recursal/Fanatic-Fandom huggingface dataset:
Syn

**Syn** is the first location in *Turbo Overkill*. It has 2 secrets.

## Chips

* In the secondary fire tutorial room. Up the first ledge and around right corner
* Outside the previous room. Right at the door turn left around some crates and jump down.
* In the skating arena. Behind the arcades near the exit.

## Tapes

* After sliding through the hole. Jump up the ledge and turn 180.
* In the same room. Jump up some containers and crates up to the beam.
* In the underground lab. After using jumppad jurn around and jump across the gap. Behind some boxes.

## Secrets

* **Secret Armor:** In the same outside ledge area. On the other end jump on the crates and do a long jump-dash around the corner.
* **Secret-ish Armor:** At the top of the lab after going up the ramp.

## Chronology

* **Previous level:** N/A
* **Next level:** Emergence
Turbo Overkill Wiki

**Welcome to the...**
**TURBO OVERKILL WIKI**
**35 articles • 48 files • 388 edits**

**ABOUT THE WIKI**

This is the Fandom wiki for the video game *Turbo Overkill* that anybody can edit. It plans to document all of the content found in the game. Download Game

**ABOUT THE GAME**

***Turbo Overkill*** is a cyberpunk shooter game developed by Trigger Happy Interactive and published by Apogee Entertainment. It was released on Steam for Microsoft Windows on April 22, 2022. **Game Download**

**HELPFUL LINKS**

* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles
Micro Missile

The **Micro Missile Launcher** is one of the ten weapons in *Turbo Overkill*. It is basically a gauntlet for the left hand that shoots missiles at the enemies you select.

After firing, it will take **50 seconds** for the **Micro Missile** to recharge.

The **Micro Missile** can target more than 8 enemies, and each missile will spread the damage pool depending how much enemies were targeted. If you only target 1 enemy, it will deal more damage than targeting 8 enemies.

## Trivia

* After Johnny Turbo shoots a missile from this weapon, he briefly does the middle finger from the same hand.
* The time required to recharge a Micro Missile can be reduced by half (25 seconds) with the Busy Hands augment
* The enemy selection is similar to the Magnums
* An accessibility setting gives you the option to toggle micro missiles
	+ If you equip it, the micro missile launcher can stay there for as long as you like. To unequip it, press the micro missile key to put it back in place, as if you "untoggle" it.
Twincendiary

The **Twincendiary** is one of the ten weapons in *Turbo Overkill*. It is basically a machine gun with a large capacity in its normal firing mode. It also has an alternate firing mode.

## Mechanics

High-fire rate but low-damage machine gun, it's basically going to be outranked by the Twin Uzis. Its alternate firing mode is a flamethrower, which can burn down and take enemies easily in closer range. Use this to enemies who can't be fucked with electricity, such as Leapers, Splits, or Kites.

An upgrade of this gives the ability to instantly spool the fire rate instantly, giving the Twin Uzis a run for their money early in the game.

## Trivia

* After shooting with this gun, Johnny Turbo does the middle finger on his left hand.
Waster Shotgun

The **Waster Shotgun** is one of the ten weapons in *Turbo Overkill*. It is a regular shotgun that can either by used as a typical shotgun in its regular firing mode or it can be used in its alternative firing mode.

## Mechanics

A starting close-ranged weapon. Its alternate firing mode is basically an electric boom shot, which shoots up an electrifying/explosive shot; enemies who are not killed by the blast will instead electrify them, staggering them and taking double damage from other weapons. The alternate fire can be used to extend your jump height, enabling you to reach certain areas such as secrets.

An upgrade of this weapon can be bought on E2M1: Paradise Lost, wherein it changes the loader for fire rate, adds hologram sights for spread reduction, and damage buffs.
Car

The **Car** is one of the ten weapons in *Turbo Overkill*. It is a flying car that can simply take down people from afar, using its gun nozzles. It can also be used for defensive purposes.

## Mechanics

It's just a car, but it acts like a gunship capable of firing miniguns and rockets. You can also ride the hood to gain triple firepower with the use of any weapon you have in your inventory when you're on foot in exchange for exposure in enemy fire.
Rocket Launcher

The **Rocket Launcher** is one of the ten weapons in *Turbo Overkill*. It basically shoots rockets, which can take down multiple enemies at once from their explosions.

## Mechanics

The Rocket Launcher is much like any other rocket launcher in the weapon tropes; primary fire shoots a rocket, can be pre-detonated while in flight by pressing alternate fire. It is also inspired by the Unreal Tournament 99's Rocket Launcher by its alternate fire, wherein it charges up to 4 rockets, dealing more damage in a spread. You can detonate a rocket early, by pressing alternate fire while holding the primary fire.

An upgrade of this can be found in E3M3: Infestation: detonating rockets mid-air will scatter cluster bombs to rain down enemies below its splash damage. This really gives an opportunity for rockets to shine more and still deal damage nevertheless.

