recursal/Fanatic-Fandom huggingface dataset:
Chemistry Kit

**Heal** | 30 (enemies)3 (crew)

The chemistry kit is an item that gives the user access to a variety of potions. When a potion is thrown, a new one takes its place. The color of the potion is selected randomly. Potions have an area of effect splash, and the effect lingers for a few seconds, each cloud can only apply its effect once to any entity that comes in contact with it.

## Effects

  Orange | Damages crewmates for -4 Player health and does 40 damage to enemies. (~6x wrench)

## The Trade-Off

In raw stats, the Chemistry Kit is the joint second strongest weapon (40 damage, same as a fully charged Tesla Gun, compared to 100 of Dynamite) and the best healing item (3 heal compared to 1 of the MedKit and Syringe).

However, you can't choose which potion will be next. Also you have to aim carefully because the potions affect enemies and crewmates alike.

## Ingame Descriptions

### Catalog

Create various scienctific concoctions of various levels of usefulness with this all-in-one chemistry set!

### Loadout Screen

Sample tissue from your enemies and create a variety of useful concoctions!

 Other
Attack drone

**Attack drone** is a Drone unit in *War Wind*.

## Background

Hear that sound that high wooshin' noise? Watch now, comin through that bank a clouds just over that hill. See it? That's one of ours. Aerial attack drones, they calls 'em. They's built to fly over great distances, to zero in on a designated target and explode without warning or invitation. I like ta call them Slammers, 'cause you'll know when one slams into ya. These weapons cause massive damage, though their area of effect is only about as big as they are. An added bonus is that the A-A-D's can't be targeted when they're streaking through the sky toward their target.
Crab

*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.*

"Crab" may refer to:

* Atlantic Crab, an enemy found in the Caves of the Atlantic Waters.

* Snow Crab, an enemy found in the Caves of the Frozen Waters.

* Skeleton Crab, an enemy found in the Caves of the Cursed Waters.

* Ghost Crab, a removed enemy that was found in the Caves of the Cursed Waters.

* Volcanic Crab, an enemy found in the Caves of the Volcanic Depths.

* Baby Crab, an enemy found in the Caves of most biomes.

* Hermit Crab, an enemy found in the caves of all biomes.

* Yeti Crab, a recruitable NPC found in the Odobenus Ice Cave of the Frozen Waters.

* Trash Crab, an NPC found in the Hermit Hovel, which can appear in all biomes.
A Frozen Breeze

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

"A Frozen Breeze" is one of the many bottle messages, found among various Relics in the Relic section.

## Contents

The cool breeze of fresh saltwater-infused oxygen blew out one of my vessel's ducts today right between my legs; gave me quite the startle! I was only hardened by the event however, and used the fear of god that was stricken in me to fend off my incoming attackers at a Viking's pace! Now the sweet smell of burnt Narwhal meat fills the air, and I have no intention of slowing down!

Sincerely,

Pheobus T. Ashesgrash
Beetle

**Biome** | ???

On April the 1st. 2017 there was an update called The Beetles Update. It's purpose was to add more Beetle refrences, so they added beetles to the game, based on a story of "Henry the Beetle". It turned out to be an april fools jokes later. There where no beetles and some people actually fell for it.

## Story

- The Beetles have arrived.

- Fixed a small bug where Beetles weren't showing up properly.

- Fixed a network error that kept Beetles away from clients. Beetles are now 50% more attracted to clients thanks to our new Client-Pheremone system.

- Fixed a bug causing the Water Pump to turn into a wrench upon dropping it. Also Beetles.

- More Beetles.

- Found a Beetle under my chair and named it Henry the Beetle.

- Bought Beetle life insurance.

- Held a funeral service for Henry after mistaking him for a jellybean.

- Reaped the benefits of Henry's Beetle Life Insurance.

- Bought a new car (A Blue Volkswagon Beetle) and named it Henry in memory of Henry the Beetle.

- Added yet more Beetles to the game.
Cheat code

A **cheat code** is a code input in the game using the Enter key. Hit Enter, type the code in, hit Enter again. Codes should work in both games.

## Codes

* `!Golden Boy`: +5000 RP (and +1000 Butanium in the sequel)
* `!Show Me The Way`: Displays map coordinates.
* `!Pump an Arhn`: Sets Prestige to maximum.
* `!Oh Come All Ye Faithful`: Sets recruitment speed to max.
* `!The Sun Also Rises`: Reveals the map and removes fog of war.
* `!On A Mission From Gawd`: Quick building.
* `!I Am The Bishop Of Battle`: Instantly wins the mission.
* `!The Great Pumpkin`: Instantly wins the whole campaign.
Catfish

The Catfish is an uncommon enemy found in the Cursed Waters.

## Description

The Catfish is a ray-finned fish characterized by their long barbels, which are very similar to cat whiskers. The species of catfish native to The Living Infinite are known for their gargantuan sizes, wide open mouths and rather short barbels oddly distributed near their flabby "chin". Even though their size inspires fear on many, they are completely harmless, and simply swim around the waters in search for food.

