recursal/Fanatic-Fandom huggingface dataset:
Encased Uranium Cell

*Uranium Cells are produced from Uranium Ore.
Used to produce Uranium Fuel Rods for Nuclear Power production.
Caution: Mildly Radioactive.*

### Blueprint path

`/Game/FactoryGame/Resource/Parts/UraniumCell/Desc_UraniumCell.Desc_UraniumCell_C`

## Item

### Radioactive

Mildly (0.5)

**Encased Uranium Cell** is an intermediate item used to make Uranium Fuel Rods. It gives off radiation.

## Obtaining

### Alternate recipes analysis

The following shows different ways to produce 1 Encased Uranium Cell / second, or 60 / min:

* Weighted Point is the weighted consumption rate which is calculated by: `(resource consumption rate / maximum extraction rate) * 10,000`. The lower the better.
* Energy per item can be used to measure how much power is consumed for the entire production chain. The lower the better.
* Space refers to building space, excluding belts and pipes. The lower the better.
* Among multiple ways to produce each of the ingredient, the recipe with the lowest WP is chosen. The exception is mentioned below:
	+ Concrete#Alternate recipes analysis - Wet Concrete
	+ Silica#Alternate recipes analysis
	+ Quickwire#Alternate recipes analysis

## Usage

### AWESOME Sink

****Encased Uranium Cell**** can be sunk into the  AWESOME Sink to yield **147 points**.
## History

* Patch 0.4.1.0: Stack size 100 -> 200, Sink point 918 -> 147, Radioactivity 7.5 -> 0.5
* Patch 0.4.0.8:
	+ Alternate: Infused Uranium Cell:
		- Changed recipe craft time from 8 to 12 seconds
		- Replaced 2 Uranium Pellet cost with 5 Uranium
		- Changed Sulfur cost from 4 to 5
		- Changed Quickwire cost from 5 to 15
		- Changed Encased Uranium Cell product from 3 to 4
* Patch 0.4.0.0: Changed recipe and alternate recipe
* Patch 0.3.0.1: Infused Uranium Cell alternate recipe requires Uranium Pellet now
* Patch 0.3: Crafting recipe changed, introduced alternate recipe
* Patch 0.1.14: Introduced
Construction

Dans Dual Universe, une Construction est un ensemble d'éléments de construction assemblés dans une Zone de Construction. Une construction peut être statique (par exemple un avant-poste) ou mobile (par exemple un vaisseau spatial). Une construction est un assemblage de Voxels et d'Eléments qui fonctionnent ensemble pour former ce que le joueur souhaite créer. Dual Universe n'a pas de guide définissant la forme d'un vaisseau ou d'un immeuble. En effet, n'importe quel ensemble de voxels ancrés sur un Noyau Dynamique (Dynamic Core Unit), avec un Moteur et un poste de pilotage, sera capable de voler (dans certaines conditions : voir tutoriel), et pourra être considéré comme un vaisseau par les joueurs. Au contraire, un ensemble de voxels ancrés à un noyau statique, avec des moteurs et un poste de pilotage ne pourra pas voler. C'est l'utilisation du type de Noyau qui détermine si une construction peut se déplacer ou non.

## Le noyau

Chaque construction nécessite le déploiement d'un Noyau pour être construite et pour fonctionner. Un noyau définit une construction ; dès le placement d'un noyau, une nouvelle construction est née, et le joueur peut y ajouter les voxels et éléments qu'il souhaite pour créer ce qu'il désir. L'ajout d'éléments ou de voxels ne peut se faire que dans la Zone de Construction du noyau. Les différentes tailles de noyaux définissent la taille de leur zone de construction, que ce soit pour les noyaux statiques ou les noyaux dynamiques.
Fast Fire Totem

*This article is a stub. You can help Dusk Wiki by expanding it.*

The **Fast Fire Totem** is a powerup in DUSK. It makes its first major appearance in E1M2: Down On the Farm and appears in almost every level in the game.

## Overview

The Fast Fire Totem visually resembles a strange red/pink glyph in the shape of an S. When picked up, the Fast Fire Totem will increase the fire rate of all currently carried weapons. This effect stacks with multiple Totems, each one doubling rate of fire. The power of the Totem makes it an incredibly useful powerup, able to clear out hordes of enemies with relative ease. A good strategy for using the Fast Fire Totem is to save its usage for larger enemies that require more hits. This way, the player can conserve ammo in powerful weapons such as the Riveter and use up ammo in weaker, less used weapons such as the Pistols. Using a Fast Fire Totem makes weaker weapons more viable by increasing the fire rate.

## Trivia

* The Fast Fire Totem appears to be analogous to *Quake*'s Quad Damage and several powerups from *Doom*.
E1M5: Sawdust

**Sawdust** is the fifth mission of The Foothills, taking place in a rundown sawmill and a small mine. It introduces the Hunting Rifle, as well as a new enemy, the Fork Maiden.

### Main Areas

#### Sawmill

At the start of the level, there is a Shotgun, as well as a Pistol to the right. To the left, there is a train car with a Pistol to the left and a shotgun atop it. There are multiple Black Phillips, Mages, and Leathernecks surrounding the sawmill. Atop the sawmill there are multiple Mages. To the right is a small building with an Assault Rifle and a Leatherneck inside it, as well as a Red Key. Inside the sawmill itself, there is a Black Phillip and a ladder leading up to the upper floor of the sawmill. On this floor, is a Hunting Rifle. Picking it up will spawn multiple Mages and give the message "Right click to zoom."