Synergy on this weapon can be vast (as of date). Launching 4 Rockets and pull them up with the Plasma Rifle's Projectile Mode to direct hit Super Heavy enemies such as Sloths or Syn Mechs can deal a chunk of damage, enough to go down with a few hits from the Twincendiary, or from the Ion Cannon for more sass. You can grapple to rockets as a new way of transporting yourself from one place to another in a span of seconds. Additionally, if one equips the Button Masher augment, they may completely bypass the cool down animation. If this is used with the Telefragger, one may deal massive damage.

## Trivia

* At the intro cinematic of E1M7: Rooftops, the words from the rocket coming from this weapon say "Suck it down".
Ascension

**Ascension** is the sixth location in *Turbo Overkill*. It has 4 secrets.

## Chips

* After making your way to the 4th floor of Hard Rock you may notice a chip on the left of the staircase, behind a fence. Simply jump-dash to the other side of the balcony to get it.
* After swimming through sludge with meatgrinders up a level. Before taking jump pad up look down the giant hole, on the pipe under the jump pad.
* After passing through a "Syn-gore" apartment and getting outside. Go left around the building, down a level, look for a piece of rubble sticking outside, walk on it, 180, into the hole. Picking up the tape spawns some stuff. Fun fact - killing drone while standing on it sends you flying upwards.

## Tapes

* Right after first door. Jump down, 180, button around corner, turns on jump pad. Up you go.
* After climbing the first ladder in the giant meatgrinder room, on the side with a box that is clearly not having a great time.
* After taking the elevator. On a corner of the roof. Facing tower in the middle it will be back right one.

## Secrets

* **Secret Stash:** Pass through the door and slide under the meatgrinder. Turn around and look under the little bridge.
* **Secret-ish Health:** After going through key door and sliding under a meat grinder you have a pit by your left with a drone floating in the middle. Don't kill it but use it as a platform to get mega health.
* **Teratek Key:** Above the blue key. Shotgun jump up there.
* **Secret Health:** At the point where game gives you a...ladders tutorial? jump down the yellow edge and do 180. Hole in the floor leads to the mega health you might've noticed earlier and to a potential instant death.

## Chronology

* **Previous level:** Dead Plaza
* **Next level:** Rooftops
Artifact-Zero

**Artifact-Zero** is the eighth and the final location in *Turbo Overkill* episode 1. It has 0 secrets.

## Chips

* In the first closed cart, behind blue container on the left.
* Under an open cart with rocket pickups. On the catwalks laid with armor pickups one of the containers shifted a bit, on the ledge behind that container.
* Under the second small train at the end. Hop on the train BEFORE going into the last cart and jump under it on the other side.

## Tapes

* Very beginning. Jump onto the second cart, do a U-turn around blue container.
* In the cart full of blue containers, on the first stack by the right side.
* After the "of course this happens" get around or climb on top of the train cart behind you and get inside.

## Trivia

* This is the only location in the game with no secrets.

## Chronology

* **Previous level:** Rooftops
* **Next level:** N/A
Plasma Rifle

The Plasma Rifle is a weapon from Episode 2 of Turbo Overkill This Weapon uses "Cells" to shoot, Similar Doom Eternal's Plasma Gun

## Mechanics

Regular firing mode shoots plasma projectiles, nothing special. Alternate fire, on the other hand has two of those.

Microwave mode, which is unlockable after you acquire it, will lock on multiple enemies and melt them gradually to shreds. You can lock on enemies and take cover, cooking them over the wall. A literal food softener, if you ask anyone on these parts.

Projectile mode, which is unlockable in E2M4: Outskirts allows you to catch enemy projectiles, supercharge them, and send it to wherever you want; whether giving them the taste of their own medicine, or outright telling them that their attacks are useless and throw them away from the void space. You can use it to catch your rockets and/or grenades and send a big explosive load onto them.
Tapes

This is a full list of where to find **tapes** in each location:

## Syn

* After sliding through the hole. Jump up the ledge and turn 180.
* In the same room. Jump up some containers and crates up to the beam.
* In the underground lab. After using jumppad jurn around and jump across the gap. Behind some boxes.

## Emergence

* Right after broken pier you'll have to pass through a gap too small to walk. So naturally you slide through. Doing that you'll probably miss the tape in the nook on the left of the ramp you just slid down.
* In the parking garage. At the bottom, in the pool of what looks like some dangerous acid but actually isn't. Dive in and swim under the ramp.
* In the area with the blue key. Behind the remains of a building containing the key.

## Battle Alley

* After jumping on the first pad look down the hole in the platform you landed on.
* On the metro rails. Wait for the train to pass and quickly run the way train comes from to get the tape.
* Another use case for the shotgun-jumping capability. Right before the door you have slide under. Use shotgun to jump to the area above that door.

## Open Season

* Through the first door. Deal with adversaries and jump onto the pile of boxes. Shotgun jump to the platform slightly above and away with a green ad on it.
* Follow the level until you get to the second floor of the pink alley. Instead of taking the jump pad go around it down a bit, take the left turn and follow the yellow lit tunnel to a ledge, right turn, jump, take the special wall and jump off of it to the alcove in the opposite wall.
* After going through the building you'll end up on the rooftop. Climb on the thing you entered through and use the thin strip of "wall-runnable" wall to reach the tape.