## Behavior

The Catfish is not aggressive in any way, and will often be found randomly swimming around the Cursed Waters. Unlike most other fleeing critters, the Catfish seems to ignore the Submarine, and will continue swimming around randomly once it detects the vessel, often getting in between the Turret and any enemies the gunner is attempting to shoot, soaking up bullets and accidentally protecting the other creature. This goes both ways, however, and the catfish will often block the path of other, more dangerous fish and helping the Submarine escape from tough situations.
Atlantic Waters

## Description

The Atlantic Waters is one of the shallow water biomes in We Need to Go Deeper. It features a lush, colorful palette of ocean blues and features a variety of colorful undersea plants and creatures. It's one of the most diverse regions in the game, home to many animals you expect to find in a coral reef, as well as mysterious creatures unique to The Living Infinite. The boss of the Atlantic Waters is The Quadken.

## Water

The water in the Atlantic Waters is chock full of various kinds of undersea plant-life and microscopic organisms that thrive in its warm climate. As a result, a few different things can occur when Atlantic Water floods into your ship:

**Algae** - When enough Atlantic water gets into your ship, you can expect to see piles of Algae start to appear on the floor. This algae is harmless, but it is rather sticky, and will slow players down as they pass through it.

**Sea Sickness** - If you happen to ingest any Atlantic water, you can expect there to be a chance of getting Sea Sickness.

## Boss

At the bottom of the Atlantic Waters lies the Quadken.

## Civilization

This biome's civilization is the Atlantean Ruins, a ruined city populated by the mysterious Atlanteans.

 Obstacles
Ephyra

*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.*

"Ephyra" may refer to:

* Micro Ephyra, an enemy found in the Aurelian Depths.

* The Ephyra, the boss of the Aurelian Depths.
Helmet Troubles

## Letter

So Wanda brought up a good point recently when she pointed out that we brought these Diving Helmets with us for the Expedition, but we only ever put them on when we venture outside, where we should be using them to protect ourselves from floods. Well Wanda, you've got blood on your hands now, because our engineer Gregory stuck his helmet on this afternoon as we were preparing for our descent, and the sheer weight of the thing crushed his supple little body from under him! Now he's Gregory the diving helmet flesh pile thanks to you, Wanda. Good going. Turns out these things were only built to be withstood when totally submerged. Go figure.

~ Carl Lawson
Brew Poison Potion

**Brew Poison Potion** is a spell in *War Wind II*.

## Description

When
this spell is activated, a poison potion appears in the caster's inventory. If the unit has the Bomb Planting skill, the potion may be thrown as far as the unit's range of attack. If the unit does not have Bomb Planting, the potion instantly explodes when used. Poison does 15-75 points of damage to the target square and half damage to surrounding squares. However, this potion affects organic units only.
Goblin Shark

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

The Goblin Shark is a common enemy found in the waters of the Dark Depths.

## Description

The Goblin Shark is an enemy with a very distinctive profile, having an elongated and flattened snout, pinkish-gray coloration, and highly protrusive jaws containing very prominent needle-like teeth. Its body is fairly slender and it has a soft, semi translucent skin covered in dermal denticles, small toothlike structures covering most sharks that assist in defense as well as swimming ability.

## Behavior

It remains mostly stationary until it spots the sub, at which point it will orientate itself and then charge at the submarine. If no shields are protecting the sub, or the shields are not charged enough, its hit will cause a guaranteed hull breach upon contact. The pointed rostrum (snout) of the Goblin Shark will penetrate the sub for a short duration, damaging any players caught in its attack for 4 health. In reality the rostrum of a goblin shark is too soft and sensitive to do any damage to a submarine. Thankfully, the Goblin Shark is rather easy to spot, as their eyes exhibit tapetum lucidum, a reflective film within the shark's eyes that reflect light to aid in vision.
Barnacle Shark

The Barnacle Shark is a removed enemy that used to be found in the Infected Depths. It was removed due to being a placeholder and was replaced by the Barnacle Biter.

## Description

The Barnacle Shark is a shark that has been completely inundated with barnacles. Though some marine animals do often possess barnacle on their skin in reality, only several shark species have been documented with barnacles on their skin, all of them being small, bioluminescent, squaloid sharks. The reason most other sharks are immune to barnacles is because of their skin. Sharks are covered in special toothlike structures that act as scales called "dermal denticles" literally translated as skin teeth. They allow the shark to slip through the water quickly and silently through the water, as well as giving the shark protection from most skin parasites and even against potential enemies.

## Behavior

The Barnacle Shark is believed to have acted similarly to the Shark or the Barnacle Biter.
Living Proof is Down There

## Letter

Dear Charlie,

As you were a great student and a great friend, my better sense tells me to be kind in my phrasing. But also know that I thought your work was a load of hooey! Okay, okay, I promised I'd be kind. Charlie, remember all the geological principles I taught you as a lad? How in the oldest sediments lay the oldest clues of our history? By George, I've found it, Charlie. Proof. Proof that you and your tree were all wrong. Don't take my word for it, Charlie. Find your way on an expedition to the Living Infinite. There you will find that living proof. I can't describe it any further than that, Charlie. That's for your own eyes.

I hope we meet again,

Sedgewick
How To Wiki

So you are interested in editing here? Have you really thought this through? Because it is extremely easy, costs about no time and is reeeaaally valuable for the entire We Need to go Deeper Community!

