recursal/Fanatic-Fandom huggingface dataset:
ARES Division

The Archaeological RESearch Division (**ARES Division)** is an armed research and development wing of the IMC, responsible for uncovering, researching and exploiting indigenous technologies across the Frontier. The IMC sub-section is relatively autonomous but still directly represents the IMC itself, unlike the more renegade Remnant Fleet. The division was founded by General Marder, who still presently leads the faction, and it intends to win the Frontier War for the IMC with its asymmetric and unorthodox means.

One of ARES Division's major operations was sequestered on the otherwise uninhabited planet of Typhon, where Marder and his scientists discovered and refurbished the Fold Weapon, an ancient alien superweapon with the power to devastate entire planets. Marder immediately set to work to turn the weapon against the Frontier Militia, intending to wipe out Militia planets one by one until the rebels capitulate. General Marder was personally present to supervise operations on Typhon, which was heavily garrisoned with troops and orbital defenses led by himself and the contracted mercenary squad, the Apex Predators, when the 9th Militia Fleet arrived to investigate the planet. As such, the ARES Division was the primary belligerent force against the Militia in what became the Battle of Typhon.

Despite their best efforts, the ARES Division ultimately lost the battle: the Fold Weapon (and Typhon as a side effect) was destroyed by the Militia, notably by the extreme efforts of a lone Pilot and his Vanguard Titan. General Marder escaped the planet's cataclysm and now busies himself with ARES Division operations across the Frontier.

ARES Division is one of the playable factions in the multiplayer of *Titanfall 2*, with General Marder as its field commander.
Impariot

**Impariot** is the 3rd episode in the series.

## Plot synopsis

*Why do you about the episode* **Impariot***, cause it's one of the most special way for that one, but for all of you haters, the part in that episode is where Todd and Rita melt,. They passed out as Ted faided, but I knew how someting strange can be wierd to me, and I knew how the episode is meh, and I knew way for everyone to know this kind of my hour for an hour at any time. I percently know how I see the episode look like that, and I knew how I ever been great to be interested, cause I do remember that kind of way for a great part of Todd, so* **Imparot** *was kind of the same, and I knew how the episode went. Can't believe it, but in the next episodes of* **Todd***, you can see that Todd and Rita are still alive, and I knew how that one is great about it.*

## Appearances

*Who is in this episode*

* Todd
* Rita
* Ted

## Notes & trivia

* *This is where you can put notes and trivia, anything that is interesting or strange can be included here*
Magu-Magu no mi

## What does **Magu-Magu no mi** do?

The **Magu Magu no Mi** is a Logia-type Devil Fruit that allows the user to create, control, and transform into magma at will, turning the user into a **Magma Human.**

## How does **Magu-Magu no mi** look?

**The game is not out yet, therefore the look of the fruit is not yet seen**

## What are the moves of **Magu-Magu no mi**?

* **Z Move***[Level 10] **Meigō / Dark Hound :** The user transforms their* hand into magma and lashes out at the opponent with a claw-thrust. This technique is very powerful and can annihilate someone very easily.
* **X Move** *[Level 25] **Dai Funka / Great Eruption :** The user causes an eruption by generating a shock-wave which releases magma.*
* **C Move** *[Level 50] **Inugami Guren / Dog Biting Crimson Lotus :** The user* creates a wave of magma, shaped like a dog's head, and launches it against their opponent to deal amazing damage. The **Inugami Guren** leaves a trail of magma when it moves forward after being launched.
* **V Move** *[Level 75] **Magma Flight :** The user floats / flies with the usage of magma for a certain time.*
* **B Move** *[Level 100] **Ryusei Kazan / Meteor Volcano :** The user transforms their fists into lava before throwing them up in the sky, after the fists have launched up, they rain down, causing exploding fists which set things on fire to explode when they hit an object. This technique is one of the most powerful techniques of **AoE**.*
Commander Jhalas

Jhalas was born in 2343 on the planet of Andor to parents who worked in the planet's ice mines. She grew up determined not to spend her life stuck underground, and studied and trained long and hard to avoid that fate. She became quite skilled with the ushaan-tor at this time, and to this day carries the tool around to serve both as a weapon and a reminder that no matter how bad things get, at least she isn't stuck working in a mine.

Though they were largely just ceremonial at this point, and though it was against her parents' wishes, Jhalas applied to join the Andorian Imperial Guard, which was impressed enough with her skills to accept her. She proved to be a skilled fighter, and quickly became quite proficient in the use of phasers, grenades, and other weapons; impressing her superiors enough to help her quickly rise through the ranks.

After the disastrous Battle of Wolf 359, Starfleet was left with a sudden shortage of officers, and began reaching out to various planetary defense forces to try and help refill their ranks. The Andorian Imperial Guard was among those forces, and deciding she wanted to see some real action against foes like the now infamous Borg, Jhalas signed up and was commissioned in Starfleet at her Imperial Guard rank of Lieutenant Commander. While her impetuousness didn't do much to hamper her advancement in the Imperial Guard, Jhalas soon learned the hard way that Starfleet was much less tolerant of such behavior, and in six years of service she received enough reprimands to keep her from being promoted.

That would change in late 2373 however, when Captain Marcus Nelson decided her Imperial Guard training might include skills that would be valuable to pass along to the rest of the crew, most of whom had received only the limited combat training provided by Starfleet, and extended an offer to her to serve as his First Officer. She gladly accepted the position, along with the promotion that came with it, and arrived at the Constitution just in time for the Dominion War to kick off.