#### Mines

To the right is a path to a field, which has multiple Possessed Scarecrows guarding it, a couple of Mages and a Red Key door. Inside the door is a mine, which has Leathernecks guarding its entrance. In the mine are Mages and Black Phillips, as well as two Crystals of Madness.

#### Pit

The path leads to a large pit, which has a Fast Fire Totem, a Super Shotgun, and a Hallowed Health. Interacting with the Hallowed Health or Super Shotgun spawns a Mage, a Black Phillip, and three Possessed Scarecrows. Interacting with the Fast Fire Totem spawns two Leathernecks, two Black Phillips, and two Possessed Scarecrows. After that, you should return back to the surface by a jump pad.

#### Exit

The exit is a Yellow Key door found at the end of the railway, next to a building containing a Super Shotgun. If you went into the mines already, you should be able to access it. Inside is a switch. Pulling the switch drops you down into a small room with two Fork Maidens. Interact with the door to exit the level and enter E1M6: The Cutty Mine.

### Secrets

#### Main Secrets

* On top of one of the buildings, there is a Hallowed Health.
* Underneath the leftmost crevice of the same building, there is a switch.   Flick it to open up a pit, revealing a room with some Assault Rifle Ammo, Mortar Ammo, a Crossbow, and a few Coins as well.
* In the same room, there is a misaligned texture.    Interact with it to reveal a room with a Mortar and a Money Bag inside.
* Inside the room with the Red Key, there is a Barrel.    From behind, you can crouch to get a few Rivets.
* On a hill in the fields, there is a Fast Fire Totem.

#### Soap Location

On the inside of the train, the Soap is on a box to the right.

### Trivia

* This was the forth level in early builds.
* This level used to be called "The Foothills"
* There used to be Possessed Soldiers in this level.
* After killing the two Fork Maidens of this level, Duskdude remarks "They weren't human..."
* This is the first level to have Crystals of Madness.
* The theme of this level is Twin Terrors.
	+ This may be a reference to the World Trade Center, which was known as the "Twin Towers."
Rat

*This article may contain spoilers about the game*

 First appearance | E1M1

**Rats** are enemies in DUSK. They make their first major appearance in E1M2: Down on the Farm, though they appear throughout the game.

## Appearance

Simply put, the Rats appear as possessed Rats covered in blood. Their eyes glow green, which may suggest Cultist influences were used on them. In E3MS: The Ratacombs, a single large Rat dubbed One As Many appears to command or coexist with the smaller Rats.

## Tactical Analysis

Rats most commonly appear in groups throughout the levels they are in. Where there is one Rat, other Rats are usually not far behind. When Rats spot the players, they will squeak and begin to move along the ground at a moderate pace. Rats are incredibly weak enemies, though they can be dangerous on the Duskmare difficulty. Their scuttle can be heard when they move, making them easier to find.

Since Rats have a low health pool of 50hp, it only takes two Pistol shots to take one down, but a Shotgun can also be a good option against them. For large groups of Rats, weapons with a large area denial such as the Mortar are ideal. The Assault Rifle is also useful for taking out large groups of Rats, as is the Sword for one-on-one encounters.

## Trivia

* The entirety of Episode 3's secret level only uses Rats as enemies. In total, there are 181 Rats, including the boss.
* Rats, they're Rats; they're the Rats. They prey at night, they stalk at night; they're the Rats.
Assault Rifle

## Description

The Assault Rifle is a powerful fully-automatic firearm, and is one of the most versatile weapons in-game.

With a decent rate of fire and high damage per shot, it is excellent at mowing down hordes of lesser enemies. These traits also make it effective against stronger foes and even bosses, but to a lesser degree than weapons such as the Hunting Rifle or Riveter.

The first bullet fired from the Assault Rifle will always be perfectly accurate, allowing it to efficiently snipe at long range provided you repeatedly tap the fire button.

Ammo pickups are reasonably common as well, making the Assault Rifle an admirable primary weapon.

## Trivia

* The Assault Rifle appears to resemble the M60 general purpose machine gun.
	+ From teasers shown for DUSK HD, it appears as a Stoner 63A in its Belt-Fed Commando configuration.

* Although the Assault Rifle has a front post in game, the lack of a back sight would make it useless on a real firearm.
* As mentioned in an interview with David Szymanski, in early testing versions, the Assault Rifle had a randomized rate of fire. This was made to make the weapon feel rusted and worn out, however this feature was removed and the rate of fire was set to a fixed number due to many of the players and testers regarding it as a bug or issue derived from framerate. The removal of this feature was quite saddening for David.
* An early build featured a CAR-15/Colt Commando as the assault rifle.
Hunting Rifle

Round capacity | 15

## Description

The Hunting Rifle is a high-damage, bolt-action precision rifle with a powerful zoom (despite the lack of a scope entirely).

The Hunting Rifle packs a low ammo pool, but it is a devastatingly strong weapon with perfect accuracy. Due to its non-automatic nature, it fires slowly (it is nearly as slow as the Super Shotgun).

According to QA: the Hunting Rifle actually fires two hitscan projectiles. Both combined kill a target - or if the target dies from the one projectile - the second will go through, often killing the other enemy behind.

The Hunting Rifle holds 15 bullets.