## Dead Plaza

* Right above the entrance into lobby/water area.
* After going through the aquarium door. Get to the bottom of the spiral ramp and jump into the water, under the pathway is first tape.
* Proceeding through the area made out of panels you'll get locked in a corridor that opens into a room (full of enemies) with a U turn into a downwards ramp. Break the panels at that U turn and check behind the container.

## Ascension

* Right after first door. Jump down, 180, button around corner, turns on jump pad. Up you go.
* After climbing the first ladder in the giant meatgrinder room, on the side with a box that is clearly not having a great time.
* After taking the elevator. On a corner of the roof. Facing tower in the middle it will be back right one.

## Rooftops

* During jump. You'll do a jump from a ladder into a wall-run into a jump pad which leads into a ladder around a left corner. Climb the ladder a bit higher and look back, jump onto the boomstick ad ledge.
* On top of the same tower, on the giant loop. (Fun fact - you can pick it up without leaving the car).
* On top of the highest tower, in the back.

## Artifact-Zero

* Very beginning. Jump onto the second cart, do a U-turn around blue container.
* In the cart full of blue containers, on the first stack by the right side.
* After the "of course this happens" get around or climb on top of the train cart behind you and get inside.
Ion Cannon

"My greatest super weapon is my brain, wouldn't you agree, General?"

The **Ion Cannon** is one of the ten weapons in *Turbo Overkill*. It is a superweapon capable of dealing significant damage to enemies by launching an ion beam from the sky, decimating whatever is in the way.

## Mechanics

Regular firing mode spends ion tickets; enabling you to shoot a giant beam from up in the sky to incinerate whatever is in the target area marked by your crosshairs. Alternate firing mode charges and launches a energy ion blast in an area, decimating whatever is in the kill zone - you included if you don't clear yourself from the area.

An upgrade of this can be found in E3M3: Infestation; regular firing mode rate will reduce its charge time and can instantly shoot giant beams and the alternate fire cooldown will reduce to one second, giving way to look like a cheese strategy more than a situational strategy.

This weapon is much more of a panic button more than a primary weapon for everybody to use, but if felt awesome, hit the hero-time and start drawing circles around your enemies.
Emergence

**Emergence** is the second location in *Turbo Overkill*. It has 2 secrets.

## Chips

* Right out of the first gate. On the right, in some dark alleyway.
* After dealing with the first batch of enemies you'll walk upon a broken pier. Follow it to a boat in front of it.
* In the next room after picking up smgs. Under the stairs.

## Tapes

* Right after broken pier you'll have to pass through a gap too small to walk. So naturally you slide through. Doing that you'll probably miss the tape in the nook on the left of the ramp you just slid down.
* In the parking garage. At the bottom, in the pool of what looks like some dangerous acid but actually isn't. Dive in and swim under the ramp.
* In the area with the blue key. Behind the remains of a building containing the key.

## Secrets

* **Secret Armor:** In the same first area. In the water right in front of the first gate.
* **Teratek Key:** Hard left right out of the door next to the teratek chest.

## Chronology

* **Previous level:** Syn
* **Next level:** Battle Alley
Rooftops

**Rooftops** is the seventh location in *Turbo Overkill*. It has 3 secrets.

## Chips

* One room later you'll be back in the previous room but in the small fenced corridor above. Do 180 on the jump pad and grab the chip above it.
* Waaaaaay later, after destroying scrambler in the "night-club/gallery" tower. Get outside to the jump pad, look up above - chip is on the platform on the right.
* Same tower, in a bottom corner of the "traffic" room. Purple force field kills.

## Tapes

* During jump. You'll do a jump from a ladder into a wall-run into a jump pad which leads into a ladder around a left corner. Climb the ladder a bit higher and look back, jump onto the boomstick ad ledge.
* On top of the same tower, on the giant loop. (Fun fact - you can pick it up without leaving the car).
* On top of the highest tower, in the back.

## Secrets

* **Secret-ish Health:** When get into the room that looks like some kind of storage. Exit to the second landing-pad-thing and turn right, it's in an alcove in the wall.
* **Teratek Key:** From the teratek box follow the intended path a little bit, down the ramp into the room with one electric monster, look down the edge with medkits. To get back up go around the corner.
* **Secret-ish Armor:** Mega armor behind some concrete stuff on a rooftop next to the next jump pad.

## Chronology

* **Previous level:** Ascension
* **Next level:** Artifact-Zero
Boomer

The **Boomer** is one of the ten weapons in *Turbo Overkill*. It is a shotgun that which can either be used in its regular firing mode, where it shoots two rounds every shot, or its alternative firing mode can be used, which is a grenade launcher.

## Mechanics

Regular firing mode shoots two shotgun rounds, can decimate low-tiered enemies; a monster in short to medium ranges. Its alternate firing mode is a grenade launcher, which basically launches stickybomb grenades that if successfully sticked to an enemy will deal damage greatly.

An upgrade of this is found on E3M3: Infestation; if shotgun bullets don't land to hits, will turn into mini timed explosions. This gives way more power to quick swap with other weapons effectively, even if you don't have good hits to deal.
Helper Helper

The helper helper is a helper that buffs other helpers.

The helper helper is a helper that buffs other helpers based on its level and upgrades. The helper helper must be equipped to gain its bonus multiplier to other helpers.