Ever since then, she has worked to provide valuable training to the Constitution's crew, and in spite of her frequent disagreements with the Captain, has striven to be the best First Officer she can be. And, much as either would hate to admit it, the debates the two have had due to Jhalas' impetuous nature and Nelson's circumspection have helped to balance each other out overtime and make the Constitution more effective than it likely would've been without someone around to call out the more extreme aspects of either officers' nature.
The Hub

The Hub is one of countless ancient waystations constructed by the Ascendants to be used when travelling between universes. Like all Hubs, it is contained within its own "pocket universe," a minute area of space which is connected to a great many other universes via the Quantum Conduit system. Since recovering the Aeternium needed to return the station to full power, the Multiversal Alliance has established the Hub as its headquarters.
Slowly Above Ground

**Slowly Above Ground** is a British-Canadian TV series produced by CiD Entertainment. It is based off the Slowly the Tortoise games, however it bears lots of relation to the games. It follows the story of Slowly and his siblings, Slownia and Snail as they go on misadventures to try to lose their father.

## Why It Rocks

1. Unbelievably great and exciting battle scenes.
2. Great grasp of the source material.
3. Nice plot line.
4. Most of the episode ideas are original.
5. Good animation.
6. No animation errors.
7. Slowly's personality is incredibly cool, Also, his singing voice is beautiful.
8. Nice voice acting.
9. Many of the songs are beautiful and great.
10. Updated designs for the characters.
11. Slownia and Snail don't look like fan characters you’d find on deviantART.
12. Sliat is in the show.
13. Selkcunk did not appear in the series, however, CiD made him act like a sweet angel.

## Bad Qualities

1. Awful theme song.
2. Some soul-crushing moments.
3. Snail is the only unlikable character, and her singing voice is not passable.
Athena

Athena is the Greek goddess of wisdom, crafts, and strategy. In ancient Greek literature Athena is portrayed as the astute companion of heroes and as the patron goddess of heroic endeavour; in the Odyssey, she is the divine counselor to Odysseus, and she was believed to have also aided the hero Perseus.

During the First Ascendant War, Athena's strategic brilliance helped lead to the gods' victory over the Ascendants, and she was among those who worked to develop the final plan of attack to destroy all life within the Ascendants' native universe; putting an end to the war, and leading the gods to believe the Ascendant threat had been ended once and for all.

Many millennia later, Athena was among the countless gods abducted and placed into what she would dub the "Asphodel Meadows" when the Ascendant survivors, and their ally Malzorg the Devourer, constructed and activated the Abrogator. This imprisonment would not last long however, as she would soon be the first goddess rescued following an incursion by a group of unlikely allies from throughout the multiverse into the Geth base on Virmire where the Aeternium device that allowed access to her prison was being kept.

Since her rescue, the goddess has remained on the Hub, working to locate intel, gods, or any other valuable leads to help ensure that the Multiversal Alliance emerges victorious, and defeats the Ascendants once and for all.
Brynn Overton

## Overview

Brynn is a Welsh Pilot in the IMC Remnant Fleet. She is a current member of Expeditionary Forces, and a former member of Urban Pacification.

## Backstory

Brynn has never seen the Core Systems she defends. According to her file, she was born on the IMS Sentinel years before it was destroyed by terrorist forces. Her father was a Pilot and veteran of the Titan Wars, and Brynn was destined from an early age to a life of military service. She began preliminary military training at 15, and at 18 she transferred to the planet Gridiron to undergo Pilot Training. She was one of the 2% of candidates that survived the final stretch of the program at the infamous Whitehead Training Facility, and was officially certified as a Combat Pilot at age 19. From there she was immediately thrust onto the frontlines to crush Militia rebellions, eventually being assigned to an elite Urban Pacification unit. After spending years with UP, she was transferred to Expeditionary Forces and is often among the first boots on the ground at a Militia stronghold world.

## Family History

Not much is known about Brynn's family, because she keeps it a secret and refuses to talk much about it. The only things that are known is that her father was a decorated veteran, and her mother was a researcher specializing in cybernetics. While Brynn followed in her father's footsteps, her sister Rhian followed their mother and became a scientist specializing in xenobiology. Rhian was stationed on a newly colonized exoplanet, far from the rest of her family. The Militia discovered the small IMC colony, and sent the Marauder Corps to capture it. The base's security force put up a good fight, but they were vastly outnumbered. The base fell, and the Militia executed all of the scientists at the base and destroyed their work.

## Relationships

Brynn's best friend is an English Pilot known as Kathryn "Kate" Bray. The two met soon after Brynn graduated the Academy on Gridiron, and became fast friends. Despite rumors (and possibly longing) that they were ever more than friends, it never happened. On a mission one-year before the activation of the Conduit, both Brynn and Kate were critically injured on a mission. The IMC were ambushed by Militia forces on a routine patrol. One of the Militia Marines managed a lucky grenade throw that landed in the window that Brynn was shooting from. Kate saw the danger and shoved her out of the way, though the blast was still near enough to bring both Pilots to death's doorstep. When the pair were brought back to the *Rampart*, the medical team was able to regenerate Brynn's body, but Kate was too close to the blast. In a last ditch effort to save her life, her mind was uploaded into a Simulacrum body.
Bastila Shan

Born on the planet Talravin, Bastila was given to the Jedi Order at a young age, and after beginning her training quickly proved to be an excellent Jedi Sentinel. As she continued her training, it was discovered that she was very gifted in the Force ability of Battle Meditation; an ability which would later make her a great asset to the Republic during the Jedi Civil War. Bastila was still a Padawan when the Mandalorian War began, and decided against joining the Revanchists in their fight. Instead, she continued her training until the outbreak of the Jedi Civil War.

In 3957 BBY, Bastila led a Jedi Strike Team aboard Revan's flagship with the intention of capturing the fallen Jedi, but before they could engage the Dark Lord, his apprentice opened fire on Revan's Bridge. The rest of Bastila's Strike Team was killed and Revan was badly injured in the attack, but Bastila was able to keep him alive and preserve his mind using the Force: an act that would forge the Force Bond between them.