Each shot deals 400 damage between the two overlapping hitscan projectiles fired at once.

## Trivia

* In DUSK World Multiplayer, one of the texts you can receive upon killing someone with the Hunting Rifle is ***"You .30-06'd \*Name of Player\*."*** which could mean the weapon itself is likely based off a simple bolt-action such as the Winchester Model 70 chambered in the titular cartridge. Both are very popular choices for hunting big game for over a century at this point in time.
* The HD model for the hunting rifle has not been revealed.
Crystal of Madness

The crystal of madness is a somewhat rare prop that can be found in multiple levels. It resembles a shimmering, green crystal.

When thrown, the crystal will shatter on collision, releasing a cloud of green smoke. The first enemy to come in contact with the smoke will seemingly go "mad", switching sides on the battlefield. It will be passive towards the player, while attacking other enemies. The enemy can still be killed by the player.

## Trivia

* The Crystal of Madness appears as an secret item in ULTRAKILL, another game by New Blood Interactive.
Difficulty

The difficulty setting in Dusk allows players to adjust the gameplay to an extent to fit their desired experience and skill level. Dusk has five difficulty levels. From easiest to hardest these are: **Accessible, Go Easy, I Can Take It, Cero Miedo(Spanish for zero fear),** and **Duskmare.**

The player can change the difficulty setting at any time during gameplay in the options interface (in the "feel" category).

## Characteristics of difficulty levels

All difficulty settings differ in at least two aspects: the speed of enemy projectiles and the amount of damage dealt directly by enemy attacks. The first three levels only differ from each other in these two aspects, while the last two levels have additional effects that further differentiate them from the first three.

### Enemy damage and projectile speed modifiers

These are the enemy projectile speed and damage modifying values of the five difficulty settings.

**Accessible:** ~40% projectile speed, 10% damage.

**Go Easy:** ~80% projectile speed, 50% damage.

**I Can Take It:** 100% projectile speed and damage.

**Cero Miedo:** ~110% projectile speed, 200% damage.

**Duskmare:** ~120% projectile speed. Damage instantly kills.

*Note: Only damage caused directly by the enemy attacks is affected, meaning the explosion component of explosive enemy projectiles is entirely unchanged. Also note that fireballs shot by static map objects count as attacks and thus are affected.*

### Additional effects of Cero Miedo and Duskmare

The last two levels differ from the first three in four additional aspects:

* Enemy movement speed is roughly doubled, but it is still limited so that it will always be at least a little bit lower than the player's base run speed.
* Mages attack twice as frequently. (Other enemies don't appear to change in this way.)
* Having morale only protects the player from 33.4% of damage, instead of 50%. However, damage to morale is still equal to 50% of base damage. This change even applies to damage that is otherwise unaffected by difficulty.
* Choosing either of these difficulty levels when beginning a campaign brings up a dialogue box asking the player to confirm their choice and stating that these two levels are not intended for a first playthrough. (Whether this warning is adequate in the case of Cero Miedo is questionable. It's also possible to change difficulty during gameplay, making this message less meaningful.)

## Features unaffected by difficulty

The number of enemies and items, the potency of item pickups, enemy intelligence, enemy health, and damage dealt by the player's attacks are all unaffected by the difficulty setting.

In addition, there are some damage sources in the game that are unaffected by difficulty, meaning they also don't kill the player instantly on Duskmare. These are:

* Explosions of any kind, including those caused by monster projectiles
* Damaging floors and other indestructible map elements that deal damage over time
Cheats

*This article is a stub. You can help Dusk Wiki by expanding it.*

**Cheats** are a set of in-game commands for DUSK. Not to be confused with cheating or hacking, cheats allow the players to do various things to their advantage without the use of a third-party program. Using a cheat code in the game will grant the player the "UNWORTHY" achievement.

## List of Cheat Codes

The current list of cheat codes included:

* **Nbreflect** - Mirror mode (cannot be toggled off).
* **Nbponcho** - Toggles the Lava Suit powerup for 300 seconds.
* **Nbkfa** - Gives the player full health as well as all keys, weapons, and ammo.
* **Nbkeys** - Gives the player all keys.
* **Nbdeity** - Toggles god mode, however the player can still lose health bonuses from damage.
* **Nbff** - Doubles fire speed similar to the Fast Fire Totem. Stacks similarly to the Fast Fire Totem and will be lost upon picking up a Fast Fire Totem.
* **Nbregularfingers** - Sets fire speed up back to normal.
* **Nbhot** - Toggles the Serum of Blistering Heat powerup.
* **Nbspoder** - Toggles the Climbing Thing powerup for 300 seconds.
* **Nbshooters** - Gives the player all weapons.
* **Nbdeathless** - Gives the player full health and morale.
* **Nbfrog** - Increases jump height by .1 each time it's typed.
* **Nbman** - Resets jumping height to normal.
* **Nbwoohoo** - Toggles slowly motion mode.
* **Nbgotta** - Doubles movement speed. This also affects falling and using Blows.
* **Nbufo** - Allows the player to fly via the spacebar.
* **Nbullets** - Toggles infinite ammo.