* Base Helper Multiplier:

0.01
⋅

1.05

L

{\displaystyle 0.01\cdot1.05^{L}}

	+ L = Helper Level
* Percent Helper Multiplier:

U
⋅
0.01

{\displaystyle U\cdot0.01}

	+ U = Multiplier Upgrade
* Total Helper Multiplier:

1

(

B
P

)

{\displaystyle 1+\left(B+P\right)}

	+ B = Base Helper Multiplier
	+ P = Percent Helper Multiplier

Base Helper Multiplier

As seen by the table above this helper scales incredibly slow making its upgrades more meaningful while its a lower level. Eventually it completely out scales the upgrade that can be purchased.

* Helper Level Up Time (Result is in seconds):

30
⋅

1.03

L

⋅

(

1
−
D

)

⋅

(

1
−
C

)

{\displaystyle 30\cdot1.03^{L}\cdot\left(1-D\right)\cdot\left(1-C\right)}

	+ L = Helper Level
	+ D = Starter pack bonus (0.1) otherwise 0.0
	+ C = Challenge bonus (0.001x), x is total Robot Challenges completed
* Formula for time between starting level and end level (Result is in seconds):

∫

s

g

30
⋅

1.03

x

⋅

(

1
−
D

)

⋅

(

1
−
C

)

d
x

{\displaystyle \int\_{s}^{g}30\cdot1.03^{x}\cdot\left(1-D\right)\cdot\left(1-C\right)dx}

	+ D = Starter pack bonus (0.1) otherwise 0.0
	+ C = Challenge bonus (0.001x), x is total Robot Challenges completed
	+ s = Starting level
	+ g = Ending level
* Tips
	+ This helper is completely useless without at least two helper equip slots.
	+ To pave a solid future one Just Kill challenge should be completed to unlock an additional upgrade slot.
		- Updating this helper with the Magician at the same time will help greatly for progression (Robot Challenge).
		- When the magician exceeds 50k base production it would be a good idea to begin the Robot Challenge. It will take roughly 11.1 hours to get the first clear, but then you will be able to use the helper helper to progress faster and further than ever before.
Locations

This is a list of locations in *Turbo Overkill*:

* E1M1: Syn
* E1M2: Emergence
* E1M3: Battle Alley
* E1M4: Open Season
* E1M5: Dead Plaza
* E1M6: Ascension
* E1M7: Rooftops
* E1M8: Artifact-Zero

* E2M1: Paradise Lost
* E2M2: Toxin Refinery
* E2M3: Teratek Factory
* E2M4: Outskirts
* E2M5: Exodus
* E2M6: The Wastes
* E2M7: Pressure Point
* E2M8: Napalm Blitz
Johnny Turbo

**Johnny Turbo** is the protagonist of *Turbo Overkill* that the player controls. He's a Streetcleaner, assigned by Teratek in Sector 4 to clean up virus known as Syn.

## Character Backstory

All according to the intro of the sixth location, Ascension, Johnny Turbo used to be a normal person (at least), or what others call it good guys. Until he was hunted, dead or alive, for fifty million Zhen (50,000,000). Reason is unknown, unless it is the forte of who hired the female bounty hunter named Ripper. Losing his arm in the process (now replaced with his cybernetic arm in the present day) and almost his life.

Theories tell that Johnny is revived by Sam (the car) or Teratek by turning him into a badass cybernetic murder machine and a bounty hunter as well.

But with Episode 2 released, it has been told in the cutscenes that he was given, what the game's cinematics call, a second chance. By making him a cybernetic hybrid of flesh and metal. The benefit of this is that it buys him time to make a new body for him to live. The consequence of this, on the other hand, is that it wasn't a new lease on life; it's rather a replacement artificially made to extend human life at death's door. If he fails to get surgery in 8 months, he'll be losing his self, thoughts, and knowledge. The reason why he joins Teratek, taking a job as a Streetcleaner... other than the fact that he wants to get revenge on Ripper while doing so in Episode 2.
Challenges/NMC Guide

No More Cubes is a tough challenge to complete, and as such you need to prepare for it. The following is what is recommended you have before jumping into a NMC run:

* Auto Attack and Auto Next (the latter coming from the Only White Cube Challenge)
* As many Color Cube Discount nodes selected in the Prestige Tree as possible. Preferably at least the ones in the first four trees, which would get you a 55% discount, but getting the one in Tier 5 to bump it up to 68% can help wonders.
* As many (Color) Cube nodes as possible
* The Power of Cube node
* The Buyer Helper, levelled up so that it provides the maximum 50% Base Buyer Discount
* As many Bonus Multiplier, Bonus Bonus Multiplier, Attack and Enemy HP nodes as possible
* Completions of the Titanium Cube and Broken Meter challenges will also help out for their Boss Defeat Multiplier, Zoom Multiplier, Enemy HP reduction and Blue Color Meter Unlock Cost discount.
* Finally, a bit of luck can go a long way

## Setup

When you start your first No More Cubes run, you'll start with exactly 10k Cubes in which you will need to spend carefully. But do NOT buy upgrades from the Tick Speed shop directly. Nor should you buy the Blue Cube just yet. Instead, equip your Buyer Helper, and let them buy up all the Tick Speeds for the White Cube Meter.

