Karlson (5D)

Karlson (5D) takes place after Karlson (4D).

## Plot

Turns out the Banana Gang was the one controlling the multiversal balance! Due to an anomaly in the multiverse, the space-time continuum goes haywire, causing a dimensional portal appears and literally sucks in the multiverse.

Storms shatter the Milky Way, setting China on fire, reducing Brazil and its inhabitants to ice, and **definitely** the Milkopolus gets wound up in elemental fury. Your allies land on a distant multiverse, devoid of anything you remember back on Earth. You need to find a way to fix this, quick.

## Mechanics

* Running
* Jumping
	+ Double-jumping
	+ Triple-jumping
	+ Milk-jumping
* Shotgun jumping
* Ground pounding
* Flying (Jetpack needs to be equipped)
	+ Gliding (Glider needs to be equipped)
* Wormhole creation
* Wormhole transfer
* Time alternation

## Chapters

* Multiverse Imbalance
* Spacious And TimeBound
* We're On The Clock
* Time Trial Mode
* Back Home
* The Final Battle

## Weapons

* M1911 (pistol)
* Ithaca 37 (shotgun)
* L96A1 (sniper rifle)
* AK-47 (assault rifle)
* Ruger LCR-22 (revolver)
* Browning A-Bolt (bolt-action rifle)
* Grappling Gun
* Wrist-Strapped Grapple Hook
* Wormhole Rifle
* Biggol Laser

## Enemies

* TimeStorm Robot (100 HP)
* TimeStorm Cog (50 HP)
* TimeStorm Gear (75 HP)
* Clockenspiel (60 HP)
* Analogue Watch (50 HP)
* Digital Watch (125 HP)
* Glitch (115 HP)
* Core (200 HP)

## Bosses

Unlike its predecessor, Karlson (4D), each realm contains 3 bosses. An exception is Chapter 4, where you are forced to play Karlson (3D) all over again when the space-time continuum goes completely out of control, and Chapter 5, where you have to get to the Banana Gang's HQ.

### Chapter 1

* Apple Watch
* Samsung Watch
* Grandpa Clockenspiel

### Chapter 2

* Orbital Station
* NASA Employees
* Andromeda

### Chapter 3

* Huge Analogue Watch
* Ancient Clockenspiel
* Tick Tock

### Chapter 4

* Willy
* Drilly
* Nilly
* Billy

### Chapter 6

* Corrupt Banana Gang
* Ultra-Mecha-Robo-Banana

## Gimmicks

### Falling Explosive Barrels

A homage to Fair 'n Square, explosives rarely fall from the sky as a result of elemental fury. They can blast you away or closer to the goal, and subtract quite the amount of damage.

### Crates

Another homage to A Triangle Game and Karlson (4D), crates contain currency, weapons or a powerup. There is an extremely rare chance that the weapon can come with an attachment.

### Stopping Time

Karlson has the ability to slow and freeze time. This allows him to dodge quick enemy attacks and have "epic bullet action". It's also easier to deflect enemy attacks. However, this also slows down the speed of your attacks.

### Inventory

Allows you to carry multiple items or weapons at once. You can carry up to 10 items at a time. This can be altered by earning storage containers, which range from Pringles cans to milk cartons to utility belts to growing and shrinking suitcases.

## Hazards

### Lava

*Main article: Lava*

Lava, unlike previous Karlson games, lava does ***not*** kill you instantly. Instead, it repeatedly deals 5 damage until you die.

Soul Lava and Spirit Lava subtract 8.6 damage each.

### Fall Damage

Fall damage is taken when your character falls more than 30 meters; you will take damage based on the additional number of blocks fallen, assuming the impact isn't arrested in some manner. Every meter above 30 that is fallen means an additional 10 damage, minus defense. For example, if you fall 60 blocks with 0 defense, upon impact, you will take 350 damage.

To calculate the amount of damage taken, we need to:

10
∗
(
v
−
25
)
−

(
d

/

2
)

=
f

v

{\displaystyle v}

 = Meters fallen prior to impact, values below 25 aren't valid.

d

{\displaystyle d}

 = Character defense

f

{\displaystyle f}

 = Fall damage

{\displaystyle ||}

 Signifies that this should be rounded to the nearest whole number.

*Example: I fall 50 meters with a defense of 21:*

10
∗
(
v
−
25
)
−

(
d

/

2
)

=
f

10
∗
(
50
−
25
)
−

21

/

2

=
f

10
∗
25
−
# 11
f

{\displaystyle 10 \* 25 - 11 = f}

250
−
# 11
f

{\displaystyle 250 - 11 = f}

# f
239

{\displaystyle f = 239}

 damage from falling!

#### Canceling Fall Damage

The four main ways to stop falling damage are using environmental factors, slowing or halting the fall, bypassing the fall and equipping an accessory that negates fall damage.

Bypassing the fall involves environmental factors to negate falling damage which includes falling into water or lava. All of these slow your fall without registering a falling impact, resetting the 25 block minimum fall distance before damage takes place. Falling onto a different source of environmental damage (any of the fire-block types without fire protection, for example) will also reset the falling distance counter. Getting hit by an enemy or landing on an enemy's head does **not** cancel fall damage.

Fall Damage can be negated or mitigated (depending on the timing) by several factors:

* Double-jumping.
* Latching to a wall with a Grappling Gun.
* Being under the effect of the Light As A Feather ability

Note that, although it visually slows your descent, being knocked back by a monster during the fall does **not** prevent falling damage.

 Launchers