Still here? Perfect! Let's get started:

## How Do I Edit Articles?

Coincidentally, above each page you can find a small "Edit"-Button. Click it and you're in! Now you can easily write texts, put in pictures or tables. You don't even have to log in!

With the "Edit Source"-Button, you get in the raw MediaWiki-Code. Some people like it better this way.

When you are done editing, write a short summary about what you have done in the "Summary"-Field under the article, and don't forget to save your work!

## What Should I Edit?

In general: Everything that you think needs editing. If there is information missing or outdated, the article looks unstructured or there is a simple typo: Go ahead!
If you don't know where to start have a look at our Community portal.

## How Do I Create Articles?

Just type the name of the article you want to create in the search bar on the top right. You will see immediately if the article already exists and get a small red link to create it if does not.

## Additional Information

### Categories

To keep everything structured, the wiki is divided in categories which form a tree structure. You can place articles in categories with the "Category"-Tool in the visual editor or by writing [[Category:NameOfTheCategory]] anywhere in the article (preferably at the end, again for structure).

### Infoboxes

On the top roght of most pages, there is a small box containing the basic information of whatever the article in question describes. These infoboxes can be created super-simple via a template. There are Templates for each Category of Article (Enemies, Items, Submarines...) Just search for "Template:Infobox-Item" (or -Enemy or...) and copy the text there.

### Pictures

The upload link for pictures is on the left under "Tools - Upload file".

Please stick to our naming syntax: "SUITname.png" for attire that doesn't go on the head, "HATSname.png" for things that go on your head, ITEMname.png" for items. For everything else use names that clearly indicate what the image shows.
Frozen Waters

## Description

The Frozen Waters is one of the shallow ocean biomes, together with The Atlantic Waters and The Cursed Waters, the water is fresh and light of color, and features the extremely low temperatures that give the biome its name. Many different animals dwell in these waters, each of them featuring adaptations to survive the unforgiving environment, and their aggressiveness only matches the danger they pose. The boss of the Frozen Waters is The Pale Whale.

## Water

The water in the frozen waters is very cold, and it will cause the doors in the sub to freeze over, and lock down. In order to unlock these doors again, the players need to hit the ice until it breaks. The cold water can also cause Hypothermia.

## Civilization

This biome's civilization is the Odobenus Ice Cave, an ice cave populated by the developing Odobenians.

 Cave Enemies
 Boss
 **Civilization** | Hub
Mental Blast

**Mental Blast** is a Low Level of the Tha'Roon in *War Wind*.

## Description

A single enemy target within your sight shall feel a piercing bolt of pain within its mind. Ware ye, however, as this discipline only affects living entities. Armour of any type offers no protection. Continue to drive the spike of pain into the mind until the thing you are attacking falls dead at your feet. Relish in your conquest.
MAG47 Heavy MG

MAG47 Heavy MG
85 / 170
Auto
A heavy, slow-firing machinegun that hits hard and increases defense.

damage 1.3x
heat / cool 0.70x / 0.60x
firerate 222
deviation  10
recoil / ctrl 8 / 27
R/E time 3.00s / 0.60s
perks - Defender

- Overheat Overdrive

- Heavy Movement (hidden)

- Overheat Resistance (hidden)

The MAG47 Heavy MG is a strong, precise machinegun with a low rate of fire and a large magazine size. It fires faster as its heat rises, and grants a damage absorption buff on kills.

In Arena, it can be purchased for Heavy Gunner as a Series 5 weapon if the player has the Arena Premium Upgrade DLC.

The abbreviation for this weapon is 'MAG.'

## Characteristics

**Advantages:**

* High magazine capacity and slow, steady heat generation
* The default 8.8mm Kurz ammo pierces through multiple enemies and can ricochet
* Heat bonus
* Damage reduction

**Disadvantages:**

* Extremely low base fire rate
* Reduces movement speed whilst held
* Heat dissipates very slowly
* Performs poorly on the move
* High recoil

## Ammo

* Pickup: 85
* **Ballistic Armor-Piercing** Ammunition
	+ 8.8mm Kurz
* **Compatible Ammo**
	+ 8.8mm Acid
	+ 8.8mm Armor Piercing
	+ 8.8mm Cataclysmic (Hollow Point)

## Perks

* Defender
	+ Defender perk grants 15 Damage Absorb for 2.50s seconds on kills, stacks in duration. Each point of armor increases the duration of each stack by 0.02s
* Overheat Overdrive
	+ Heat increases fire rate (up to 60%), and overheating grants an 60% additional fire rate
* Heavy Movement (hidden)
	+ Movement speed is reduced by -50
* Overheat Resistance (hidden)
	+ Reduces self-damage from overheating by 33%

## Notes/Tips

* 100% increased drop chance for Heavy Gunner
* The MAG47 is best fired in relatively short bursts, as its recoil builds rapidly and recovers slowly
* Only 8.8mm Kurz and AP ammo can pierce enemies; other ammo types require installing the Hyper Accelerator attachment to gain piercing

## Trivia

* This weapon is based on the FN MAG
* The MAG47 originally had Steady Heat as one of its main perks prior to Update 19
* The weapon's model only has 10 visible bullets on the belt, despite the magazine size being 75 by default. In addition, the blue tips and grey casings imply that the bullets are Soft Point rounds, despite that ammotype being nonexistent on weapons chambered in 8.8mm Kurz.
'Raptor' Laser SG

'Raptor' Laser SG
7 / 36
Auto
A laser shotgun that is slow to warm up, but can carve through shields.

damage 1x
heat / cool 1.60x / 1.00x
firerate 116
deviation  32
recoil / ctrl 12 / 30
R/E time 1.50s / 1.20s
perks - 3-Stage Startup

- High Powered

- Heat Firerate & Recoil (hidden)

The 'Raptor' Laser SG is a high powered automatic laser shotgun. Starting with relatively mediocre stats, it "warms up" in 3 stages based on kills made with it, conferring permanent upgrades to the weapon at each stage. See notes for stage bonuses.