Then, and only then, should you buy the Blue Cube meter and let the Buyer Helper buy as many Tick Speed Upgrades as possible for it. You can, if you want, buy 1 or 2% of the White Cube Multiplier if you want to trade in a bit of Blue Cube Tick Speed for a boost to how much the White Cubes gives before unlocking the Blue Cube meter.

Once the Buyer Helper can buy no more, you can unequip it, as you won't need it any more. You can, if you want to, equip the Samurai, Ninja and/or Helper Helpers if you have them and the slots to use them to speed thing up somewhat.

Now, if it's not already, turn on the Auto Attack and Auto Next so that whenever the cubes fill up the Phase, they'd be used to attack, and when the Phase is cleared, you'd move to the next one automatically.

## Tips

* **Make good use of the Power of Cube!** Make sure to invest all your White Cubes into the meter, only using them to boost Progress Speed whenever you have over 100x the amount needed to level up stored. And if you're lucky to get enough Blue, Green, Orange, Red or Gold cubes to be able to afford the first tier of their upgrades, invest in them as well.
* **Choose your White Tick Speed wisely!** The higher it is, the more White Cubes you'd get in each Phase... But also the more chances you'll get a higher tier cube instead.
* **Don't give up!** It may take a long time for your first NMC run to complete, but this would benefit you in the long run, as a long run would boost the Prestige bonus you'll get when you finally complete it.
* **Get lucky!** Those (Color) Cube nodes will sometimes drop their cubes into the Phase instead of a white one, which could increase the damage you deal a lot, especially if you manage to get a Red, a Gold or, if you have the node unlocked, a Platinum cube, and *especially* during Phase 10, where every bit of extra damage counts.
Incrementalcubes Wiki

Welcome to the wiki for Incremental Cubes, an idle game created by a small dev called taira involving cubes and their incremental growth.

## Key Elements

Cube colors and the Power of CubePrestige and the Prestige TreeHelpersChallengesInventoryThe Shop and Daily Bonus

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Every single country Wiki

**Welcome to the Every single country Wiki!**
All of them.

We're a collaborative community website about Every single country that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Guide to Incremental Cubes

## Guide

Welcome! It looks like you are having trouble with the game. Don't worry, friend. Here is a guide for you to understand!

#### ***Start ----> Phase 5***

This is the start of the game to the Boss in Phase 5.

Firstly, you'll see the basic buttons of the game, such as : Collect, Attack, Cube tickers and more... This is gonna be what you want to do :

> - Complete the tutorial first.
>
>
> - Collect, attack, upgrade; that's the loop!
>
>
> - Try to upgrade your tick speed to the max, it makes your progress faster!
>
>
> - You can see a "Prestige" button with your skill point under it. You can have a look at the tree.
>
>
> - When you have more than 1 skill point, buy the first Skill Tree Upgrade (the tree in the Prestige menu).
>
>
> - Keep collecting, upgrading, attacking and then prestiging after a while. Remember to purchase your skill tree upgrade so you are faster every prestige.
>
>
> - You will get to the point to fight the boss is Phase 5. This will be the hardest, it requires a lot of patience and upgrades in skill tree.
>
>
>
> - If you have defeated the boss in Phase 5, congratsulation! You can move on to higher phase now!
>
>

Tip from Start to phase 5 : Buying Auto Collect and Auto Attack first so you don't have to click those buttons anymore!
Magnums

The **Magnums** is one of the ten weapons in *Turbo Overkill*. It is a dual-wield ranged weapons that can take out enemies, either by its regular firing mode or its alternate firing mode.

## Mechanics

Regular firing mode shoots bullets; nothing special, but it's a great starting weapon especially in long ranges. The alternate firing mode is a charged-up version of the weapon, with a lock-on technology capable of tagging 5 enemies at once, and costs 10 light bullets. The player needs to wait a couple of seconds to fully charge up one of the magnums in order to make a powerful shot. Mid-tier enemies will get staggered instead, and High-tier enemies will see it like a scratch in the body.

An upgrade of this can be found in E2M4: Outskirts; Shooting enemies consistently will build up an overcharge. Once charged, every shot will do 1000 damage to enemies for a brief period of time. Hit an enemy during the charge time can refresh the time. Miss and the charge will be depleted.
Open Season

**Open Season** is the fourth location in *Turbo Overkill*. It has 2 secrets.

## Chips

* In front of the cinema jump into the water on left side, find a yellow lit tunnel and follow it to a secret cache.
* Another chip is under the bridge between previous rooftop and the PD. Just hop of the bridge and try to land somewhere.
* Last chip is right in front of the PD, around leftmost giant pillar.

## Tapes

* Through the first door. Deal with adversaries and jump onto the pile of boxes. Shotgun jump to the platform slightly above and away with a green ad on it.
* Follow the level until you get to the second floor of the pink alley. Instead of taking the jump pad go around it down a bit, take the left turn and follow the yellow lit tunnel to a ledge, right turn, jump, take the special wall and jump off of it to the alcove in the opposite wall.
* After going through the building you'll end up on the rooftop. Climb on the thing you entered through and use the thin strip of "wall-runnable" wall to reach the tape.