In the months that followed, she helped Revan and his other companions locate the Star Maps in their quest to locate the Star Forge. Before recovering the last Star Map however, Bastila was captured by Darth Malak, and after a week spent being tortured by the Sith, she became corrupted and fell to the Dark Side. After her fall to the Dark Side, Bastila was taken to the Star Forge where she used her Battle Meditation to aid the Sith fleet when the Republic began their attack. When Revan and his Strike Team boarded the station, she attacked Revan but Revan won.

Defeated, she begged Revan to kill her but he refused, telling her that she could could be redeemed just as he was, and then professed his love for the fallen Jedi. Sensing his feelings through their Force bond, Bastila admitted that she loved him as well, and that love brought her out of the Darkness and back into the Light. Too weak to help Revan face Malak, Bastila instead turned her Battle Meditation against the Sith, giving the Republic fleet the advantage in the battle overhead, while Revan proceeded to confront his old apprentice. After a hard fought battle, Revan emerged victorious, and he, Bastila, and the surviving members of the Strike Team fled the Star Forge just as the Republic fleet moved in and destroyed it once and for all.

When the battle was over, Bastila was awarded the Cross of Glory along with Revan and the rest of his companions. She and Revan were married soon after, but had little time to celebrate as another crisis struck when the entire Jedi Council vanished without a trace. Before the two departed on what would undoubtedly be a dangerous mission to find them, Bastila returned Revan's old mask to him, but decided to keep his lightsaber hidden for the moment; fearing that giving him too many things from his dark past at once might send him spiraling back towards the Dark Side.

Since entering the Quantum Conduit, Bastila has accompanied her husband on multiple missions into other universes, and has devoted herself to supporting her husband and ending the Ascendant threat.
Dumplets

**Dumplets** is the 4th episode in the series.

## Plot synopsis

*You may remember this one,* **Dumplets** *was one the coolest episodes about Science. It against the first part where Todd daydreams that he was an astronaut, and that's from this episode, cause I do Science at the Homeschool group as a kid, but Todd still loves Science since he's a student. Man I think about this episode being great for me, and I know about it. Even though* **Dumplets** *is kind of odd, I would be so great about this episode, cause I really know how it would be for my special way to me, and this show can figure to my foundation of Science, and I will be great for this cool sensation to me this time. So the episode is so great for me to be on, and this show can be great to me as I know about it. So what I know Science, I will be so great for it.*

## Appearances

*Totally thru that*

* Todd
* Rita
* Ted
* Todd's Mom
耀瓦卡．伊爾塔神廟

**耀瓦卡．伊爾塔神廟**(日語：ヨーワカ・イルタの祠；英文：Yowaka Ita Shrine)是一個在*《曠野之息》*中出現的希卡族古代神廟，不過只有在DLC【Ex 英傑們的詩篇】中出現，居於其中的導師所給予的考驗任務是**『平常心』**。

## 所在位置

當林克開始進行【Ex 英傑們的詩篇】任務，從復甦神廟拿起必殺之劍之後，台地上就會出現四個考驗地點，其中一個就位於精靈森林靠近巨大朽木附近，林克需要在無傷的的情況下將該處的波克布林全部解決，完成後耀瓦卡．伊爾塔神廟就會拔地而出。

## 內部導航

當林克走進神廟後，會發現內部是一個巨大的空間，以及通道連接起來的三個大平台。在入口處的第一個平台就會看到需要放入小型寶珠的凹槽，而左側的柵欄內就是導師耀瓦卡．伊爾塔所在的地方，而為了打開柵欄，林克需要沿著斜坡走向前面第二個平台，由於斜坡兩側會有兩顆小滾石與尖刺球循環滾下，林克除了小心避開外，也可以使用磁力抓取器先將較危險的尖刺球移走再通過；而到了第二個平台上，可發現擺著一個半圓鐵缽，地板上還有另一個大型寶珠的凹槽，前方則是另一個柵欄門，而右邊則可以看到一個無限滾落各式物體的懸空平台機關，在這裡要用磁力抓取器將鐵缽舉起，然後『接住』右邊掉下的小顆寶珠，然後再回到第一個平台放入凹槽，就能打開柵欄見到導師並獲得一枚考驗通過證。

而除了主要的寶珠外，右側平台上還會掉落其他額外獎勵的東西，包括一個鐵製寶箱，裡面裝的是5發炸彈箭；此外還有一個較大顆的寶珠，同樣穩穩接住並放到第二平台上的凹槽後，就能打開前方的柵欄並取得一心之弓。
Remnant Fleet

The **Remnant Fleet** is the Interstellar Manufacturing Corporation's main surviving military force in the Frontier following the events of *Titanfall*. The Battle of Demeter resulted in the loss of the IMC's main fuel depot, stranding the IMC fleet without reinforcements or supplies from the Core Systems. Spyglass assumed the position of Vice-Admiral of the fleet following Marcus Graves' defection to the Frontier Militia, and directed the fleet to a secret naval base deep within the Frontier to regroup and rebuild over the following years.

Shortly after Demeter, the Remnant Fleet was involved in the defence of Corporate against the Militia, before proceeding to set up a Fleet Operations Base in the Swamplands of an unidentified planet. The Remnant would also make raids on Dig Sites on Haven, hidden Backwater colonies and reactivate the Sandtrap fuel reservoirs and Zone 18 Spectre production facility.

In accordance with Spyglass' long-term strategy to counter the Militia, a separate effort from General Marder's operations on Typhon, the Remnant Fleet conducts resource raids on Harmony with the dual aims of disrupting the Militia's presence in the system and gathering enough materials to restore the fleet to full combat-readiness. Once that has been accomplished, Spyglass will proceed to the next, unknown stage of his plan.