The abbreviation for this weapon is 'LSG.'

## Characteristics

**Advantages:**

* High projectile count
* Permanent weapon upgrades from kills
* Very effective against plating
* Massive damage potential
* Fire rate increases with heat

**Disadvantages:**

* Very low mag size and max ammo
* Low effective range, limited even more by high deviation
* Poor damage against armored enemies
* Very high heat generation, especially when fully charged

## Ammo

* Pickup: 14
* **LASER** Ammunition
	+ 'Sprayer' Lithium Cell
* **Compatible Ammo**
	+ Lithium Cell

## Perks

* 3-Stage Startup
	+ This perk grants the following:
		- **Stage 1** (15 Kills) + 5% Damage
		- **Stage 2** (30 Kills) + 5% Damage
		- **Stage 3** (45 Kills) + 65% Firerate, +30% Damage, +30% Heat
* High Powered
	+ Incredibly high damage but high heat as well
* Heat Firerate & Recoil (hidden)
	+ With higher heat the firerate increases and deviation is less affected

## Notes/Tips

* Does not gain enemy penetration from Breacher's level 15 class talent
* Does not gain increased fire rate and reduced heat generation from Engineer's level 5 class talent
* Works well with the Heavy Gunner's Ultrashot class talent, as each individual projectile has a chance to trigger the effect
* High projectile count complements Uranium 235 well, as each projectile applies permanent stacking damage over time
* Custom upgrade kit or any heat negating bonus (such as magsize increases) are very beneficial
* The Backup printer attachment helps immensely with managing ammo due to the high heat generation
* Has a curious synergy with Lithium Cell ammunition: using it *tremendously* increases the range of fired projectiles. When used with Sniper's targeting beam and increased range, the raptor can be used as a devastating long range weapon. Consider tokening the Eraser DMR as well if you have tokened the Raptor
Frobbit Egg

**Appearance** | Interior

**Frobbit Eggs** are breakables found in Caves during the Spring Event.

## Description

Frobbit Eggs are found scattered around Caves during the Spring Event. While the Event is active, they will spawn randomly throughout any and all Caves. They cannot be found in any other Expedition areas. Frobbit Eggs can be destroyed and will have a chance to drop either a regular Frobbit, a 10% chance to spawn their larger brethren the Behemoth Frobbit, or an Event Hat or Skin.

## Drops

The following is a list of all possible drops from Frobbit Eggs.
Ghast

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

The Ghast is an uncommon enemy found in The Meteor.

## Description

The Ghasts are wretched fiends with an undying taste for machinery. They are yellow-ish skeletal monsters, known for their unblinking, unfeeling green eyes and their blood-soaked grin. They enjoy sowing chaos and despair, using their twisted, malformed hands to sabotage cicuitry, hiding under an arcane veil of darkness to turn completely invisible to those that attempt to see it from a distance. When the power goes off or the consoles stop working, there is one thing you can be sure of: A Ghast lurks nearby, hiding in the shadows in a patient wait for your inevitable demise.

## Behavior

Should the Submarine ever make contact with an Interdimensional Tear created after the destruction of an Eldritch Pyramid, a Ghast may make its way inside. Once in the vessel, they will seek its machinery and sabotage it until they are interrupted, or will even pull down the Power Switch should they be able to reach it, instantly deactivating all power. What makes them so insidious, however, is their ability to turn invisible to anyone looking from far away. Their veil can, however, be broken by simply getting too close to it, and although they are sneaky and cunning, they are not defenseless either, and will attempt to tear apart anyone that approaches or attacks it, slashing upon their flesh using their sharp claws with ruthless abandon.

## Tactics

Although they are capable of sabotaging machinery and making them unusable until it is interrupted, the true danger of the Ghast is their ability to pull down the Power Switch if they are able to get to it. Because of that, it is extremely important that the assigned engineers keeps close watch to the Engine Room whenever the Submarine passes through an Interdimensional Tear, to prevent a Ghast from being able to deactivate all power in a fell swoop. Since the Ghast is not particularly strong, the engineers shouldn't have much of a problem fending it off, as long as they have an Item as strong or stronger than a Wrench.