## Secrets

* **Secret-ish Armor and Ammo:** After taking a jumppad by the bank, head up small stairs and instead of taking right into the building take left, up on the ramp and across to the stash.
* **Teratek Key:** Under the stairs right next to the crate.
* **Powerup:** Powerup up top in the bank can be reach from either side. Not sure which path is intended both are kinda clunky.

## Chronology

* **Previous level:** Battle Alley
* **Next level:** Dead Plaza
Battle Alley

**Battle Alley** is the third location in *Turbo Overkill*. It has 7 secrets.

## Chips

* After clearing first arena. Go up the ramp, take right up another ramp, look across the gap to find first chip.
* Higher up, next to a splice machine you can find a small window, jump through onto a platform across.
* In the last "parkour" part, after jumping on a pad and doing a wallrun you land in an area with some enemies. Turn around and you will see another "wallrun wall". Use it to get to the next platform where you find a button in an alcove. Press it and use both walls to get back to a bridge above the jumppad. There you'll find an open door.

## Tapes

* After jumping on the first pad look down the hole in the platform you landed on.
* On the metro rails. Wait for the train to pass and quickly run the way train comes from to get the tape.
* Another use case for the shotgun-jumping capability. Right before the door you have slide under. Use shotgun to jump to the area above that door.

## Secrets

* **Secret Armor:** Use shotgun alt fire to jump to the ledge above the first "room". Jumping doesn't require charging all 3 shots, 1 is plenty.
* **Secret Health:** In the water next to first arena, by the left wall.
* **Secret Weapon:** A bit later you'll pass by some enticingly green glowing grates. Down the grate you can find a minigun. Door is right next to it under the ramp. To open it look at a pillar on the opposite wall to the door.
* **Secret-ish Armor:** Behind a ship wreck in the middle of an area with jumppads.
* **Secret-ish Armor:** Hard to miss. In the narrow-corridor-ledge area you pass through behind a fence. Use jump pad to reach it.
* **Teratek Key:** After reaching the teratek crate go up the ramp and back the way you came but higher. Key is above the entrance to this wall-running tunnel.
* **Secret-ish Armor:** On some arches way down on the ground level. Can't be reached from the platform before 2 wall-running walls. Barely even worth the time it takes to climb back and seems to be more like a consolation prize for those who fell down.

## Chronology

* **Previous level:** Emergence
* **Next level:** Open Season
Operation Ape: Exclusive Access Pass NFT

The Operation Ape: Exclusive Access Pass NFT is a permit of sorts. Operation Ape: Exclusive Access Pass NFT passholders will be granted entry to special Operation Ape missions, which are Dustland side quests.

WHAT ARE THE UTILITIES OF THE PASS?

1. It grants exclusive entry to Operation Ape missions in Dustland Runner
2. It allows players to earn DOSE tokens through these Ape missions from a separate Dustland reward pool. In the future, players will be able to swap DOSE earned in-game into ApeCoin once LP is set up
3. Access to future Ape Mission unique rare crafting items

Visit https://ape.thedustland.com/ for more information. The NFT is available at https://opensea.io/collection/dustland-operation-ape.
Magie élémentaire

## Les éléments

Ils existent autant d'éléments que de combinaisons possibles entre les éléments primaires (Eau, Feu, Terre, Air) mais les mages se spécialisent généralement dans des combinaisons précises afin de simplifier la recherche, l'apprentissage et la pratique.

## Paliers élémentaires

Ils existent 4 paliers élémentaires qui vont de 0 à 3, plus le palier est élevé plus la magie est complexe.

### Palier 1:

-Aquamancie

-Pyromancie

-Géomancie

-Aeromancie

### Palier 2:

-Cryomancie

-Fulguromancie

-Vulcanomancie

-Argillomancie

### Palier 3:

-Explomancie

-Météomancie

-Ferromancie

-Crystallomancie
Pickle Lair Wiki

**Welcome to the Pickle Lair Wiki!**
m

We're a collaborative community website about Pickle Lair that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Buster

Ape. Operator for @the\_dustland

BAYC#8222 Buster enjoys naps and helping you out. Will provide missions in return for chat.

A boosted, cockney ape. He talks fast. He starts in the middle and runs to the ends and he is made entirely of enthusiasm. Buster is an extremely good boy and really needs your help. Vince noir on a sugar rush, basically. Will use declarative phrases to remind himself of what mood he’s in. ‘justice Buster!’ ‘thinky Buster!’ and so on.

Buster is gentle, funny, permanently confused and pleasantly surprised and has precisely no inner monologue.

Chief operator for the apes. Only operator for the apes. Able to hold 15 chips at once. Knows a lot about hats. Giving serious consideration to a poncho. Doesn’t really do focus. Does do talking about himself in the third person as a key in to his mood (‘clever Buster’, ‘justice Buster’)

Nephew of jenna oneone. Always happy. Completely without filter. The primate vince noir. Realizing he’s a bit cross about this whole ‘threaten his family’ thing.
Wiki

MeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeowMeow
Esprits

Les esprits sont les créatures peuplant l'Ether.

