country" challenging the "the west is out to get me" narrative. They have also attempted to reconstruct Libya and Tunisia, but there has been minimal success. Under the EU's watch, homosexuality was fully legalized and women's rights improved drastically. Desert infrastructure has also improved, though it has a long way to go.

Most importantly, the roots of the EU have been returned to. Schuman's plan has been realized.
Oinker's Style Shift

# Oinker's Style Shift (Why some drawings are outdated)

### TDLR: Oinker was stuck in the same style for 2 years and then recently shifted into a new one. Some characters have yet to be drawn in the new style.

After a long summer of drawing character referencing and settling into and becoming known for their style, Oinker randomly decided they wanted to draw like political cartoonists they admired and did. This style shift rendered the entire summer's work obsolete, and due to school and other personal issues, Oinker does not have the time to redo everyone all at once. So, at the risk of misrepresenting their characters, Oinker continues to put up some older artwork.

Over the next year or so this will become less of a problem as Oinker continues to squeeze in drawing time. But for now, the template alerting of outdated artwork will be put on the relevant articles.
Red Rose White Lightning

**This story may contain trigger topics such as self harm, suicide, major character death, genocide, nazism. child abuse, mental illness, terrorism, child sexual abuse, involuntary commitment, graphic depictions of violence, and mental and emotional exploitation.**

> You know, Anna, I think I might finally be a war man.
>
>

Red Rose White Lightning is a Political RPF Alternate History series which centers on a fictional series war in Europe that permanently shift the geopolitical climate. It is mostly told from the perspective of Olaf, who won't tell you this but is a rather unreliable narrator. Despite this constant warring, it manages to have an anti-war message.

## Background

Red Rose White Lightning comes from the Red Rose (Denmark's ruling party) of The Night The Rose Wilted and the White Lightning (British fascists) of The Day The Lightning Struck. The story was inspired by Boris Johnson's fervor about France and Germany, though it has evolved into much greater.

There was originally no piece on the Ukraine due to the story being originally made in December of 2021. You can imagine how Oinker felt when the war started.

## Cast

### By Country

#### Main Participants

##### EMA

* Federal Republic of Germany
* French Republic
* Ukraine/Germanovichal Ukraine
* Kingdom of Sweden
* Scottish Republic (after 2023)
* New Saxony (after 2023)

NSP

* Free Kingdom of Norway
* British Empire

1. ↑ Due to the fact that Oinker considers World War's requiring more than one continent to engage in war, Oinker has requested that the events not be considered World War 3 and referred to as the "Eagle Wars"
Rhubarb Coalition

> No, Frank, we will not be having rhubarb food at the meeting. I know Frank. I'm sorry Frank. Don't cry Frank. Stop it.
>
>

The Rhubarb Coalition, despite it's name, is actually a big tent political party in Germany, whose members range from Centrists, to Green rather Radical Socialists, though it's main leadership is a mild, more marijuana oriented Green ideology and mild-moderate social democracy.

The Rhubarb symbol was chosen, due to it's summery nature, it's sweet association, and the concept of "red stalk, green leaf." Baerbock's favorite dessert flavor was also claimed to be rhubarb.

## Formation

Baerbock was originally *very* skeptical of Scholz. His mimicry and awkwardness and emotional difficulties seemed unstatesman-like and almost immature. She didn't find Esken or Merkel's judgement to be trustworthy at all and rejected their reassurance that he was worth her time.

However, as Scholz bickered with Laschet and Laschet descended farther from sanity, Baerbock began to question if Laschet was the man to cower behind the podium from, instead of with.

This turned out to be all pointless, as Scholz won the election with a certain blazing fury, and Baerbock quickly learned a thing or two about how quickly your career can go up in flames. She reluctantly dragged her partner Habeck to strike a deal with him, and in the few months, she learned that Scholz had a few more layers to him.

As crisis after crisis unfolded and came in shockwaves, Habeck turned almost violent against Scholz, looking for someone to blame. Baerbock, seeing this as a moral crisis and compelled to adhere to morality, clung to Scholz, who received the new found affection in the most centrist Scholzly way possible.

A rift was forming. Baerbock didn't want this. She couldn't stand this. So, out of desperation, she tried to calm Habeck by introducing more SPD by inviting Esken and Klingbeil to join them. Trying to duck tape together what wasn't wanting to stay together, she hastily proposed a party merger behind Habeck's back.

Habeck tried to fight, but he was overwhelmed. Scholz had supported this initiative and the SPD was quick to follow. Finally, he surrendered, and the party was formed, leaving him begrudgingly sidelined.