 Obstacles
 **Locations** | Hub
Foul fess

* War Wind II

Foul fess

Faction
Yavaun

Type
Critter

Defensive

Hit points
120

Armor
0

Speed
8

Stealth
Normal

Sight
6

Offensive

Melee damage
5-18

Melee chance to hit
None

Ranged chance to hit
None

Rate of fire
Avg

Range
1

Magic points
0

Foul fess

Faction
Wildlife

Type
Animal wildlife

Defensive

Hit points
100

Armor
0

Speed
Normal, Medium/Slow

Sight
4

Offensive

Melee damage
5-25

Rate of fire
Medium average pause between shots

Range
1

**Foul fess** is a Yavaun Critter unit in *War Wind*.

## Background

The territorial abnormalities commonly called the Foul Fess are, as far as I can determine, a byproduct of the genetic waste generated by our bio-mechanic factories, slough on which Psionic and magical experimentation has given a weird semblance of life or purpose. Rising up from the deep water of the Swampy areas they normally inhabit, they surprise and attack any life form out of malice and jealousy, somehow recognising hemselves as "living"outside the normal cycle of life on Yavaun, Distinguished by their long, slender, misshapen forms covered in thick layers of muck and waste, they take their forms from varying tissue compositions, pulling themselves together from the cast-off materials and discarded from the factory pumps. The mindless aberrations take life from whatever creatures it is able to kill adding the life-force of its victim to itself.

For ages, Tha'Roon factories and laboratories have been pumping their bio-hazardous wastes into the swamps of Yavaun. The eventual result was the Foul Fess. An anomaly which has somehow acquired the status of a species, this is a strange semblance of a life form. Various chemical and magical byproducts in the waters of Yavaun have coalesced into a grotesque, malignant creature. The Foul Fess dwells underwater, and rises to the surface to investigate any disturbance, mindlessly lashing out at whatever its muddy tentacles can reach.
Damage

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

# Overview

Damage is a set of values that decide how much Health a game entity, such as an Enemy, Submarine or player character will lose.
In here, they will be divided in 3 categories and two subcategories:

## Enemy Damage

Enemy Damge is all damage that affect enemy health. There are two kinds of Enemy Damage.

### Exterior Damage

Exterior Damage is the damage you deal to Exterior Enemies. It features the second lowest damage and health values of any Damage category, with enemies usually only having 1 to 2 digits of health and Submarine Weapons dealing 1 to 2 digits of damage per hit, depending on their Upgrades.

### Interior Damage

Interior Damage is the damage you deal to Interior Enemies. It features the highest damage and health values of any damage category, with enemies having from 1 to 4 digits of health and Players being able to deal from 1 to 3 digits of damage per hit, depending on their Items and Stats.

## Submarine Damage

Submarine Damage is the damage Enemies, Obstacles and other damage sources can deal to the Submarine. It features the second highest damage and health values of any damage category, with Submarines having from 2 to 3 digits of health and damage sources being able to deal from 1 to 2 digits of damage per hit before going through the Time Portal, and possibly much more afterwards.

For reference, medium holes are created when 60 damage is dealt to the Submarine and not absorbed by Shields.

## Player Damage

Player Damage is the damage enemies, obstacles and other damage sources can deal to the player characters. It features the lowest damage and health values of any damage category, with player characters having from 1 to 2 digits of health (depending on how many times they died and how many Health Potions they acquired), and damage sources generally dealing only 1 digit of damage per hit, although that can increase after going through the Time Portal multiple times.

(Theoretically, it would be possible to exceed two digits of player health legitimately, but that would require a ridiculously long run that would be practically impossible to achieve)
Example Item Page

**Heal** | 3

Here is a general description of the item, where you describe it and compare it to other items.

## Ingame Description

This is the text shown in the catalog and on the item selection screen.

## Other stuff

Feel free to add further information, for example fun facts, lore information and so on.

## ACTUAL SOURCE TEXT OF THE ABOVE

{{Infobox-Item

}}Here is a general description of the item, where you describe it and compare it to other items.

== Ingame Description ==

This is the text shown in the catalog and on the item selection screen.

== Other stuff ==

Feel free to add further information, for example fun facts, lore information and so on.
Atom Ray

## General Description

The Atom Ray is a unique Item that allows its wielder to shrink or enlarge not only themselves but other players and Enemies. Tapping the trigger will fire a shrinking projectile, causing the entity it hits to shrink down to about one-third of their original size. The reverse is true with holding down the trigger and then firing; the Atom Ray will fire a enlarging projectile, and will cause the entity it hits to enlarge to about twice their original size. Note that The Lair Guardian, Crew Bots, and Crew NPCs cannot be shrunk or enlarged with the Atom Ray.

## Comparison

Due to its inability to deal any damage, the Atom Ray should not be used as the main method of attacking. However, enlarging an Enemy increases its hitbox, allowing other players to attack them easier. In addition, shrinking an entity will decrease its hitbox size. This can be applied on players to limit their odds of being hit by Enemies.

## Gallery

* Three various sizes of players done by the means of the Atom Ray. The left features an enlarged player, while the middle has a shrunk one.

 Other
Cursed Clam

* Ghost

The Cursed Clam is an enemy found in the caves of the Cursed Waters.

## Description

The Cursed Clams are undead, rotting clams that have been resurrected, possibly due to the cursing effect of the biome's water. Moss can be seen covering most of it and parts of it's shell are noticeably falling apart, as well as being much paler than normal clams. After being "killed", its soul will exit its body and attempt to avenge itself by chasing the players and exploding on contact.