Aside from their raids in the Militia-occupied Freeport System, the Remnant Fleet has also targeted neutral and even allied worlds, for apparently unknown reasons. Several of these raids, ranging from Gridiron's deserted reservoirs to Cibus' fuel canals, have focused on neutralising Militia-operated Harvesters - though at great materiel cost to the Remnant Fleet's infantry and mechanized systems.
英傑米法的祈福

(Mipha's Grace)

**英傑米法的祈福**(日語：ミファーの祈り；英語：Mipha's Grace)是在*《曠野之息》*出現的一種特殊能力以及道具。

## 獲得場所與用途

在*《曠野之息》*中，當林克來到神獸瓦・露塔內部並擊敗水咒加儂後，卓拉族英傑米法的靈魂就得以被釋放，為了能夠幫上林克對抗災厄加儂並救出薩爾達公主，米法將原本屬於她的治癒力量託付給林克，也就是**『英傑米法的祈福』**這項能力。雖然**『英傑米法的祝福』**是自行發動，不過和其他英傑的能力一樣，玩家也能在設定介面中將此能力關閉。

擁有這項力量後，如果林克受到傷害導致生命耗盡時，身旁就會浮現出米法祈禱的身影，除了免去即死的效果外，也會恢復林克所有的心心，以及暫時性提高心心的數量上限，作用機制類似妖精；當這項能力使用一次後，就必須要等上現實遊戲時間24分鐘後才能再次啟動，不過若林克身處在海拉魯城堡的話，那麼恢復能力的冷卻時間就會縮減為8分鐘。

### DLC升級版

如果玩家購買DLC擴充票後，遊戲中就會有關於英傑的額外故事與任務，此時林克可以進行**【Ex 英傑米法之詩】**的任務，並在有限條件下再次挑戰水咒加儂，成功後此項能力就會升級為**『英傑米法的祈福＋』**，平常再次啟動的時間會縮減為8分鐘，在海拉魯城堡內的冷卻時間則會減少到2分40秒。

## 另外參見

* 英傑達爾克爾的守護
* 英傑力巴爾的勇猛
* 英傑烏爾波扎的憤怒

## 參考資料表

1. ↑ 「只剩下魂魄的我，再也無法使用這股力量了……所以，我要把這個力量託付給你……把我的力量……米法的祈福……」—米法*《曠野之息》*
2. ↑ 「**英傑米法的祈福**

蘊藏了英傑米法祈福的加護之力，在生命耗盡時，心心會完全恢復，而且心心會暫時增加上限值。」—*《曠野之息》*
Movements 25-30/Movement 26

## Twenty-sixth Movement: 'Light and Darkness'

"... friends are... willing to listen to anything, aren't they...?"

Issunboshi manipulates the disc in his hand and begins to spin a song.

"I'll get the end and make you all my friends… "

Katze sees himself in the music of his cries.

--It's the same. At that time when I was hated, ostracized, and hated everything.--

"No... you can't force me to do what you want, that's not being a real friend… !"

We have to help him... before his mind is swallowed up by the darkness.

Katze tries desperately to talk to him, but Issunboshi refuses to listen.

"...... lies."

Katze tries desperately to speak, but Issunboshi refuses to listen.

https://twitter.com/Otogi\_no\_uta/status/954262407312003072
Dark Grimoire Wiki

## Welcome to the Dark Grimoire Wiki

The Dark Grimoire is a free multiplayer online role playing game ( MMORPG ) unlike any online text or graphical game around. It features amazing adventure, magnificent treasures, and above all a vibrant, highly interactive community.

You will start out in a small town as an initiate, learning the ways of Valorn under the guidance of the many seasoned adventurers you will meet during your travels. In a world torn apart by terrifying demons, dark beasts, and an evil Lord bent on world domination, your strongest weapon against the oncoming hordes is the comradery you develop with others.

## Updates and Events

All future updates and events will be posted here as they become available.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

File:Placeholder
Booming My Way

**Booming My Way** is the 2nd episode in the series.

## Plot synopsis

*There was a* **Todd** *episode that was named after the one in* **Martha Dog**. *That is why you think of how it came to be a fun and cool one forever as it seems to looks the same. That was cool to see this show so cute, I'd rather find a cool one that looks great than that one. Oh I ever see that to be great for the episode to be cool and would be so great to be so cool as if it would be great to see that one. It should be that* **Booming My Way** *has been great for all the kids in the World. Man I see how that came for an annual version when that came in time, so I really sure how it would be a new way of this version if goes to the* **Martha Dog** *version, I think both versions would be so popular to these shows, and I guess how it may be the same. So I talk to myself, why would this episode be different as I can remember it, and how it ended. That is how you remember about the entire version between us, and I knew how this can look.*

## Appearances

*Allthough this can look directly at the*

* Todd
* Rita
* Todd's Mom

## Notes & trivia

* *Why did Todd and Rita send their plummeting to the walk*
* Why didn't Ted show up in Think Antway and this title
Quest of the Sea Scale Shield

### Location

Kilican Island, Port Perfadis, Caernivale, Shelter Outpost, Sea Dweller Sanctuary

## Quest of the Sea Scale Shield

This quest begins on Port Perfadis/Kilican Island. To get to Kilican you can either travel to Caernivale, head to the Caernivale Port located: West, DOWN and West again from the cannon on the Caernivale Town Square Platform. Buy a ferry ticket and speak with Palus the Ferryman at the Caernivale Dock. The ferry travels on marcs: 0, 6, 12, 18. Another route you can take is from the ferry in the Southern Plains of Dundee. The ferryman will drop you off at the docks in Caernivale.