## Response

The CDU considered it nothing short of unholy, accusing the Greens of being parasitic on the SPD and Baerbock being sex-obsessed. Scholz was quick to deny this, uttering a rather famous rebuttal of "I do not have sex," which left scholars scratching their heads, as he did not follow it up whatsoever.

The FDP considered it exclusive and felt hurt, however neither Scholz nor Baerbock seemed to feel a sense of loss. One of Baerbock's close friends was claimed to have said "This isn't an airport, no need to announce your departure," which would be repeated on several occasions afterwards.

It brought the German moderate left together, however, in the long term, it worsened the political situation, as many Germans felt that the Greens had "caved to a great evil."
Known Game Problems

Here are the list on Known Game Problems that have not been fixed yet by the developer Pixelfactor Ltd. You may use photographic evidences to support your claim that the bug/glitch is real. More information for the bug is appreciated.

**Note**:

* *Please do not remove bug/glitch for lack of photographic evidence. Evidence will soon be provided. Feel free to add a bug/glitch if you feel are worthy of note!*
* You may see bug fixes on the Official Website of Interstellar Pilot or go directly to YouTrack.

## **Confirmed Glitches**

Here are glitches that are confirmed to be real. Some bugs may require God Mode. You may need to purchase God mode to replicated some of this glitches.

### **Game-session Ending Glitches**

1. Lag: Entering a sector with multiple fleets of ships and large amount of stations can produce lots amount of lag. If the option that entering wormholes can save the game is enabled, that may also contribute to the lag spike after exiting the wormhole. Interstellar Pilot 2 may crash after exiting the wormhole. This is very apparent in low-end devices.
Scenarios

Scenarios are save games that scripted to play a certain event. These may be a random battle starting, a messages popping up, etc. There are currently two scenarios in the game and three more coming soon.

### **Breakdown**

This is the first scenario in the game. You're inside a Ares-Class Destroyer as Capt. Forrester in the TEF Navy. A Bluestar Hauler-Class Frigate is having engine problems nearby so Cmdr. Alvares sent you to tractor beam the Hauler into the TEF Trading Post. But you've been umbushed by Fortuna Bandits while rescuing the Hauler. So after you successfully tractor beamed the Hauler back to the Trading Post, you and the other patrollers in the area killed the bandits one by one while suffering moderate damage. *Mission Ended*

**Mission Logs:**

Things have been unusually quiet in the Gatopea sector. I've had to grant leave to most of the crew to save them from becoming restless. Its times like this I almost wish for a pirate attack.

**Easter Egg:**

You can find tons of Impulse in the coordinate X: *-5.31k* Y: *1.58k.* The cargo are placed in a way that says "PixelF"

### The List

Before the start of the mission, the Lambda Navy needs good fighter pilots for immediate work in Beta Pindola. You're inside a Shuttle-Class Fighter as Doug McNeil. The Lambda Navy has seen and accepted your work application and sent into Beta Pindola. After reaching the Naval HQ of Lambda, you received a comms message from Capt. Goodman. He gave you your first assignment. Your first assignment is to kill "Ted the Boss". He is a scavenger that pilots a Shuttle-Class Fighter. After completing the assignment, you will receive 20,000 credits to upgrade your ship. You're next assignment is to kill "Slick". Lambda don't know his real identity. Reportedly, he is a mean pilot. After completing the 2nd assignment. You've been given your last assignment. The assignment is to kill Mike Torello. He acts like a legit trader but in reality, he is a smuggler. He pilots a Hauler-Class Frigate. You've been given some credits to upgrade your ship. After Completing all the assignments, the mission will end.

**Mission Logs:**

I Finally saved up enough credits to buy my own shuttle and headed straight for the new worlds. People told me there's no shortage of work in the Pindolan sector and they were right! No sooner than I hav arrived, I got a job with the Lambda Navy...
Planet X

PLANET X is a character and a major antagonist in OMORI: REVERIE, especially in chapter 2.

PERSONALITY

PLANET X is somewhat of a confident and arrogant character, allways ready to solve problems through violence. However, he cares a bit too much about his hair, which he feels hideous without.

APPEREANCE

PLANET X looks like a planetoid/sphere with arms, feet and a face, just like PLUTO; but unlike him, PLANET X is brownish and has dark brown hair.

BATTLE

STRATEGY

PLANET X is a mandatorian boss to complete chapter 2 on OMORI: REVERIE. The particularity here is SPACEBOY becoming FURIOUS, unable to feel happy nor sad. Note that, however, the former might explode his speed and oftenly act twice a turn, with his hair turning him HAPPY, causing the later to be in emotional disadvantage.