## Behavior

These undead clams have half the health of normal clams and become vengeful Ghost Clams upon death, making them highly dangerous if killed. It may be best to avoid fighting them, although that will severely reduce the gold you can plunder from the caves. After being defeated, its ghost will appear and try to avenge itself by chasing the players and disappearing in a suicidal ectoplasm explosion on contact!

## Tactics

If possible, it may be wise to leave these clams undisturbed until the cave is fully explored. The crew can then kill the clams, remove their ghosts and collect their pearls with diminished risk. If you do decide to kill them, however, the only way to avoid taking damage from the ghost is dodge rolling at the exact time it explodes, which requires some training. Of course, the ghost may simply be avoided, but it will continuously appear in the next caves, seeking revenge. The best weapon for dealing with the ghosts is the Rose, as it will allow the player holding it to take 3 ghost explosions, die, and be revived with no penalty at all.
A Taxon of Rigid Nosed Sea Creatures

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

"A Taxon of Rigid Nosed Sea Creatures" is one of the many bottle messages, found among various Relics in the Relic section.

## Contents

May 4th

The stronger-armed of the crew managed to gather another specimen today. I don't even know how they could have seen through that great dark enough to find the thing. A Sea Goblin, they called the beast. That great long cartilaginous nose!

What I had believed to be a unique autapomorphic character of the swordfish now appears to be synapomorphic. But then what of the narwhals? The only shared trait is that devastating facial protrusion. The cladists would call it polyphyletic. I'd much sooner call it convergent.

-C. Erasmus Dourwind
Hammer Dead Shark

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

* Ghost

The Hammer Dead Shark is an uncommon enemy found in the Cursed Waters.

## Description

The Hammer Dead Shark is an undead variant of the Hammerhead Shark, and has a noticeably rotten, decomposing body, showing many areas of its skeleton, particularly its abnormally thick cartilaginous skull. Its fins are better preserved, but are still noticeably decayed. After being killed, the shark's ghost exits its body, leaving the rotting corpse behind in order to avenge itself by ramming into and destroying submarines. In reality shark skeletons are completely composed of cartilage, which means that instead of fossilizing the skeleton of a shark completely rots away, leaving only teeth and vertebrae fragments during fossilization.

## Behavior

The Hammer Dead Shark behaves similarly to its living counterpart, charging at the submarine and bouncing it around. However, it only has 8 health, and upon death, it will transform into a Hammerhead Ghost, which will chase the submarine, attempting to avenge itself with a suicidal ectoplasmic explosion!
Doctor Moreau

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**Doctor Moreau** or Dr. Moreau is a mad scientist and physiologist that is part of the Lore of We Need to go Deeper. He is referenced in several letters concerning his experiments on certain creatures. One of his creations, the Frobbit, is found during the Spring Event. Dr. Moreau also appears in a Voyager's Gazette article titled: Doctor Moreau is at it again with new horse-crab hybrid. The article details the creation of Doctor Moreau, the Horse-Crab a Frankenstein mix of a horse and a crab as the name implies.

## Letters

* Cease Your Ungodly Experiments
* NonNegotiable Bill of Negligence
* This Must Stop
* Enough is Enough
* Please Stop Sending Pigeon Goats

## Trivia

* Doctor Moreau is based on the character of the same name, from the book The Island of Doctor Moreau, written by H.G. Wells.
Dimensional Projection

* Interdimensional Tear

The Dimensional Projections are common Obstacles found in the The Meteor.

## Description

The Dimensional Projections are concentrated borders between dimensions, where sections of different realities pierce through our own. They have the form of extra-dimensional geometry, pyramidal structures made out of alien material in a constant spinning motion, weaving the fabric of other realities into our own. Should they ever be destroyed, they will tear through our dimension, allowing otherworldly creatures to make their way to our universe, as long as there is an empty vessel for them to use to breach into our world.

## Behavior

Eldritch Pyramids are incomprehensible Obstacles found in The Meteor. Should they be touched or shot at, they will create a large explosion, blemishing the very fabric of reality, and creating Interdimensional Tears between our own and many others. Such anomalies can be the doorway for unspeakable creatures to enter the Submarine, should the vessel ever make contact with these breaches between dimensions.
The Interdimensional Tears are capable of spawning:

* Dunwich Horror
* Ghast
* Shoggoth

 Obstacles
 **Locations** | Hub
Ranger

**Ranger** is a Eaggra Advanced scout unit in *War Wind*.

## Background

The way of a Ranger can not be found without a total of four Scouts, one of which must be Trained a Garrison. The profession of scouting comes naturally to the Eaggra, and the Rangers are rumoured to be the most deadly marksmen on Yavaun. In fact most Eaggra clans rely more on their Rangers to protect them than their Knights. Rangers are advanced Scouts, and have the Stealth ability level "Invisible."
Engine Console

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## Description

The Engine Console is one of the consoles, and is available in all submarines. When powered, the submarine will begin to move towards the direction it's pointed to, and can be maneuvered using the Navigation Console.
Additional points of energy will increase the submarine's speed.

## Controls

* E - Occupies and exits the console. When using the console, the player is able to assign and remove power from the system.

* W, S - Adds or remove power to the occupied console.
Amoeba

The **Amoeba** is a common Enemy found in the Micro Depths.