After setting foot on Port Perfadis/KilicanFrom Dock travel North (3 moves), West (4 moves), North, and West to the Strange Doorway. This is the entrance to the Sea Dweller Suzerainty where you will go DOWN.

You will now find yourself in the Shelter Outpost. From there head North (2 moves) to enter the Sea Dweller Suzerainty. Next travel West, South (3 moves), East (2 moves), South (2 moves), West (2 moves) then head North to the Sea Dweller Suzerainty - Alcove, where you will find and battle the Sea Dweller Suzerain.

After a successful battle you will be able to raid his possessions and claim the Sea Scale Shield. To leave the alcove and return to the western beaches, head North and travel UP the narrow tunnel. Walk South (2 moves), then UP to return to the Strange Doorway.
Gandoler

A **Gandoler** is a type of big vehicle and the very danger badest deadlest vehicle, it is a vehicle of 6 and 10, 12 wheels that appear on the freeway, road and routes.

A **Gandoler** are roughly recently strangely the heaviest vehicles of the very aggressive form of the two air filters and two very long exhaust pipes in the entire history of the 1950s, 1960s, 1970s, 1980s. It is also commonly the more ugly machine huge vehicle of the maximum speed of 175 mph of the big engine of the Explosion motor of the six pure giant wheels of the metallic dark gray color like the very old workshop and cargo vehicles
Quest of the Ogre Skull Helm

An adventurer who seeks the Ogre Skull Helm will need to navigate through the Cave of Night located in the mountain pass of the Eastern Mountains to the East of Branishor.
Directions to the Cave of Night from the Branishor Life Monument: North, East, East, South, South, East, East. Once you reach the dead-end, you will spot a cave entrance. Climb DOWN to enter the Mountain Cave which once served as a cavern home to an Elucidator. Head North (3 moves) through the Cave of Night - Dusty Passage. Travel East, North (2 moves) to the Waterfall and climb DOWN (twice) the slippery tunnel to the underground pool below.
From the underground pool travel: North, East (2 moves), North (3 moves), East (2 moves), South (4 moves), East, and then South to enter the shrine and battle the Banished Cave Ogre Chief.
After a sucessfull battle with the Banished Cave Ogre Chief, you can loot his body to claim the Ogre Skull Helm. There is no portal out of the cave of night, you will need to retrace your steps back out.
Gasu-Gasu no mi

## What does ***Gasu-Gasu no mi*** do?

The ***Gasu-Gasu no mi*** is a **Logia**-type Devil Fruit that allows the user to create, manipulate, and transform into Gas at will.

## How does ***Gasu-Gasu no mi*** look?

**The game is not out yet, therefore the look of the fruit is not yet seen.**

## What are the moves of ***Gasu-Gasu no mi***?

* **Z Move** *[Level 10] **Explosion Combos :** Creates a number of gas explosions around you in a **Combo** which deal a big amount of damage in close-range.*
* **X Move** *[Level 25] **Gastille :** Shoot a beam of lit gas from your mouth that explodes on impact, similarly to **Pacifista**.*
* **C Move** [*Level 50] **Gas Robe :** The user is surrounded in a robe of gas which spreads, but doesn't deal any **main-damage,** but the opponent is dotted, similarly to a **burn effect** of **Mera-Mera no mi.** The dots deal a nice amount of damage, meanwhile the range of this attack is very good, as well as it being an **AoE Attack**.*
* **V Move** *[Level 75] **Float****:** The user is able to compress the oxygen around them to form a pad of air beneath them causing them to **Float** or **Fly.** This move is useful for movement around the world.*
* **B Move** [Level 100] ***Karakuni :** The user removes all oxygen around themselves, making opponents unable to breathe causing them to **fall asleep** while taking serious damage.*
Quest of the Enchanted Helm

TAKE AN EMPTY JAR WITH YOU!
This quest takes you through the mountain pass East of the Northern Branishor gate. From the Branishor Life Monument, go North (1 move) to the Mountain Road. Walk East (2 moves) until you must go North or South, then head South (2 moves) until you cannot travel in that direction any longer, then head East (2 moves) until you encounter the Fire Elemental. After you defeat it, you can then click its name and 'use' (the Glass Jar will capture it).
Take the Jar of Fire along with the Skull Helm to Erahwin the Enchanter, you will find him at the SE Marketplace in Branishor. In exchange for returning his pet Fire Elemental, he will enchant your Skull Helm, turning it into the Enchanted Skull Helm.
Quest for Evilsbane

or this Quest you will need to find your way to the cellar just below the Dundee Town Hall (due West of the Dundee Town Square). Make your way DOWN to the bottom of the stairs where you will find the Basement. If you need a Sturdy Torch, you can pick one up from Harvard the Soldier who patrols the basement landing just before you get to the bottom of the stairs.
Now You need to navigate through the Dark Passage in the basement to get to the Infested Dungeon one level below. To do this go: North, North, West and drop DOWN the hole.
Once you drop down into the Infested Dungeon the head: West, West, North, North, North and climb DOWN the knotted rope ladder to find the next level of the Infested Dungeons.
Once you make it down the rope ladder head: South, South, South, West, West, West, West, West where you should find the Zombie Ravager. The Zombie Ravager spawns an estimated once every 12 marc. Kill him and claim the Amulet of Evilsbane (also used later for an upgrade quest). Head North and East to take the portal to Milltown.
Quest of the Ice Dragon

This quest takes place in the icy caverns located in the Western Mountains, Northwest of Milltown. Once you leave Milltown, staying to the West as you travel North to the mountain canyon's entrance will prevent creature spawns from the Endless Desert (except in cases of raid creatures). The canyon entrance will lead you into the mountain canyon itself, where you will find a path leading up to the upper mountain pass and the ice caverns where the Bloated Ice Drake resides.