A good strategy for defeating PLANET X is ruining his offensiveness, lowering his ATTACK and/or HIT RATE, raising your DEFENSE and turning your party SAD. Precaution: PLANET X is immune to FLIRT!

Althought PLANET X might increase his STATS, that can be compensated with just utilizing SPACEBOY'S COOL BREEZE, wich will remove ALL STAT BUFFS on the foe.

GALLERY

NOTES

REFERENCES
Hospital

**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.

The **Hospital** is an economy-type station available for purchase in Interstellar Pilot. This station sells Medikits, which are produced from Nanochips and Chemicals.

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

## Ships Sold

Hospital 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)
OMORI: Reverie Wiki

**Welcome to the OMORI: Reverie Wiki!**
This is a community revolving around the OMORI mod known as OMORI: Reverie. This modded fangame continues the events of the story after the true ending of OMORI created by Cecily Renns. (The goal of the project was to provide closure for fans who wanted to see a follow-up story to the true ending of OMORI.)

## Important articles

Binky Snuuy

Rules:

* Praise Binky Snuuy
SWEETHEART

**SWEETHEART** is one of the three deuteragonists in REVERIE and major antagonists in OMORI. She joins the player's party, after being found attempting to attack LIFE JAM GUY for unknown reasons.

## Personality

SWEETHEART is an obnoxious, rude, narcissistic and entitled person with a god complex. Her personality comes from the popularity and attention she gets from the SPROUT MOLES. She causes drama, because of her love of theatrics.

## Appearance

SWEETHEART is a young woman with tan skin and wears pink clothing and a large pink bow on her hair. Her clothing usually consists of bows, hearts and polka dots. In battle, she holds a pink flail with a heart shaped striking head.

## Battle

SWEETHEART plays a cross between assist and offensive roles. Her stats aren't as high as her party members' stats (being both slow and the least durable party member), but she compensates it with her powerful skills, such as FLIRT or CRUEL BUSTER.

Out of the party, SWEETHEART Is the only member capable of reaching a third tier of HAPPY, that being MANIC. This grants her to be the fastest party member (outrunning SPACEBOY) and allowing her to act before the foe can take their turn.

### Level stats

The data table shows SWEETHEART's raw stats without any item nor bonuses.
Creon

**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.

## Overview

**Creon-Class Freighter**

The Creon is a freighter or destroyer, it depends on how you use the ship. This was a replacement for the weaker Hauler-Class. The Creon has 5 turret bays and can defend itself against attacks. *Recommended Patrol, Escort, Trade.*

**Uses**

* Patroller
* Fleet Escort
* Trader
* Passenger Transport

### In-Game Description

The Creon is a bulky freighter capable of large-scale transport of goods. The craft was brought into service by the Lambda Corporation as a replacement for the weaker Hauler model. The craft proved a successful deterrent against pirate attack.
NEURAL NETWORK

NEURAL NETWORK, otherwise known as THE METRO, is a location in Chapter 1 of REVERIE. It serves as the starting area for the game. It is characterized by it's winding tunnels and pristine white walls.

## Geography

The Metro stations are first accessed at the start of the game, directly after the Neighbour's Room and Neighbour's Bedroom cutscenes. It has various elevators which lead to Fallen World.

## Sub-Locations

### Store Room

The store room is where Sunny is lands after the cutscenes. It contains random junk, mostly, and has a single dim lightbulb hanging from the ceiling. Directly outside is a small room with vending machines, a sofa, a house plant and a watermelon containing x10 bread.
Chapter 1

Chapter 1 of OMORI: REVERIE was released on May 25th, 2022. There are two difficulty modes, normal and hard.

### Story

Sunny wakes up in what is presumed to be his house at night. He walks around, before hearing knocking at the front door. He opens it, to find a greyscale version of NEIGHBOR'S ROOM. Looking inside a cabinet that is glowing blue, Sunny is transported to a staircase leading to a greyscale version of NEIGHBOR'S BEDROOM, and talks to the BIG YELLOW CAT. A hole appears in the center of the room. Sunny then reaches into the hole and falls through, landing in a cupboard.
Binky Snuuy

Joke*This article is a joke. I've contributed enough to this wiki, so this page should stay here.*

## Section Header

### RELATIVES

Unnamed Mother, Unnamed Father, Mari (Older Sister)

### RELATIONS

Binky (Binky)

Binky Snuuy is a 1-year-old Sunny with a yellow binky. He plays an important role in REVERIE by existing.