## Trivia

* Players can access the cheat codes through a file in DUSK's "goodies" folder labeled Cheats.txt.
* nbkfa is a reference to DOOM's "idkfa" cheat, which does the same as it does in DUSK. The text, "notably exuberant munitions acquired", is a riff on "very happy ammo added" text from idkfa.
* nbhot is a reference to Superhot, as is its corresponding powerup.
* nbgotta refers to the Sonic X Anime, whose theme song includes the lyrics "Gotta go fast".
* nbspoder refers to the Spodermen meme, which is a parody of the superhero Spiderman.
* Nobody knows why nbreflect exists. It just does.
Climbing Thing

*This article is a stub. You can help Dusk Wiki by expanding it.*

The **Climbing Thing** is a powerup in DUSK. It makes its first major appearance in  E2M1: The Grainery and appears in several levels that follow.

## Overview

The Climbing Thing appears as a set of ice axes or picks that sparkle yellow. When picked up, the Climbing Thing will allow the player to climb up vertical surfaces by holding the walk key. This can also be used with the jump key, since the player is capable of performing massive leaps simply by turning while climbing. The Climbing Thing is useful for avoiding enemy fire as well as traversing levels more easily. While most are integral to gameplay of some levels, several Climbing Things appear in later levels as a means of unlocking certain secrets.
Dual Universe Wiki/Section 4

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Episodes

*This article is a stub. You can help Dusk Wiki by expanding it.*

**Episodes** are groups of levels in Dusk. There are currently 3 episodes in the game.

Each Episode consists of 11 levels in which the player will battle through an onslaught of mystical backwater cultists, possessed militants and even darker forces and attempt to discover just what lurks beneath the earth.

The episodic format mirrors classic first-person shooters such as Doom, Duke Nukem 3D and Quake.

## Episodes

* The Foothills - A trek through countryside and farmland.
* The Facilities - A crusade through corrupted military facilities.
* The Nameless City - An adventure into a dark parallel dimension.
Dusk Wiki/Top section

Welcome to the Official  Wiki
the *Dusk* guide written and maintained by the community.
We are currently maintaining 778 pages (97 articles).

Please feel free to contribute by creating new articles or expanding existing ones.

About Dusk

Dusk reintroduces you to a world where butchery and bloodshed must be mastered if you're to make it to dawn. Inspired by Quake, Blood, Heretic, Hexen, Half-Life and Redneck Rampage, and featuring a soundtrack by metal music mastermind Andrew Hulshult (Brutal DOOM, Rise of the Triad), DUSK unfolds in the eerie backwoods of the American Northeast where, gaining consciousness hanging on a meat hook, you must fight to survive. [Read more...]

Quick Links

About the Game

Episodes

Game Modes

Weapons

Enemies

DUSK Soundtrack
Son of Intoxigator

Level | E2M9

**Son of Intoxigator** is a boss encountered in The Facilities. He makes his first appearance in E2M9: The Dig and appears as one of two bosses in the level. Son of Intoxigator appears as a purple-tinged, smaller version of Intoxigator from the previous episode.

## Encounter

After going through the majority of the level, the player will come across a teleporter that leads to a short drop. Upon dropping down and moving towards the exit, Son of Intoxigator appears. Duskdude will comment, "Oh come on" at the sight of Intoxigator's son and the fight will commence.

## Tactical Analysis

Son of Intoxigator has 8000 health, making him a bit more tanky than his father. Son of Intoxigator's behavior is identical to that of Intoxigator, but with increased speed, fire rate, and projectile speed. The closeness of E2M9's arena combined with the Son's spread can make the fight a bit more difficult. Like most bosses, the Son is weak to weapons that deal high damage such as the Mortar and Riveter. Utilizing the Sword to deflect the Son's acid projectiles is also a viable option when fighting him. The arena itself can be used as cover to cancel the Son's attacks if timed correctly, or a button in the arena can be pressed to open up the walls and reveal The Twins, which may cause infighting.
Dusk (disambiguation)

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

Dusk may refer to:

* The Town of Dusk, the main setting, of the first two episodes The Foothills, and The Facilities.
* The 2018 video game Dusk also stylised as DUSK.
* A cancelled Survival-Horror video game, called Dusk, which is the subject of various injokes within the New Blood community.
Mortar

## Description

The Mortar is a large grenade launcher that fires arcing projectiles. These explode when: detonated by the zoom button (right mouse by default); after 5 seconds pass; or when coming into contact with an enemy.

Multiple grenades can explode at once when manually detonated, allowing the player to set huge, short-lived traps of stacked damage against incoming enemies. Combined with the indirect fire characteristic of bouncing grenades from solid surfaces, the Mortar can be utilized to destroy groups of unaware enemies before they are confronted.

Grenade projectile speeds are based on the player's momentum – moving faster will add to the speed of the projectile when shot forward and will lose speed when moving backwards. Grenades can be used to boost the player slightly, using grenade jumps.

Each grenade deals a maximum of 300 damage at the center of the explosion. Unlike the riveter, grenades do not deal ballistic damage on a direct hit. The Mortar can hold up to 50 grenades.

Big John and Jakob both fire bursts of mortar grenades. They are never manually detonated.

## Trivia

* The mortar appears to be a modified M2 60mm mortar.
* The mortar fires homemade grenades instead of shells.
* The HD version of the mortar has not been revealed.
Fork Maiden

First appearance | E1M5

**Fork Maidens** are enemies encountered in The Foothills. They make their first appearance in E1M5: Sawdust and appear in several levels throughout the game, most notably in E1M6: The Cutty Mine.