Directions to the Ice Cavern from Milltown Center: North (6 moves), West (5 moves), South (2 moves) then climb UP to the Upper Mountain Pass. Next travel North (2 moves), and West (2 moves). At this location you will see a cave entrance to the West leading into the Ice Cavern.

Continue to travel West (2 moves), then head North, East, North, West (2 moves), South (2 moves), and East where you will find a crack leading DOWN into the darkness of the Lower Ice Cavern.

After the treacherous climb DOWN, travel West (3 moves), South, West, North. Once there, you will spot an extremely dark hole in the ceiling. Climb UP through the hole and you will find yourself in a large cavern face to face with the Bloated Ice Drake. Upon defeating this wily wyrm you can claim the Shimmering Ice Cloak.
Quest of the Gauntlets of the Wall Beast

Adventurers seeking the Wall beast Claw Gauntlets will need to first make their way to The Wall. From the Milltown Life Monument walk East (8 moves), North then East.
Next you will need to make your way to the service passage to gain get under the wall and reach the Pit. From the entrance of the wall, walk North (5 moves) then drop DOWN to enter the service passage. Head North (3 moves) along the service passage and go DOWN to get under the wall.
Once you are under the wall, head East (3 moves), South (2 moves), and DOWN to reach the Pit where you will encounter the Giant Wall Beast. Killing the Giant Wall Beast will reward you with the Wall Beast Claw Gauntlets. Secure the gauntlets and head North to the Portal back to Milltown. The estimated spawn rate for the Giant Wall Beast spawns is once every 12 marc.
Scepter of Death Quest

To earn your Scepter of Death you must venture to the Sea Dweller Caves located far to the South of the Dundee Plains and East on the Beach. Directions from Dundee Fountain: East (5 moves), then head South (10 moves) until you cannot go any further. Next head West (3 moves), then go South (5 moves) until you cannot travel any further. Head East (6 moves) all the way to the Sea Cave.
You will see a large crack on a wall of coral leading DOWN into the caves. These caves get pretty dark, you will need to get a torch or light blessings/enchantments. Upon entering the Sea Cave, you will only have one option for travel, due West (5 moves). The Tunnel ends at a circle shaped hole cut into the floor. Make your way down the hole to the Dweller Dungeon and travel due South (14 moves) to the next drop.
Once you drop DOWN, you will find yourself in the Dweller Barracks. From here head East, then South (3 moves) all the way to the next drop DOWN which will land you in the Dweller Champion Hall.
From the Dweller Champion Hall landing head due East (3 moves), then South (6 moves) until travel in that direction is no longer possible. Now head West (3 moves) and follow the path to the South and drop DOWN to the Dweller Throne Room, where you will encounter the Sea Dweller Death Lord.
Once you defeat the Sea Dweller Death Lord, he will drop the Scepter of Death, claim the scepter and head East to take the portal back to Dundee (takes you in the Dundee Inn). Take the scepter to Master Trainer Randahl in Milltown and he will exchange the scepter for your apprenticeship form.
Directions to the Master Trainer from the Dundee Inn: West, North (3 moves), East (4 moves), North (3 Moves), West (4 moves), North to enter the Training Master's Cottage.
The Spawn rate on Sea Dweller Death Lord is estimated to be about every 24 marc. Once you kill the Death Lord and gain your profession you can never get back to him again. A magical barrier will block you to prevent you from assisting other intiates looking to gain their profession in the kill. Blessings and Enchantments are often advised by veteran players.
Note: This quest is a primer for the Profession Quest.
Quest of the Alabaster Gauntlets

Begin this quest by making your way to the Abandoned Mining Camp just North of Branishor. The mining camp sits on top of a network of mine shafts, tunnels and natural caverns where people once hunted precious metals. These mines are VERY dark, so be sure to bring lots of light!

Directions to the Mineshaft from Branishor Life Monument: North (3 moves) to the Black Wastelands - Mining Camp Entrance. At the entrance head East (2 moves) into the Abandoned Mining Camp, then travel North and East to arrive at the deep, dark hole leading DOWN into the mountain and the Mineshaft below.

Be sure to watch that first step, it's a doozy! After falling DOWN (3 moves) the deep dark hole, you will find yourself standing next to an overturned rail-car in the rocky mineshaft. Follow the shaft to the East (13 moves). You will pass through a hole and enter a large cavern with tunnels that travel North to South. Follow the tunnel leading North (5 moves) until you reach the waterfall. Once you get to the waterfall, you will need to make the jump DOWN into the small rift in the ground.

At the bottom of the Rift, there is only one direction you can travel. Move North and climb DOWN through the wide crack. After your short climb through the wide crack, you will want to travel West (2 moves) then North where you will find another hole leading DOWN to a massive cavern that serves as the Underground Throne Room to the Alabaster Monstrosity. Defeating the Alabaster Monstrosity will earn you the Alabaster Gauntlets. Once your epic battle has finished and your reward claimed, head North where a portal await to safely whisk you away back to Branishor.
Life Monument

## Description

A Life Monument allows adventurers to "tie" their life essence to a certain place. Upon his or her next death, the gods will reform the adventurer's body through the power of these ancient and holy Golden Age relics.

The Life Monument is a large slab of semi-opaque crystalline material. A warm, white light glows from somewhere deep within the structure, and if you put your ear to the Monument, you can sense a barely audible and extremely deep rumbling noise.