## Profile

### Appearance

A 1-year-old baby with a yellow binky and awesome hairstyle. He wears a white shirt with blue around the holes of the shirt.

### Personality

He has the coolest personality ever :O. binky

## Background

Binky Snuuy was born to unnamed parents and had an older sister named MARI. He has a relationship with his binky.

## Battle

Binky Snuuy plays an assist role for morale support in the team. His skills can also be high damage if done correctly

#### Skills

Skills
 Snuuy
 Binky Snuuy
Magnus

**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

**Magnus-Class Battleship**

The largest vessel in known space. Its primary purpose is a mobile HQ. The Magnus is a slow vessel and often in fleets as a Battleship or Fleet Carriers. With its many turret bays, it can destroy enemies with ease. It also has economic opportunities with exceptionally large cargo hold and large passenger modules. *Recommended Patrol, Battleship, Carrier, Trade, Transport, Mobile HQ.*

**Uses**

* Patroller
* Trade
* Transport
* Spacecraft Carrier

#### **In-Game Description**

The Magnus is the Lambda Corporation's successful attempt at creating the most powerful vessel in known space. It's primary purpose is a mobile base of operations. Despite it's brute force, the Magnus is slow and is usually protected by smaller craft.

### Variants

The Magnus has four available variants for the player to use: A, X, EQ and X-B. Magnus-A is the base variant, offering rear protection from enemies. Magnus-X sacrifices said turret for stealth capabilities. All variants except for the X-B are available for construction in a Shipyard.

The Magnus EQ variant sacrifices a front facing weapon slot for the ability to equip ships with weapons, given that the ship is a frigate or smaller. This variant also has 325 cargo space, an improvement over 250 on all of the other variants.

The Magnus X-B variant has better stats than its counterpart, but cannot be built like its predecessors. This variant also comes off with a unique apperance, with a black-red coloration and a Jolly Roger symbol at the front of the hull.

It can only be acquired in two ways:

1. It is guaranteed to see one at Uncharted Sector mode, being piloted by the leader of Black Sail on Dymapa 753. In order to get said ship, it needs to become abandoned.
2. In Sandbox mode, there is a chance where a non-faction bandit can spawn with the X-B variant. However, it also needs to be abandoned first.
DOUGHIE

**DOUGHIE** is one of the three deuteragonists who join Sunny's party. When tagged as the leader, she can operate ovens and communicate with BISCUIT.

## Personality

DOUGHIE is a friendly, determined person, who befriends the player and party members smoothly and is set on finding her brother BISCUIT when first came across, trying to break down a giant door called GREAT GATE. She is compassionate, and states she "...doesn't do well without him.", meaning she and her brother have a bond with one another. She is also super encouraging when it comes to her friends and does her best to stay positive and push forward.

## Appearance

DOUGHIE has long, dark hair and dark skin, wearing a ring-like headband around her head and attire suited for a chef.

## Background

DOUGHIE is one of the UNBREAD TWINS, who appear in ORANGE OASIS baking bread. In OMORI, they are discontent with their jobs of baking the freshest bread. OMORI and his friends help them quit their jobs, before losing all their CLAMS from gambling at the last resort.

## In Battle

In game, DOUGHIE acts as a cross between a support unit and tank. Out of Sunny, Sweetheart, and Spaceboy, she has the highest defense and several support skills up her sleeve. Given that she has access to the move PUNCHDOWN, a move based on defense, she can also be quite handy when chipping away at a boss or beefy foe.

Of the four party members, DOUGHIE is the only character capable of becoming MISERABLE, being the third tier of SAD. Which can be used to the players advantage if they wish to use the PUNCHDOWN skill.

When DOUGHIE becomes toast, she will turn into a ball of dough with a headband wrapped around it.

### Level stats

The data table shows DOUGHIE's raw stats without any item nor bonuses.
Trade Station

**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 Trade Station converts Commodities into credits, and can only be built in Planetary sectors.

## Usage and Placement

Costing 2,500,000 credits to place, the Trade Station is the ultimate symbol of wealth and power. Only buildable in Planet sectors, the Trade Station provides the highest profit rate out of all factory-type stations.

It is heavily advisable to construct Trade Stations roughly in the midpoint between wormholes leading to active sectors, as this encourages multiple trade routes to be opened by shortening the travel time during trade. Planet sectors close to asteroid sectors, or planet-asteroid dual sectors are especially attractive, as short trade routes allow faster profit generation.

Constructing Trade Stations represent a heavy investment by the owner faction. As stations, including the heavily armoured Trade Station, are very vulnerable to attacks whilst under construction, it is advisable to completely clear a sector of hostiles before proceeding with its construction.