## Appearance

Fork Maidens appear as very frail-looking, reanimated corpses of women. They wear dirty or blood-stained dresses, a string of pearls, a straw hat, and a faded purple sash around their waist. Fork Maidens have a greenish aura radiating from their hands, suggesting that they dabble in the same Magic powers that members of the Cult use (Dark Arts).

## Tactical Analysis

Upon spotting a player, Fork Maidens will hiss out to the player, prompting them to start moving towards them. They will play a distinct sound before projecting a green-glowing, pitchfork-shaped projectile at the player. These projectiles are fast and heavily damaging, with one pitchfork bring a player's health down by a significant chunk on harder difficulties. Despite their weak-looking frames, Fork Maidens are rather tanky enemies to fight against, having one of the highest health pools (1000hp) of any common enemy in The Foothills (Superhuman/Beyond-Enhanced Durability).

Fortunately for the player, their speed is very sluggish. A good strategy for fighting off Fork Maidens is to take advantage of their slow speed. Like most high-health enemies, Fork Maidens are weak to stronger weapons such as the Riveter, Mortar, and Hunting Rifle. Additionally, the Sword is capable of both reflecting Fork Maidens' projectiles and killing one in three swipes.

## Beta

The Fork Maidens in Dusk Developer Build 7.0, appear much more frequently from Sawdust (Here called "The Foothills") onwards. Their projectiles are slower, and they almost barely move and can be stun-locked by most weapons. In this build, they also take an absurd amount of damage.

## Quotes

Fork Maidens will eerily call out to the player upon spotting them, signaling their attack:

* "Sinner..."
* "I see you..."
Dusk Wiki/Bottom section

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	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
The Twins

Level | E2M9

**The Twins** are the fourth encountered boss(es) in Episode 2, The Facilities. Their appearance and health is same as the Cowgirl, the only difference being that they have a visible health bar, they share the same health bar which totals at 4000HP, each of them have 2000HP and can be killed separately. They are encountered at the end of E2M9, either directly before (if the player doesn't trigger the first spawn), during, or after the boss fight with Son of Intoxigator, depending on a player presses a button in the arena that opens the walls and releases them at any moment.
Riveter

Round capacity | 25

## Description

The Riveter is in most cases the most powerful weapon of them all. It acts like an extremely powerful rocket launcher, firing "Rivets" - small, glowing-hot explosive projectiles that deal a huge amount of damage (especially for their size). The Riveter deals a maximum of 500 damage on a direct hit.

The Riveter boasts a very high rate of fire. That combined with the high base damage, splash damage and fast projectiles makes the Riveter the most effective weapon overall. It is most useful for swiftly taking down groups of tough enemies or bosses.

The Rivets can be used to rocket jump around, making it useful for getting around maps, getting into crafty locations or for finding secrets. It can also be used for reaching out-of-bounds locations whilst speedrunning.

In Episode 1 The Foothills, this potent weapon is only found through secrets. Characterstically, its ammunition is only found in single Rivets, and is often located in secrets as well.

The Riveter holds 25 Rivets.

## Trivia

* The Riveter's function is similar to the Devastator from *Duke Nukem 3D*. Both weapons act as rocket launchers with extraordinarily high rate of fire, and are practically the most powerful weapons in their respective arsenals.
One As Many

*This article may contain spoilers about the game*

 Level | E3MS

**One As Many**, also known as the **Rat King**, is a boss encountered in The Nameless City. It makes its appearance in E3MS: The Ratacombs and is exclusive to that level. One As Many appears as a giant version of the Rat enemy. Its boss battle theme is *Murder Machine Inc*.

## Encounter

Upon collecting the blue key, an arena can be opened which bears similar resemblance to the starting area. Upon walking to the exit door, it will open, unleashing a horde of Rats and One As Many following behind them. This starts the boss battle.

## Tactical Analysis

One As Many behaves almost identically to its smaller brethren, but with one difference. Its primary method of attack is through charging, which can deal a great amount of knockback if it connects with the player. One As Many's charge is also strong enough to kill other Rats, as is shown after it first charge. The boss has 5000 health, making it one of the weaker bosses to fight against in the game.

The main goal to keep in mind when fighting One As Many is to stay out of its charge attack. Due to the size of the boss, however, this can be a bit difficult. Stronger weapons such as the Riveter and Hunting Rifle will bring One As Many's health down considerably. Additionally, the Mortar provided in the start of the level can be a useful weapon against One As Many and any stray rats that follow it.

## Trivia

* According to his name, he would be the Giant Rat that makes all of the rules.
* His name is a reference to the Planescape: Torment character "Many-as-One".
Shotguns

Round capacity | 50

## Description

The lever action shotguns are some of the most common and versatile weapons in the game.

They're useful for weaker enemies, taking many tier 1 enemies down in a couple blasts.

They stay relevant in the presence of the super shotgun by having better accuracy and the capability to be dual-wielded like the pistols.

Their maximum capacity is of 50 shotgun shells.

Shotguns deal a total of 150 damage spread across 5 pellets, with each pellet dealing 30 damage.

## **Trivia**

* The Shotgun(s) design is modeled after the Winchester Model 1887, from *Terminator 2: Judgement Day*.
	+ The 1887 model was based on Andrew Hulshult's suggestion.
		- In the DUSK HD, the shotguns more resemble the Henry .410 Axe rather than the Model 1887. Which would make it strange that they'd share the same type of ammunition as the Super Shotgun since they realistically chamber different gauges.