To use the Life Monument to tie to a certain area, return to the Movement screen and click "Tie Here" on the toolbar on the right side of your screen.
Quest for the Amulet of Righteousness

An adventurer will begin this quest by locating the Lost Tomb of the Ancients in the Endless Desert North of Milltown.
Directions to the Lost Tomb of the Ancients from the Milltown Center: North (7 moves), East (2 moves), South.
After following the directions, you should be at the The Endless Desert-Excavation Site, where you will find the entrance into the tombs. It's a long way down, but once you have climbed down you should find yourself in the entrance hall. The first item you will want to locate (having already completed the Amulet of Evilsbane Quest) is the Tomb Key used to unlock the Tomb chest in the Northeast corner of the Tombs. The best place to hunt the Tomb Key is on the second level of the tombs.
To reach the next level of the tombs, make your way East from the entrance hall, then head South (6 moves) until you can go East. Move East (9 moves) until your only options are to turn back or go North. Head North (5 moves) until you reach the first available hall to the West. Follow the hall to the West (2 moves) until you locate the steps leading up through the hole in the ceiling which will bring you up into a Twisting Corridor. From there it is just a matter of hunting creatures for the tomb key.
Once you have obtained the Tomb Key, make your way back down to the first floor, travel back to the East until you reach the main corridor that travels North-South. Head North (5 moves) and continue until you reach the Tomb Chest. Use the key to open it and you will get a Crystal Ball. You can leave the tomb by heading West (9 moves) until you reach the main North-South corridor you used when you entered. Head South (5 moves) until you can go West. Take the Western hall back to the entrance hall, then climb up and out.
Once you have the Crystal Ball, you will want to take it along with your Amulet of Evilsbane to Kiris the Weapon Artist, located along the Forest Edge in a cottage between Milltown and Dundee. Kiris the Weapon Artist will give you a potion you can use on the Amulet of Evilsbane to transform it to a Amulet of Righteousness. Beware once transformed, the amulet becomes a Noble Only item!
Directions to the Forest Cottage from the Milltown Center: East (3 moves), South, West
Quest of the Magma Ash Boots

Begin this quest in the Dundee Square, just West of the Inn. Go DOWN (2 moves) into the sewers below Dundee, where you will find the grate leading to the lower sewers. Get a rogue to open the grate if it isn't already unlocked and continue DOWN.

Now that your in the lower region of the sewers, head West (2 moves) and follow the sewer tunnel to the North (2 moves). Take the first tunnel heading East where you will find a fissure in the ground. Go DOWN (5 moves) through the fissure to the Great Hall in the Fire Caverns.

Once you have made your way to the Great Hall, you will fight your way through the Lava Titans, Lesser Magma Demons, Greater Magma Demons and other minor creatures along the way to seek out the Magma Lord.

Directions to the Magma Lord from the Grand Hall: Travel North, West (3 moves) then South to the Elaborate Large Cavern where you find stairs that look to be made of liquid magma by an optical illusion.

Travel DOWN the stairs to enter the Elaborate Grand Hall where the Magma Lord waits. After a successful combat with the Magma Lord, pry those Magma Ash Boots from his feet and retrace your steps out.
Think Antway

**Think Antway** is the 1st episode in the series.

## Plot synopsis

*This is how* **Todd** *was made in 2013, but I knew is this first episode titled* **Think Antway**. P*erfect episode than that, I would find it more amazing when we think of Todd, he likes being with anyone's moments when he always believes in friendly moments with Rita, and I knew how it looks like when that episode looks the same for anyone to believe for this whole show. But the show is made for children, I think it was a true episode they're was and I knew how it looks for the episode* **Think Antway***. And I knew how that episode looks that I remember the part when it came on, and I remember how it came for it's premiere, like I knew how it came to be the first episode of*  **Todd** *I ever like. It's cute, it's friendly and it's nice. But why would I think of this episode that much, I easily know how it looks for anyone to see it, and it looks the same that I do know it than that time when it was seen. Everyone who likes it knows it when it came on. Todd is cute, maybe he remembers all of his special ideas from anyone.*

## Appearances

*You know the characters you think huh*

* Todd
* Rita
* Todd's Mom
* Rita's Dad

## Notes & trivia

* *Do you know that Todd and Rita are friends*
Strange Creature Quest

To Begin this quest you will want to travel to the crater area of the Dundee Plains in search of the Strange Creatures that sometimes pop up there. Directions to the Crater from the Southern Dundee Life Monument: South, East (2 moves), North Hunt the Strange Creatures until one drops a Strange Metal. Once you have the Strange Metal, you will travel to the Mud Cave on the swamp path in Duberry's Swamp and speak with the Old Swamp Man. The Old Swamp Man will use the strange metal to craft you a new pair of boots. Directions to the Mud Cave from the Southern Dundee Life Monument: West (3 moves), North (2 moves), DOWN
Quest for the Admirals Cloak

Start from the entrance of the Sea Dweller Cave on the beach in the Southern Plains. From there you will move South through the Coral Shoal leading to the Lighthouse Rocks where the lighthouse sits. The Lighthouse Keeper Ghost haunts the Beacon Room in the uppermost chamber of the lighthouse.
To reach the lighthouse from the Sea Dweller Cave entrance just outside the Coral Shoal: South (5 moves), West, South (2 moves), East, North, East, South.
After following the directions to the lighthouse, you should find yourself at the lighthouse stairwell leading you UP to the storeroom. Make your way through the various rooms by going West, North, East to the next stairwell and head UP the stairs. Once up the stairs you will find yourself in the lighthouse living room. From there walk South, West, North to the next stairwell and head UP stairs. Having climbed the stairs you should now find yourself surrounded by reels of thin rope which announce the place as the netting room. From this location you will travel East, South, West to reach the next stairwell leading UP to the Beacon Room and the Lighthouse Keeper Ghost.
Once you have defeated the Lighthouse Keeper Ghost and claim your Admiral's Cloak, expect a long walk back (unless you have teleport scrolls), because there are no portals back to town in the lighthouse. The spawn rate on the Lighthouse Keeper Ghost is estimated about every 36 marc (6 hours).
Quest of the Ogre Princess

This quest will take an adventurer all over Valorn. First to the beaches of Caernivale, then to the grassy fields near Fartown and finally  through the Dark Forest to the Trodden Village.