The Trade Station sells basic weaponry and ammunition, limited to fighter-class equipment. For dedicated ship upgrades, an Equipment Shop should be constructed.

The Trade Station is one of the three stations that can equip Laser V's and Sheild 1750s for defense. If placed together with ~4 Medium Weapon Platforms, the Trade Station can fend off nearly any attacks to the sector.

Note that Trade Stations do not automatically claim a sector for the owned faction, and a Sector HQ is still required. Multiple Trade Stations can be constructed in the same sector.

## Ships Sold

**Trade Stations** sell the following ships:

* Ranger (A, H and X)
* Raptor (A and X)
* Shuttle (A, P and X)
* Hornet (A and X)
* Flyer (A and X)
* Pioneer (A, P and X)
* Venture (A , P , H and X)
* Drake (A and X)
* Hauler (A, P and H)
Light Weapons Platform

**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 light weapons platform was the replacement for the Laser 3 Turret, little is known about it at this time.

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

## **Information**

The Light Weapons Platform is a station with the purpose of protecting other stations surrounding it. The Light Weapons Platform is equivalent to the "Laser III" turret from Interstellar Pilot. It has 3 turret bays and is able to support light weapons. Its built around stations in sectors where light security is needed.
Refinery

**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 **Refinery** is an economy-based station that can be constructed in Interstellar Pilot. This station purchases the items harvested from asteroids and processes them into useful commodities, such as **Chemicals, Purified Water, Advanced Alloys, Nanochips**, etc. This station has two variants, one that purchases **Ice** and one that purchases **Copper Ore** and **Iron Ore**.

This station is the backbone of the entire trading economy in Interstellar Pilot. If there are no available **Refineries** to process raw materials into useful products, none of the other economy-type stations can produce products, making them totally unusable as trading posts. It is highly recommended to always ensure there is at least one functional **Refinery** in any playthrough.

## Usage and Placement

This station will realistically be next to useless if not placed in or near a sector with asteroids. Asteroids provide the **Refinery** with the bulk of the raw materials it processes into commodities that can then be sold to fuel other factories, so without that flow of materials, the station is rendered useless. Generally speaking, it is more advantageous to place the station closer to the clusters of asteroids that appear in sectors with them in order to avoid having to wait for miners to travel between the station and the asteroids. This station can recycle **Scrap Electronics** and **Scrap Metal** into useful commodities, but the supply of such materials will not be enough in any realistic scenario to fuel the economy. This station will be targeted often by **Bandits** or enemies of the station owner, so when building this station, it is advised to place a number of satellites in the surrounding areas to provide early warnings of any incoming attacks. This station sells a small selection of mining capable ships as well as a few trade-oriented vessels and is the only station that offers the Mining Lasers, but offers little in the way of upgrades. Most vessels will come stock with better equipment than is on offer here. Improperly placing this station or failing to secure an adequate **and** stable income source before building this station can quickly cause the player to become bankrupt.

## Ships Sold

Refineries sell these ships:

* Ranger (A and M)
* Shuttle-A
* Hauler (A and M)
Equipment Shop

The **Equipment Shop** is a military-type station available to build in Interstellar Pilot. This is the only station to offer the full range of equipment available to purchase in the game, except for **Mining Lasers**, which are exclusive to **Refineries**. This station also offers repairs and all Fighter-class ships for purchase, as well as a **Job Board** if the station belongs to an NPC faction.

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

## Usage and Placement

This station should be one of the first that an enterprising militaristic-style player builds, as owning a shop allows the player to purchase equipment upgrades at the lowest possible cost, as well as switch between them with no fee. Due to its strategic value, this station should be placed either far away enough from the sector's center to avoid being seen by enemy factions or near to the middle to afford protection from allied factions, depending on how the player has structured their playthrough. Of note is that a **Magnus-EQ** provides the same upgrades as an **Equipment Shop**, though it lacks the repair facilities and ship purchasing capabilities that the shop offers. When considering purchasing a shop or a **Magnus-EQ**, the player is encouraged to weigh what their needs are and if a mobile upgrade station would be more suitable for their purposes.

## As an NPC station

This station is typically constructed by militaristic factions as a forward base of operations before a shipyard is constructed, if the faction does not start off with said shipyard. This station is also often used as a main base of operations by Bandit factions and other, less lawful factions due to the wide array of services available and the relatively cheap cost to construct. It has decent armament, making it capable of defending itself against hostile factions and thus is used as a foothold in unstable sectors.
SUNNY

SUNNY is the main protagonist of OMORI: REVERIE and OMORI, being the default character that the player starts as.