1. ↑ https://twitter.com/DUSKdev/status/743857327179194372
2. ↑ https://twitter.com/DUSKdev/status/792414901411123200
Mage

First appearance | E1M1

**Mages**, also known as **Cultists** or **Wizards**, are enemies encountered throughout DUSK. They make their first appearance in E1M1: Head Cheese and appear in nearly every single level in the game.

## Appearance

Mages wear white robes, grey capes, and a brown sash. The front of their robes bears the sign of the Cult, which can be found in several of their establishments throughout the game. The most notable feature of the Mage is their hood, which is pointed at the top and reveals only a set of red eyes. Mages do not walk, preferring instead to float using a mysterious green aura.

## Tactical Analysis

Mages are one of the first enemies the player encounters and as such, are very weak, with only 180 hp. When spotting a player, Mages will say a voice line prior to attacking. Mages move at an average speed and attack by launching fireballs from their hands. The speed of the fireballs increases with difficulty. Mages are easily killed with a Pistol or any other weapon. The Assault Rifle is effective against Mages in large numbers. Additionally, their fireball projectiles can be deflected back at them using the Sickles or Sword.

When a mage hits another enemy, the enemy will begin infighting with the mage.

Mages attack twice as frequently when difficulty is set to Cero Miedo or Duskmare, which appears to be a trait unique to them. This, along with them possibly being the most common enemy in the game, appearing in large groups, makes them very likely to kill the player on these two difficulty levels.

## Quotes

Upon spotting a player, Mages will say a random voice line. These include:

* "Blood..."
* "Heretic..."
* "Sacrifice..."
* "Non-believer..."
* "Kill him..."
* "Unworthy..." (When appearing to finish off Jakob in E3M10: DUSK as he is brought down to 500 health.)

## Trivia

The quotes "Blood..." and "Heretic..." are references to the first-person shooter games of the same names.
Fusillade

Fusillade is one of the first deathmatch maps for Duskworld. It consists of a central courtyard and several small buildings surrounding it.

## Weapon spawns

* Pistol Spawns Fusillade.jpg
* Shotguns on Fusillade.jpg
* Supershotgun on Fusillade.jpg
* Assault Rifle on Fusillade.jpg
* Hunting Rifle on Fusillade.jpg
* Crossbow on Fusillade.jpg
* Mortar on Fusillade.jpg
* Riviter on Fusillade.jpg
F.A.Q:Vassaux

## Qu'est-ce qu'un vassal ?

Un *vassal* est un joueur qui a accepté d'offrir ses services à un autre joueur de rang intermédiaire plus élevé. L'avantage pour le *suzerain* (le joueur de rang intermédiaire supérieur) est qu'il peut installer des troupes dans le château du vassal. L'avantage pour le vassal est qu'il reçoit un bonus d'honneur du simple fait d'avoir un suzerain.

Le suzerain doit être de rang intermédiaire supérieur au vassal. Si le vassal atteint le même rang intermédiaire que son suzerain, le lien de vassalité est rompu, et l'armée vassale est perdue.

## Comment faire de quelqu'un mon vassal ?

Sélectionnez un village sur la carte, et cliquez sur le bouton **Prendre comme vassal**. Une offre de vassalité est alors envoyée au joueur. S'il accepte la requête, il devient votre vassal. Vous ne pouvez envoyer des requêtes qu'à des joueurs de rang intermédiaire inférieur.

## Combien de vassaux puis-je avoir ?

Le nombre de vassaux qu'un joueur peut avoir dépend de son rang. Un joueur peut avoir 1 vassal à partir du rang *d'Homme libre* (8) et jusqu'à 50 vassaux s'il atteint le rang de *Prince* (22). Si le lien de vassalité s'établit entre 2 villages précis, le nombre de vassaux autorisé est global et non pas pour chaque village du joueur.

Veuillez voir Vassaux et Suzerains pour plus d'informations.

## Comment un vassal peut-il me rapporter de l'honneur ?

Si vous avez des troupes stationnées dans le village d'un vassal, vous gagnerez des honneurs lorsque ces troupes seront utilisées pour attaquer Les châteaux gérés par l'IA si ils sont placés dans votre cercle d'honneur.
Intoxigator

*This article may contain spoilers about the game*

 Level | E1M3

**The Intoxigator** is a boss encountered in The Foothills. It makes its appearance in E1M3: Old Time Religion and serves as the first boss of DUSK. Intoxigator appears as a large American Alligator with toxin vats and machinery hardwired from its back to its mouth.

## Encounter

After successfully acquiring the blue key, a door can be opened which leads to a decent-sized drop. From there, an arena with several sewer pipes can be entered. Intoxigator is then found in a room with several beer bottles on the floor and three large beer kegs.

## Tactical Analysis

Intoxigator has 5000 health, making it one of the weaker bosses in the game. Intoxigator's main method of attack consists of spitting a volley of acid shots at the player, similar to the Horror's spit. If the player has not unlocked any additional weapons from secrets, Intoxigator can be a formidable first boss.

Like most bosses, Intoxigator is weak to weapons that deal high damage like the Mortar or Riveter. Utilizing the Super Shotgun from one of the secrets in the level can be useful, however the player will need to back away in time to avoid the acid spit. Additionally, using two of the pillars in the boss arena as cover can cancel Intoxigator's spit if timed correctly.