## Description

The Amoeba is a cell Enemy that inhabits the Micro Depths. It originally has a blue-grey color, however the biome's blue tint shades it into more of a blue color. They have no limbs or any other extra extremities attached to themselves, being just an entity with single body and nothing more. The shape of Amoeba is constantly changing from one splatter-form to another. They are also composed of several organelles, all of which are openly visible.

## Behavior

The Amoeba will simply be floating about the biome, rarely ever moving at all. They float around, creating a distinct stirring noise when the Submarine gets close to it. While the Submarine is in contact with one of these creatures the Shields will be disabled, similar to Sea Anemones This effect does nothing while the Shields are disable or playing in Submarines that lack Shields entirely, such as The Espadon. Upon being destroyed the Amoeba will explode, causing damage and propelling the Submarine with immense force. This can potentially send the Submarine flying across the biome or into nearby walls, causing further inconveniences. Furthermore, like many forms of cells in real life, the Amoeba is capable of self-replication through mitosis. Sometimes, a Amoeba will split into two smaller versions of itself. These two smaller versions can each then regrow and split again, causing exponential growth. This means that one lone Amoeba can create multiple clones of itself overtime, potentially making for a major threat to the Submarine.

## Achievements

* Killing a Amoeba before it is able to self replicate counts towards the "Mi-Nope-Sis" Achievement.
Barrel

**Barrels** are containers found in Caves.

## Description

Barrels are storage devices located primarily in Caves. Barrels can be destroyed in one hit and will drop one of a variety of pickups. Rarely, a Hermit Crab will be hiding inside it and will attack the players once disturbed. Two Barrels can also be found on the bottom floor of the Shipwreck in the Cursed Waters and throughout The Nautilus in the final biome. However, ones from the former only drop Torpedoes while ones from the latter drop both Torpedoes and Fuel.

## Possible Drops

Barrels have a few possible drops upon being broken open.

## Trivia

* The emblem on the Barrel reads, "Mobilis In Mobili," followed by an "N". This is a reference to Captain Nemo's brand from Jules Verne's *Twenty Thousand Leagues Under the Sea*.
Futurebot

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 **Appearance** | Interior

The Futurebot is a rare enemy brought by the Time Traveller into the submarine.

## Description

The Futurebot is a brain encased in a robotic head. The robotic head has a single eye, two antennae and a sound module. The head is attached to a man's body, that is only wearing its underwear. The Futurebot holds a syringe filled with a green liquid, presumably poison. Additionally, according to the Time Traveller, it is defective, although it is unknown how that came to be.

## Behavior

The Futurebot will attack anyone that approaches it with its poisonous syringe, possibly infecting them with Blood Sickness due to the poison being injected into its victims. It is possible that it is actually trying to help, mistakenly believing that it is holding a normal syringe due to being defective, but as its syringe is filled with poison, it ends up doing more harm than good.
Outpost

**Outpost** is a Shama'Li building in *War Wind*.

## Background

War Colleges are necessary to Train your Workers into Warriors. With Research and Training, your Warriors will become formidable tools. A War College should be built quickly, So that your clan's knowledge of military science can be advanced, and stronger military units created.

## Gameplay

* A Shama'Li Disciple can Research a Grand Master in an **Outpost**. A Shama'LiDefender can Research a Templar in an Outpost. A Shama'Li Designer can Research Land Mines in an Outpost.
Attire

Fanciful clothing, hairstyles, hats, etc. that can be purchased in The Catalog once unlocked through ranking up.

## List of Customization Options

You can change the following parts of your visual self:

* Hat
* Hair
* Nose
* Facial Hair (regardless of gender!)
* Suit
* Gender
* Skins
* Pets

You can also mix hats and Attire for specific Attire Sets.
Boogey Man

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 **Appearance** | Interior

The Boogey Man is a rare enemy brought by the Time Traveller into the submarine.

## Description

The Boogey Man is an ungodly humanoid creature with a disfigured, blue-ish face and body, as well as multiple misplaced or unnatural body parts, such as mouthes instead of hands, an eye instead around its right breast and twisted legs with deformed, bird-like feet.

## Behavior

The Boogey Man will follow and attack anyone that approaches him by biting them with the mouths in its hands. It isn't very fast, possibly a result of its distorted legs, but this horrifying creature packs quite a punch... Or, perhaps more accurately, quite a bite.

## Trivia

* The Boogey Man is based on a mythical creature found in many cultures that was used by adults to frighten children into good behavior.
Baby Lamprey

Baby Lampreys are uncommon enemies found in the waters of the Dark Depths.

## Description

Baby Lampreys are jawless, parasitic fish of the order Petromyzontiformes. They are the babies of the Sentient Lampreys and have not yet achieved a high level of intelligence due to their young age. Additionally, they do not have the extra limbs the adults of their species have, suggesting they may undergo some form of metamorphosis at some point in their life cycles.