Ils sont entièrement constituées de mana, et leur organisme est un complexe système d'incantations autonome.

L'origine des esprits est inconnu, il est cependant probable qu'il soient le fruit de la sélection naturelle induite par l'environnement Etherien. En effet, à de rares occasions, une concentration anormale de mana peut mener à la l'incantation spontanées de sorts, il est donc possible que dans des temps reculés, un esprit capable de maintenir sa structure et de se reproduire est vu le jour donnant naissance à tout les autres.

## Caractéristiques

La consommation en mana d'un esprit est lié à sa complexité.

Ils sont insensible aux attaques physiques et ne sont pas détectable par les créatures non sensible au mana.

Les esprits les plus complexes peuvent développer une conscience et changer leur propre formule.
White Barrow Headset NFT

This item has not been released.

The White Barrow Headset is a Dustland utility NFT

Those who choose to stake $DOSE will be given a chance at receiving a limited White Barrow headset NFT! The headset is a key item in the Dustland game and the one that players will want and need for a variety of reasons, including:

* Technical upgrades it grants
* Its utility for modifying gameplay statistics as well as earning more DOSE from activity
* The value it holds for its epic rarity

This will become Dustland’s second NFT, following the Kettlemine Postcard.
Arcanomancie

L'arcanomancie est à la base de toutes les magies élémentaires, c'est elle qui permet aux mages de convertir le mana en éléments.

La plupart des mages se contentent de maîtriser la conversion du mana mais les arcanomanciens, eux, perçoivent un tout autre potentiel à sa manipulation.

## Disciplines liées

-Les magies élémentaires.

-La sémancie.

-L'invocation.
Lollipop

A Lollipop is a type of food that you place in your mouth and it flavors your saliva as you lick it. Its disgusting and i dont know why it even exists.

But, it is also a character in BFDI season 4. *hguidshgodfsjfs*

The character is a female despite having a male voice. She is a purple Lollipop with a white stick as a torso. She is very clever and also rude at the same time. Lollipop hates forks. imagine liking forks

Lollipop hates other companies that have similiar products like Yellowface's warehouse. more info here
Ochell Pareira

Ochell est un sémancien de renom, ses recherche lui ont permis de déchiffrer une grande partie des incantations.

Ses recherches le menèrent très vite à s'intéressé aux esprits, après un grand nombre d'années à les étudier il fonda la pratique de la création d'esprit et commença à l'enseigner.

Ainsi, il lui est possible d'inventer et de modifier certaines incantations dans le but d'en accroître l'efficacité.
Magie

La magie est un terme général désignant les phénomènes créés à partir de mana.

### L'enchantement

L'enchantement consiste à insuffler de la magie dans des objets vivant ou non, elle englobe les pratiques de bénédictions et de la malédictions.

### L'alchimie

La génération d'éléments étant un procédé très couteux en mana, l'alchimie permet de réduire drastiquement ce coût en transmutant des éléments déjà existants.

### L'invocation

Désigne la création et l'utilisation d'esprits.
Key Events

The BeginningThe Waifu WarsMonster HunterNeco TakeoverHelltaker WarsFighting Game ShiftGuilty Gear RenaissanceNOTE: I will probably turn each of the arcs into their own separate pages. It'll be easier to include images and more information for each that way.

## The Beginning

The Beginning arc is the longest arc in the server's history, ranging from the creation of the server to the member boom and subsequent Waifu Wars. Due to the arc's long range of time, it contains a large portion of the server's history.

## The Waifu Wars

The Waifu Wars are an ongoing arc that subside then pop back up every time server members argue about their 'waifus' (fictional characters they try and justify simping for).
Wiki themélia

**Bienvenue sur le Wiki Themélia !**
Bienvenue sur Themélia, un wiki dédié au worldbuilding collaboratif d'un monde de fantasy médiéval et magique.

Nous sommes un site Web communautaire et collaboratif à propos de Themélia que n'importe qui, vous y compris, peut modifier. Les wikis comme celui-ci dépendent de la participation des lecteurs et de l'ajout de contenu. Cliquez sur le bouton « Ajouter une page » ou « Modifier » en haut de n'importe quelle page pour commencer !

*Besoin d'aide pour construire cette communauté ?*

* Règles de ce wiki
* Commencer
* Comment contribuer
* Gérer votre nouvelle communauté
* Guides
* Toutes les pages d'aide
Eric

Lead Dustcap for New Alice Springs, Eric absolutely believes in the principles his city is built on. He’s fiercely loyal, to his team at least as much as his city and has a friendly antagonism with Sketchy. Eric is an idealist, Sketchy is not and as events unfold, it becomes clear Eric is choosing not to see certain things. A choice he may not be able to make much longer….
Gekko-Arc

> "WASH YOUR FUCKING RICE"
>
>

**Gekko Arc (gɛkoʊ ɑrk)** Is the main antagonist as well as a menace to society. He terrorised Canada, America and Mexico from 2001-2010. He is a self proclaimed rice master and possess the ability to say something to kill other people's braincells with his words. He has indirectly caused every conflict in the server including the waifu wars, Helltaker wars and the fighting game shift. He also started the guilty gear renaissance which was his single good act in the server. His worst crime was starting the Neco Arc takeover which saw the server overrun by Neco Arc for 2 months.