Killing Intoxigator while drunk will award players with the *Intoxigated* achievement.

## Trivia

* According to Intoxigator's texture name, the Intoxigator was at one point called the "Alley-Gator".
* The Intoxigator appearing in a ruined waterdrain is most likely a reference to the flushed alligators urban legend, in which various pet alligators were flushed down the toilet once they got too big, and became mutated.
* Intoxigator's namesake is a portmanteau of *intoxicated* and *alligator*.
* Intoxigator is apparently Jakob's pet. When killed, Jakob exclaims to the player, "My pet! You'll pay for that..."
* Intoxigator also has a son, encountered in E2M9: The Dig. Looking through the water on the opposite side of the arena shows a smaller Intoxigator swimming, speculated to be the son.
Bone Monk

First appearance | E3M2

The **Bone Monk** is an enemy encountered in The Nameless City. It makes its first appearance in E3M2: Fire and Ice and can be found in most levels that follow.

## Appearance

Bone Monks resemble horned human skeletons missing lower legs. They are dressed in blue, blood-stained robes and are capable of flight. A blue glow surrounds them, adding to their demonic appearance.

## Tactical Analysis

When spotting a player, Bone Monks will curse at the player in an unknown language before attacking. Their main method of attack is throwing fireballs that they seem to cast with their hands. The fireballs that Bone Monks throw are much faster than average Cultist fireballs and deal more damage as well. However, they have a relatively low health pool of 275hp, making them glass cannons. Since Bone Monks almost always fly out of the player's reach, using the Hunting Rifle is recommended for taking them down. Similar ranged weapons like the Crossbow and Assault Rifle can easily dispatch them. At closer distances, the Shotguns can take out a Bone Monk in about three hits.
Guardian

*This article may contain spoilers about the game*

 Level | E2M10

**The Guardian** is a boss encountered in The Facilities. It appears in E2M10: The Gauntlet and serves as the final boss of the second chapter. The Guardian appears as a tall, muscular, reptilian humanoid with a mortar launcher replacing its right arm. It's boss theme is *Hand Cannon*.

## Encounter

Upon completing the previous level, the player will appear in a small room with a large gate and two teleporters. Upon walking through the teleporter a short distance into one of the rooms, the Guardian will spawn and begin the boss battle.

## Tactical Analysis

The Guardian has 17000 HP, making it one of the tougher bosses in the game. The Guardian's primary attack consists of rapidly firing bursts of Mortar grenades, up to five at a time. The closed-off corridors of the level make this especially dangerous, as the grenades can quickly catch up to the player. Like all bosses, weapons that deal high damage such as the Riveter and Hunting Rifle are ideal for fighting the Guardian. Luring the Guardian through a teleporter can help make the fight slightly easier, however the starting room is still small to a degree.

There are two alternative methods that can be used to complete the level instead of outright slaying the Guardian. The first method is to use the Crossbow to hit each switch necessary to open the gate without stepping forward enough to spawn the Guardian. This requires a knowledge of where the switches are, however it is done fairly easily. The second method is to telefrag the Guardian by attempting to teleport over it. The Guardian will need to be lured through the teleporter multiple times in order to complete this successfully. Killing the Guardian with a telefrag awards players the *Telefragged* achievement.

## Trivia

* The appearance of the Guardian is a likely reference to the inhabitants of H.P. Lovecraft's short story "The Nameless City".
* The Guardian was originally supposed to be the introductory boss variant of smaller "crocmen" enemies, similar to Mama and The Twins. This feature was cut from the game.
* The track *Hand Cannon* is a play on the Guardian's main method of attack.
* According to David Szymanski, The Guardian was one of the earliest enemy designs.
* Due to a bug, if the Guardian hits himself with his own explosions (even though they deal no damage), it will count as you hitting him, and will disqualify you for the Pacifist trophy. Since it is almost impossible to prevent him from doing this, using the Crossbow to hit the switches required to progress without triggering the Guardian spawning is highly recommended in order to gain a Pacifist rank.

## References

1. ↑ https://twitter.com/DUSKdev/status/1204561192099942401
Cigar

The cigar occupies weapon slot 0. On use, it restores 1 health point (singleplayer only), up to a maximum of 100 health. It has a cooldown of about 4 seconds and can be used indefinitely.

## Trivia

* It even works underwater!
* The cigar has the strongest zoom of all weapons.
* In an early build of Dusk, the cigar restored 1 point of Morale (armor) instead of health.

## References

1. ↑ https://www.youtube.com/watch?v=8X2sPPEKbqs
Grand Wizard

First appearance | E2M1

The **Grand Wizards**, known unofficially as **Duke Mages** are a variant of The Duke Brothers bosses from the first episode, having much less health and smaller in size.

Their attacks still maintain their homing capability and damage. The Duke Mage has a greatly increased health pool than the regular Mage, at 700hp compared to a regular Mage at 180hp. They will often be found fighting alongside other Cult members, and sometimes the Military. While not a threat most times if tracked properly, when combined with other enemies the Duke Mage can easily kill an unaware or unskilled player. Their attacks can be directed into walls, floors, or even other enemies.