## Profile

### Appearance

SUNNY appears as teenager who wears a sweater vest over a white shirt, and khaki shorts and dress shoes. during the FALLEN WORLD segments. In the real world, SUNNY is seen wearing an eyepatch, and wears a dark blue hoodie, khaki shorts, and black shoes, like his FALLEN WORLD appearance.

### Personality

SUNNY is a silent protagonist, which means most of his dialogue is chosen by the player. However, from what you could gather from OMORI, and REVERIE, SUNNY rarely smiles, He seems to care for others, but doesn't show it clearly.

## Background

SUNNY was born on July 20th on an unknown year to unnamed parents. He had an older sister named MARI, and lived in FARAWAY TOWN until recently. He had 4 other friends, KEL, HERO, AUBREY, and BASIL. After SUNNY told his friends the truth of MARI's death it is unknown how they reacted.

## In Battle

In Reverie, SUNNY is kind of a balanced character, having mostly average stats, over decent skills, and being able to feel tier 2 of all three emotions. He is both offensively and supportively efficient due to those skills - note that these won't be as powerful as His party's skills.

Althought he can feel ENRAGED, ECSTATIC and DEPRESSED, it's not recomendable because his skills seem to work better when being NEUTRAL (specially CONCERTO move and POKER FACE passive). It sometimes can be more convenient to instead use DANDELIONS on SUNNY when he's at higher emotional disadvantage.

### Level Stats

The data table below shows SUNNY's raw stats without any weapons, buffs nor bonuses.

## Footnotes

1. ↑ Though decided by player input, SUNNY is the default name. And therefore considered canon.
Frequently Asked Questions

On this page is a list of questions that are often asked or may be asked by some people. Please feel free to ask your questions in the comments if you believe it should be added.

**Q:** Why is this wiki separate from the Interstellar Pilot 1 wiki?

**A:** It's a long story.

**Q:** I want to get the God Mode unlocked for free, how can I get it without paying?

**A:** No, you cannot.

**Q:** How do I start playing?

**A:**The entire premise of the game relies on gaining credits. Play the Tutorial, then visit this page. For an easy start, the "Empire" start is preferable. Play this before attempting harder starts. Join our Discord server to ask questions about strategy, as our members can provide you with real-time advice and tailored information to your particular problem.

**Q:** Why isn't the wiki finished yet?

**A:** Although this wiki is moderated by, and chiefly contributed by, a rather outstanding badger, a special Latin character, and a mythical being, they are neither omniscient nor omnipotent. In fact, their lives include jobs and studies, and are unable to spend much time working on the wiki. If you would like to help contribute, it would be very appreciated! Please remember to adhere to the standards set by the other pages on the wiki, and provide information as to what was changed in your edit log. It does not have to describe exactly what you did word for word (for example, "added table" would be acceptable, as would "minor grammar edit"), but it must describe in some way what you changed.
Pioneer

**Work In Progress**
***"Pioneer 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

**Pioneer-Class Fighter**

The pioneer is a decent fighter vessel with decent weapon, speed and excellent maneuverability. It has decent cargo hold for its size and can hold its own in combat with similarly sized vessels. The Pioneer is a heavily-armed civillian vessel designed for trading and transportation purposes. Because of its large cargo hold and wide turret coverage, the Pioneer has been adopted for military purposes by some smaller navies.

**Uses**

* Patrol
* Trade
* Transports
* Scavenge

## Upgrades & Slots

Weaponry
 Max Weapon

Utility

Defensive

### In-Game Description

The Pioneer is a capable fighter-class vessel. The ship has a decent sized cargo hold and can hold its own in combat if required. Despite being designed for civilian use, the Pioneer has also been adopted into some navies.
Shuttle

## Overview

**Shuttle-Class Fighter**

The Shuttle is a small, lightly armoured vessel with decent cargo space for its size and 2 weapon bays. While it possesses some offensive capability, It's mainly designed for low-cost trading and transporting, with capabilities as a scout..

The Shuttle appears as a fairly small, twin-engine vessel forming into a domed cockpit. The ship is made out of plates of some sort of metal with blue accents. The vessel also has a delta wing with 2 small wingtips on either side.

**Uses**

* Scout
* Patrol
* Trade
* Transport
* Scavenge

### In-Game Description

A small and lightly armoured ship that is primarily used to transport service personnel between ports. The Shuttle is not intended for combat though it does possess some capabilities.