## Behavior

They will only spawn if you kill a Sick Angler Fish, the bodies of which they were parasitizing. Hungry and searching for a new host, they will promptly attack the Submarine, latching onto it and poking their mouths inside the vessel, wherein they will flail around and bite anything that comes nearby.
They can be very dangerous, as five of them will be released from their dead host, and they are capable of bringing the ship down by 5 hull points each, up to a total of 25 from a single sick angler fish. Additionally, they will damage any crewmember that gets close to them, possibly inflicting Blood Sickness, and need to be killed before one can repair the breaches they create.
Arctic Squid

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The Arctic Squid is an uncommon enemy found in the Frozen Waters.

## Description

Arctic Squids are cephalopods that only possess 2 tentacles, which the creature uses as means of defense and locomotion. It is protected by its thick, pale pink skin and a single large, red eye can be seen on either side, granting it the perception it uses to locate its prey in the cold, dangerous environment it dwells in.

## Behavior

When a Arctic Squid spots the submarine, it will make a straight line for it. Once it is very close, it will latch onto the sub, and disable the shields for as long as the squid is holding onto the submarine. Two tentacles will appear inside, and cause a hull breach each. The squid will not release the submarine until all tentacles are severed in the interior. It will then float off, now harmless, but can still be destroyed.

 Cave Enemies
 Boss
 **Civilization** | Hub
Jellyfritz

The Jellyfritz is an uncommon enemy found in the Aurelian Depths.

## Description

The Jellyfritz is a blue jellyfish capable of producing Eletromagnetic Pulses (EMPs). It has an spiral filament inside it, similar to that of some light bulbs, as well as 4 stubby tentacles. Additionally, its entire body emits visible electrical currents, which serve as a visual warning about this creature's distinctive abilities.

## Behavior

This creature does not pose any direct threat to your submarine, however it has an EMP at its disposal, which it will create should it die or make contact with the Submarine
This EMP does a small amount of damage and has a medium sized radius. When used the Jellyfritz faints, and if your submarine enters the EMP's radius it will be temporarily deactivate all power and prevent any power consoles of being used, similarly as to when you utilise your own EMP. Although the effect lasts for a shorter duration than when using the submarine's EMP, it is still enough for other creatures to deal considerable damage to the vessel.

## Tactics

Due to the low radius and possibility of activation from quite some distance, it is not too difficult to prevent being hit by the pulse if you are careful. The Jellyfritz will commonly activate its EMP before you can kill it using guns, but will notably die after use. It is worth noting an interesting feature about this creature, and that is the fact that its EMP does damage to enemies around it, which may be used to your advantage.

 Boss
Egg

*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.*

"Egg" may refer to:

* Egg Pile, an enemy found in the caves of the Atlantic Waters.

* Frobbit Egg, an event "enemy" found in all caves during the Spring Event.
Jetpack

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 **Repair** | N/A

## General Description

The Jetpack is a Player Upgrade that once picked up, will add a jetpack to the player character's back and will allow them to fly when pressing the jump key. The Jetpack features a slow, but gradual ascent upwards. The speed of the Jetpack increases as the player continues to go higher. This allows players to navigate normally tough to reach areas, such as parts of Caves or Undersea Lairs much easier. In addition, combined with a ranged weapon combat becomes significantly easier, as players will be able to avoid taking Damage while still being able to dish it out themselves. It can also make navigating around the Submarine much easier, especially for repairmen. Players are able to have both a Jetpack and a Backpack equipped at the same time, cutting out the need to choose between the two.
Giant Fly

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 **Appearance** | Interior

The Giant Fly is a rare enemy brought by the Time Traveller into the submarine.

## Description

The Giant Fly, as its name suggests, is an insect of the order Diptera - more specifically a housefly, or *Musca domestica*, the most common fly species often found in houses. Being brought by the Time Traveller from another timeline, these insects are notable for having grown to immense sizes, and were likely taken from the same place as the Giant Bees. It is unknown what has caused them to grow so much larger, but it is likely that they were simply taken from a timeline with much higher concentrations of oxygen in the atmosphere, allowing arthropods to survive even with greater body sizes.

## Behavior

The Giant Fly will always appear as swarms and, similarly to Bessie, are unique among the Time Travelling enemies due to not being immediately aggressive, as they will only attack if they are attacked first. They have very low health, but due to always appearing in large groups, they can be very dangerous to unprepared crews, particularly ones that do not have Items that can damage multiple enemies at once.

## Tactics

Due to their low individual health and their tendency to stay very close to each other, melee weapons such as the Sword can quickly dispatch the entire swarm due to being able to hit multiple enemies at once. Although they are more resiliant than the Giant Bees, the fact that the crew will always be the first one to attack (due to them not being immediately aggressive) compensates for it.
Eurypterid

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The Eurypterid is a rare enemy found in the Ancient Abyss

## Description

Eurypterids are a supposedly extinct group of arthropods related to arachnids that include the largest known arthropods to have ever lived. They have, however, survived in The Living Infinite and will use their large claws to terrorize anyone that enters its territory.

## Behavior

The eurypterid will chase the submarine and attempt to latch onto it. When it latches on to the ship it disables the shield like all grabber-type enemies, and it spawns 4 claws inside the ship. These claws will swing at nearby players to damage them, dealing 2 points of damage if they hit. Due to the resilience of their claws and their uncommon ability to deal 2 points of damage per hit, they are extremely hard to remove from the ship if the crew doesn't have advanced weapons.

 Cave Enemies
 Obstacles