## Personality

He's honestly just an asshole sometimes but can also be genuinely nice however these moments are extremely rare. If he is challenged to do something stupid he will most probably do it showing off his urge to do things "For the funny."

## Abilities and powers

### IQ destruction

Gekko is extremely good at saying something so stupid you lose braincells

## History

### The Waifu Wars

Gekko participated in The Waifu Wars where he took the side of Kobayashi and proceeded to make fun of Aerith

### Neco Takeover

Gekko was the instigator to the Neco Arc takeover and allowed the server to be "Neco-fied" and even caused his name to change. He was permanently affected by the incident and to this day is sometimes urged to post Neco Arc.

## Trivia

* Gekko-Arc's name comes from the time he accidentally brought a lizard back to Germany during a trip to Indonesia
* Gekko-Arc is often mistaken as a Japanese despite being more Spanish than Japanese
* Gekko-Arc has stated multiple times that if Neco Arc got into melty blood type lumina he would publicly wear a suit on her release day. (He in fact did this)
Kettlemine Harbor Postcard

Dustland's first NFT Kettlemine is your key to start earning DOSE in Dustland's move-to-earn model. This NFT also allows you to take advantage of future in-game utilities. All NFTs will provide access to the Dustland world, collectables, and gameplay experiences for runners, riders and fitness enthusiasts of all types, ages and abilities.

You need at least 1 of these NFT's in your connected wallet in order to be able to have the chance to exchange completion tickets for DOSE. Details on how this will happen have not been announced.

This NFT is available at OpenSea

A message is written on the back...

> Dearest **I**ris
> **T**he **s**pecifics yo**u p**ursued **t**his m**o**rning are **y**et t**o u**nveil themselves. **G**o **e**ast **t**owards **t**he **O**bverse **ne**xt **w**est **a**t first **l**ight. **I**n **c**ase of **e**xtremi**s**, **p**resent you**r**self **in** shinin**g** **s**ilver. **S**ilver **h**as **e**xtraordinary **w**onders conta**i**ned within its apparent**l**y **l**esser self. **He**aling abi**l**ities are **p**recious and **y**et we are **o**blivious **un**less told.
>
>

Within the message is a secret message - Its up to you get to New Alice Springs she will help you N
Jade Meadows

Jade Meadows has been the adult in the room since she was 10 years old and she’s exhausted. The Mayor of Coyote Skull has had decades holding it together for others, and is almost unflappable as a result. But when the Dustcap comes to town, wearing her brother’s headset and carrying the most important cargo in the Dustlands, Jade finds herself tested like never before...
The lame cats village Wiki

**Welcome to the The lame cats village Wiki!**
Lore about a server full of degenerates

## Important articles

Important LocationsCharactersPlaceholderHoly RelicsKey Events

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Liquid Gold

*"That’s Liquid Gold, Fabulous, lavish and absolutely ruthless."* - Sketchy Galore

Liquid Gold is the proprietor of the Charmed Wheel in New Alice Springs and helps Dustcap escape the clutches of the pirate Actaeon.

An adventurer, a bar owner, a bon vivant, a legend, Liquid Gold is the beating fabulous heart of New Alice Springs. They’ve seen it all, more than once and the only thing keener than their dress sense is their sixth sense for danger. Especially when the Dustcap comes to town, pursued by Actaeon and their hounds.

## Personality

The Miss Fisher of the Dustlands, Jessica Fletcher with a bar and a good left hook.
Christmas Transmission: Flurry Ode

## Summary

Something amazing has appeared, connecting Dustcaps all across the Dustland! Also, Poetry Crimes!

This special mission ran during Christmas 2022 from December 19 through December 29.

## Cast

Sketchy Galore

Various Dustcaps

## Mission Requirements

Collect all of the required items to unlock this mission!

1. Completed Season 1, Mission 3
2. 10KM Distance Badge

## Rewards

### Potential Rewards

* Plastic Straws
* Rubber Fragments
* Floppy Disk NFT - 2x chance for Common, Uncommon or Rare

## Plot

Twas the Night

Christmas Greetings

Tis The Season
Distance Badge

Every mission will come with different distance requirements for players to achieve in order to earn a green tick on the distance badge. Regardless of energy, players who start a mission and turn on GPS will have their distance achieved recorded cumulatively. This also holds true when players pause and resume the mission.

Distance badges are total accumulated miles. The more you run, the more kilometers you have.
The Bards

Rockers, actors, fighters, acrobats, magicians and grifters. The Bardic convoys that cover the Dustlands always bring fun and trouble and usually take some with them when they go to. If the Dustcaps are the heart and Mr N’s people are the eyes of the Dustlands, the bards are the glittery eyeshadow distracting you from your pocket being picked – beautifully.
Completion Ticket

Small precise ticketstubs, each proof of your last run. Not so much your ticket to ride as your ticket to run more.

During the initial Alpha period of the game Completion Tickets were collected by finishing individual missions every 24 hours.

**NOTE**: Completion Tickets were removed from the game once the DOSE Reward system was implemented.