## Upgrades & Slots

Weaponry
 Max Weapon

Utility

Defensive

## Further Information

* Unlike many other small ships, the Shuttle Class does not have a mine launcher. It also comes with the availability of cloaking devices to every variant.
* The shuttle is the starting ship in the starter-condition "Citizen" and "Scavenger".
Jewelry Factory

**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.

The **Jewellery Factory** is an economy based station that can be purchased in Interstellar Pilot. This station produces **Fine Jewellery**, a valuable commodity 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

Jewel Factory 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)
Variants

Variants are one of the most useful new mechanic of Interstellar Pilot 2. It allows the player to buy **ships or stations** with **modified components and cargo**. It can also edited by HEX editor leading into variants with components that the vanilla ship cannot have. For example, a Raptor with a literal Laser V as a weapon. Variants can also be spawned on God Mode. Below is a tutorial on how create a variant(Ship and Station variants has the same procedure.).

### **Tutorial: How to make a Variant!**

**Step 1:** Enter a station then click **Buy Ship > Create New Variant.** Select the ship you want to create a variant then click "Confirm"

**Step 2:** Customize the ship to your liking.

**Step 3:** Add a Variant Name and a Description (Optional).

**Step 4:** After successfully customizing the ship, click "Save" to create the Variant.

**Congratulations!** You successfully created a variant, you can now buy it on the station' ship trader.

**NOTE:** *For a more proper tutorial, you can watch the Tutorial(link will take you offsite) made by Administrator JetTopia on Youtube.*
Ship Controls

### **Acceleration**

On the bottom right of the screen, there will be a slider. That is the Acceleration Slider. If you wish to go forward, drag the slider to the right, and drag it back to the left to slow down/stop. In the Steam version of IP2, press W to move forward and press S to slow down.

### **Controls**

In the bottom left side of the screen, there will be two buttons with a green arrow each. If you wish to turn left, click the button that has the arrow that points to the left, while if you wish to turn right, click the button with the arrow that points to the right. For the Steam version of IP2, press A to turn left and press D to turn right.

### **Shield**

A ship has 6 shield (Blue Lines that envelops the Icon of the ship) pieces. Those shields protect your hull (Green Icon of your ship). If your shield is damaged, the color will turn blue>green>yellow>orange>red. If the shield is damaged even further than red, it will break. The shield piece that broke will naturally regenerate if the ship have power but it will take a long time. It can be regenerated instantly by recharging them in a station.

### **Hull**

The Hull is the green icon that the shields envelops. Its the most important part of the ship. If the hull is damaged, it will change color, from green>yellow>orange>red. If the hull if damaged further than red, the ship will be destroyed. The ship will repair itself when given enough time. To repair it instantly, repair the ship at a station.

### **Power**

The ship needs power to move, shoot weapons, activate shields etc. So thats why the ship needs a Power Generator, and a Capacitor. The Generator generates power while the Capacitor stores it. You will see at the bottom of your screen near the Hull on how much energy the capacitor has. Moving, charging weapons etc needs energy so they will takes some from the capacitor. If the capacitor ran out of energy, the ship will stop charging weapons, shields etc. They can also be damaged.

### **Communication**

You can communicate to other pilots by using the comms button. You can see it above the Acceleration Slider. Select a ship and then click the button to talk.

### **Docking**

To dock to stations, you need to go near them, select the station, and then click the dock button above the Acceleration Slider.
Orion

**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

**Orion-Class Frigate**

The Orion is a gunship designed by CLL Systems. Fast but with a slow turn rate, the Orion is the most effective against bulky and slow larger vessels. Packed with many turret bays and thick armour, the Orion is a ship designed purely for combat. This ship can outran fighters and other frigates with its exceptional speed. The only downside is its limited cargo space. *Recommended Patrol, Escort*

**Uses**

- Patroller

- Fleet Escort

### In-Game Description

Packed with turret bays and layers of armour, the Orion class is a ship designed purely for combat. This formidable vessel can outrun even fighters with the only downside being a smaller cargo hold.
Hypersleep Pod Factory

**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.

The **Hypersleep Pod Factory** is an economy type station available for purchase in Interstellar Pilot. This station produces Hypersleep Pods for purchase.