First step in this quest is to obtain the parchment from the Pirate Deckhand on Midnight Beach. You will need a rogue to open the trapdoor in Caernivale to gain access to Midnight Beach. After the trapdoor has been unlocked, go DOWN. If you entered the trapdoor near the cannon, head North on the service platform then DOWN a second time to the beaches below. If you entered the trapdoor to the North at the Trade Bazzar go DOWN a second time then head East, the Pirate Deckhand will be the first combat you encounter.

Next you will need to take the Parchment to the hermit in the grasslands Southeast of Branishor. You can reach the hermit's hut by following these steps from the Branishor Life Monument: North, East (2 moves), South (2 moves), East, South (6 moves) to reach the Tall Grasslands. Continue South (4 moves), then go East and North to enter the hut of Hermit Melchor. Speak with the hermit and he will translate the parchment you obtained from the pirate.

Once the Hermit has translated the parchment, you will need to travel to the Trodden Village so you can hand it to the Ogre Princess. to reach the Trodden village you will need to make your way back to Branishor and head south through the city to the ferry. The ferry travels at marcs: 0, 6, 12, 18. If you do not wish to wait for the ferry, you can travel through the Wall, or attempt to make your way through the ant hole in the Black Wastelands north of Branishor.

Directions to the Ogre Princess in the Trodden Village from the Dundee side ferry: West (2 moves), North (8 moves), West (4 moves), North, West, North (4 moves). At this junction you can go either East or West (one move) then travel North (2 moves) and turn back one move (if you went to the East below, you will turn back to the West here). From this point the Throne Room is directly North (5 moves). Enter the Throne Room and meet with the Ogre Princess who will reward you the Ogre Battle Shield in exchange for the translated parchment.
Movements 19-24/Movement 21

## Twenty-first Movement: 'Blue Rose's Lament'

"Huh"

Surprised by the sudden turn of events, Lord Bluebeard immediately became mute.

He was only interested in beautiful women, but when he found out that Alistair was a boy, he was in despair.

As a cat lover, Alistair's eyes lit up when he saw Lord Bluebeard fall to the ground in the form of a blue cat.

"Cat-san♣♣♣."

With the muted BlueBeard, he rushed to the forest again in search of his friends.

The butler, René, watched the whole thing without a care in the world

"... It's a very troublesome person."

He muttered, and quietly left the room after Alistair.

https://twitter.com/Otogi\_no\_uta/status/948101637335322624
SAW Quest

Begin this quest by heading south in the Dundee Plains to locate the Hollowed Tree (From Dundee Fountain: East then South). Once you have reached the Hollowed Tree go DOWN (2 moves) to enter the tree. You will need a light source such as a torch for this or you can ask a cleric or an enchanter for a light spell. In the hollowed tree, you will find a variety of gremlins to combat which get tougher the higher you climb in the tree. You will need to reach the top level of the tree to find the Big Junk Golem who holds the Junk Golem Rusty Saw.
To get to the second level of the tree, head North then East and take the ladder UP. From here, you can head directly South to the ladder leading to the third level of the tree, go UP to the next level. Once you stand on the third level of the tree, you will follow these steps to the top level of the tree: West, North, North, East, East, East. Here you should find another ladder leading UP to the Gremlin Testing Grounds where you will find the Big Junk Golem and his rusty saw. The Big Junk Golem spawns an estimated every 12 marc.
Quest of the Termite Queen

This quest takes place in the Mill East of Milltown. An adventurer will need to travel to the Mill, then navigate through the rafters to the termite nest where the Termite Queen protects her brood.

Directions to the Mill from the Milltown Crater Zone: Travel East (2 moves) along the lake path. Head North (3 moves) and climb the steps UP the bridge. Travel East (2 moves) across the bridge and DOWN the steps to the mills entrance.

From the entrance, you will want to make your way to the rafters of the old mill. Start by heading North (3 moves), then go West (3 moves) to reach the staircase leading UP (2 moves) to the rafters.

Once in the rafters you will need to locate the termite nest and the Queen. Travel: East, South, East, South, East, South, East, North to enter the termite nest where the Queen awaits.

After slaying the Queen you can either go back the way you came in or head North and drop DOWN the hole into a dark area (-2 Light) that leads out to the mill entrance at the bridge.
Quest for the Glowing Scarab Shield

To begin this quest an adventurer must return to the Lost Tomb of the Ancients located in the Endless Desert.
Directions to the Lost Tomb of the Ancients from the Milltown Center: North (7 moves), East (2 moves), South.
Once the tomb has been reach and you have descended DOWN to the lower level of the tombs, you will need to get to the second floor known as the Twisting Corridor.
Directions to the Twisting Corridor level from the Entrance Hall: East, South (6 moves), East (9 moves), North (5 moves), West (2 moves), UP
The Twisting Corridor is a two-way travel level, in that there are no branching corridors. Following the corridor will bring you directly to the ladder up to the Vault of the Leader where vast treasure are locked away, either just out of reach or protected from the sticky fingers of adventurers seeking fortune.
Once you have reached the vaults, you will be in a corridor that travels East-West. You may go in either direction as the vault is essentially a square with the entrance to the Burial Chamber directly South of the vaults entrance. Make your way around the vault, then head North and UP to enter the Burial Chamber and face the Scarab King to claim the Glowing Scarab Shield. The Scarab King's estimated spawn rate is once every 12 marc.