The first pair of these is encountered at the end of the E2M1, when the mysterious voice says "Where do you think you're going?". They are later encountered often throughout Episode 2.
Composants

Les Composants sont des objets qui sont nécessaire pour fabriquer des éléments ou des Items. Tous les composants sont formés à partir de Matériaux, d'Alliages, et de Ressources. Ces composants peuvent être transformés ensuite en items ou éléments en utilisant le système d'Artisanat, ou avec l'Unité Industrielle. Les composants ne sont pas fonctionnels et donc inutiles en soit. Par exemple, un système de ciblage (exemple purement théorique) sera inutile en soit, mais combiné avec d'autres composants permettra d'avoir des armes capables de tirer précisément sur des cibles. Ainsi, la production de composants sera une étape critique dans l'économie de Dual Universe.
Super Shotgun

## Description

The Super Shotgun is a break-action double-barreled shotgun. It is one of the most powerful weapons in the game.

The Super Shotgun has a slow rate of fire (in fact, it is the slowest weapon in the game), but will kill most foes in 2 point-blank shots or less (only the bosses and Cowgirls can survive for more). Alongside the Crossbow, it is one of the two only weapons in *Dusk* that are actually reloaded after each shot.

The Super Shotgun uses the same Shell ammunition type as the normal Shotguns, thus it has the same capacity of 50 shells as the normal Shotguns, but (obviously) uses 2 Shells per shot. The shotgun weapons are the only weapon types in Dusk that share their ammo pool.

There is no alternate fire, only a nominal zoom function.

The Super Shotgun deals up to 600 damage spread across 20 pellets, with each pellet dealing 30 damage. In result, compared to the Shotgun, the Super Shotgun achieves quadruple damage per blast while using only twice the ammo.

In summary, the Super Shotgun is the strongest ranged weapon in the game, and overall its damage potential is only outpaced by the special charged thrust attack of the Sword. However, the Super Shotgun features a very wide spread pattern to its shots, far bigger than the one offered by the regular Shotguns. For this reason, whereas most of the arsenal stays equally reliable and effective at any distance, this weapon requires to be used practically within melee range or against large crowds of enemies to achieve optimal killing power, which is an especially precarious (yet rewarding) tactic against the melee-oriented or tougher enemies. Lastly, while the Super Shotgun offers the highest immediate damage amount, other weapons such as the Crossbow, the Mortar, and especially the Riveter can still prove to be more destructive against groups of enemies.

## Trivia

* The Super Shotgun bears a strong resemblance to the Super Shotgun from *Doom II*, both in appearance and effectiveness.
	+ Both are based on a Stevens 311-C, Ash Williams' shotgun in the movie *Evil Dead II*.
		- However, in DUSK HD, the Super Shotgun appears as an open-hammer Double Barrel with a significantly cut-down barrel and sawn-off stock. Most likely being loosely based off of the Remington Model 1889.
* It is able to kill up to ten soldiers in one shot.
	+ It is also entirely possible to miss a Rat at point-blank range with the Super Shotgun.
* The Super Shotgun has a 50% chance to gib enemies that otherwise have death animations.
Bone Ball

First appearance | E3M4

The **Bone Ball** is an enemy encountered in The Nameless City. It makes its first appearance in E3M4: Crypt of the Flesh and appears several times afterward, notably in E3M7: Homecoming.

## Appearance

Bone Balls appear as a hard, bony sphere with several spikes sticking out of it. It is covered in red orifices that it uses as a means of attack and is capable of levitation.

## Tactical Analysis

When a player is spotted, Bone Balls will begin to spin rapidly, emitting a continuous distorted scream. It will spew skulls with blood trails from its orifices, with the scale of skulls produced increasing as it is hit. If idle, a Bone Ball will fire its skulls in random directions, but these can be slightly directed towards the player's position if it is within line of sight. The skulls are high-damage, and can deplete a player's health quickly if they are not careful.

Fortunately, most of the skulls are generally easy to dodge. Bone Balls are most deadly when in enclosed spaces, so an effective means of dealing with them is drawing them out into an open area. While Bone Balls have high health (1000hp), three shots from the Hunting Rifle is enough to take one down. Since Bone Balls usually move away from the player when in the air, weapons with range such as the Assault Rifle and Crossbow also work well against them.

## Trivia

* The Bone Ball's role as an sub-enemy dispenser monster is similar to the Pain Elemental from the *Doom* series.
The Military

*This article may contain spoilers about the game*

*This article is a stub. You can help Dusk Wiki by expanding it.*

**The Military** is an enemy faction in DUSK. They are the main antagonist faction of The Facilities.

## Backstory

The Military appears to be the remains of either the United States Military or a private military corporation. Lore suggests that they were tasked with investigating the strange events below the town of DUSK through extensive mining. Thus, the military built extensive facilities on the outskirts of DUSK in order to better find what was buried below the town. However, the power of what lay beneath the town overpowered most of them, corrupting them. Some members of the military are possibly attempting to resist possession, such as Big John.

Members of the Military faction still retain some of their former tactics, as is demonstrated by the chatter of the Possessed Soldiers. They feature upgraded and augmented units, most of which are technological fusions with human flesh. Their research into these stronger units seems to be backed by teams of Scientists, whose research experiments involve testing on the Demons. In certain levels such as E2M5: The Escher Labs, enemies such as the Wendigo can be seen in biological storage tanks. The Scientists possibly experimented with different monsters in order to create their own breed of units to assist in the mining projects and for defense.

## Enemies Part of the Military

* Possessed Soldier
* Welder
* Scientist
* Cowgirl
* Turret
* Mama
* The Twins
* Big John
* The Experiments