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

## Ships Sold

Hypersleep Pod Factories sell the following ships:

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

**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

**Thunder-Class Frigate**

One of the largest frigates in the game, it is a significant improvement on the Orion-Class. This ship has an excellent cargo hold, speed, and firepower. It can hold off pirate attacks easily with its 5 weapon bays. The spiritual successor to the Hornet, the Thunder is a fast interceptor frigate. Its large cargo hold also means that Thunders are good trading vessels. *Recommended Patrol, Trade, Transport, Scavenge, Escort, Carrier Spacecraft*

**Uses**

* Patroller
* Trader
* Passenger Transport
* Scavenger
* Fleet Escort
* Carrier Based Spacecraft

### In-Game Description

The Thunder is a large frigate. It is a significant improvement on the Orion class vessel. This ship has plenty of cargo space, 4 weapon turrets and can be repaired more cheaply.
Arms Factory

**Work In Progress**
***"Arms Factory 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.

The **Arms Factory** is an economy-type station that is available to build in Interstellar Pilot 2.

**in-game description:**

This factory produces military grade Plasma Rifles using Nanochips and other alloys.

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

**factory**

## Ships Sold

Arms Factory 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)
Leitmotifs

A **leitmotif** is a musical "phrase" or melody, re-used in multiple tracks to associate a tune with a person, event, or place. Leitmotifs occur several times in both the OMORI and REVERIE soundtracks.

The system of repeatedly re-adding full or partial leitmotifs to soundtracks is a common accessory in video game music, which makes said soundtracks catchy and memorable. In OMORI and REVERIE, many important characters have an associated leitmotif, commonly playing when encountering them in some way.

Timestamps found below are approximate to one second and follow the timing used in the YouTube upload of the soundtrack.

## REVERIE

### Diffused Light

This leitmotif is associated with NEURAL NETWORK.

*Diffused Light*

*Scan Lines*

*ELECTROMAGNETIC*

### Fallen World

This leitmotif is associated with FALLEN WORLD.

*Fallen World*

*Star Shooter 0:14-0:42,*

*Shoot For The Stars - 0:54 - 1:10*

## OMORI

### Space Boyfriend's Tape - I Want Nothing More

This leitmotif is associated with SPACEBOY.

*Shoot for the Stars - 1:18-1:35*

*Fangirl - 0:30-0:55, 1:25-1:52*

### You Were Wrong. Go Back.

This leitmotif is associated with SPACEBOY.

*Fallen World*

*Star Shooter - 0:00-0:14*

*Shoot for the Stars*

*Fangirl - 0:00-0:27, 0:57-1:23*

## Minor Leitmotifs

*A Corpus Celeste - Our Turf*

*Bready Steady Go - French Toast*

*Duet - Into The Light*

*I Will Catch Up! - I Can't Catch Up*

*Scan Lines - ELECTROMAGNETIC*

*THE VENGEANCE OF THOSE FORGOTTEN IN DARKNESS - A Corpus Celeste*
Sector HQ

The **Sector HQ** is a military-type station that is specifically constructed to take control of a sector. Building this station allows the player to rename the sector and collect taxes on transactions performed in that sector. There can generally only be one HQ per sector, though there have been cases where bugs make it possible for multiple HQ's to be in a sector.

An interesting fact is that if you own a Station HQ (and thereby own a sector) you collect a 10% tax from transactions made in that Sector regardless of who made the transaction. Sort of a passive income in the game, very useful in a sector with refinery and/or trade stations

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

## Ships Sold

**Sector HQ** stations sell the following ships:

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

**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 **Laboratory** is an economy based station that can be purchased in Interstellar Pilot. This station produces **Impulse**, a high-value commodity that can be sold at multiple other stations in the game.

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

## Ships Sold

Laboratories 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)
Rations Factory

**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 **Rations Factory** is an economy-based station in Interstellar Pilot. This station manufactures **Organic Rations,** a mid-value commodity that can be sold at other stations for a profit.

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

## Ships Sold

Rations Factory 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)
Venture

**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

**Venture-Class Frigate**

The Venture is a relatively small, cheap cargo frigate ideal for trading and has the ability to transport passengers. It can defend itself if needed with multiple weapons bays.

**Uses**

* Trade
* Transport
* Scavenge

## Upgrades & Slots

Weaponry
(Not on P)
(Only on A)
(Not on P)
 Max Weapon

Utility

Defensive

### In-Game Description

The Venture is a small frigate ideal for trading but also capable of defending itself when needed.

## Uses

The Venture is ideal for players looking for a ship that both can defend itself effectively and carry a decent amount of cargo. It does not have a particularly high turn rate, but the fact that it can hit with at least 2 weapons bays at nearly any angle makes up for that shortcoming. Its lower-midrange price makes it easily accessible to a new trader, and its decent top speed increases its utility as a response ship to enemy attacks. As with all frigates, it has access to Shield 650, making it able to trade hits with larger ships. However, it cannot stay in the fight as long due to poor combat agility. The player is advised to keep that in mind when considering using this ship as an automated patrol boat.