recursal/Fanatic-Fandom huggingface dataset:
Pistols

Round capacity | 300

## Description

The Pistols are the first weapons the player is likely to find (aside from the Sickles). On its own, one pistol is a pretty weak weapon, but it can be dual-wielded after picking up a second one for a faster fire rate and therefore damage output.

Pistol ammo is plentiful, having a maximum capacity of 300 bullets. This will allow you to save more important ammo while using the Pistols to take out weak foes.

Each shot deals 25 damage.

## **Trivia**

* In an early build of *Dusk*, they used a different model and were called "Makarovs" or "Gun Katas", in homage to the film *Equilibrium* (2002).
* The computer screens that display a screenshot of DUSK feature dual Pistols.
* An early version of Dusk's HD remaster modeled the pistols after the Colt M1911, though the release version instead models them after an unspecified Hi-Point pistol, which resembles the original model more closely.
* It would take 80 seconds of non-stop firing to expend all ammunition with a single Pistol and roughly 54 seconds when dual wielded.

1. ↑ https://youtu.be/8X2sPPEKbqs
Sickles

## Description

The basic melee weapon. There are many aspects of this dual-handed weapon:

* The Sickles are melee weapons the player starts with in *Dusk*. When playing in the Intruder Mode, these are the only weapon with which the player starts any given level.
* They are a pair of rusted tools the Duskdude presumably picked up while in the basement of E1M1.
* The Sickles have a quick swing speed, which makes up for their low damage.
* The Sickles allow for unlimited use and are typically used to preserve ammo.

* The Sickles can also be used to deflect projectiles back at enemies with a well-timed swing.
* The easiest way to activate the Sickles is by clicking the middle mouse button. This activates a message saying "Mighty Sickles Activated".
* The Sickles are the iconic weapon of *Dusk*, appearing in the main title screen.

## **Trivia**

* Dave Oshry proposed the weapon idea.
* Before the idea of Sickles, a hammer was the original melee weapon

1. ↑ https://twitter.com/DUSKdev/status/746089655175622656
Possessed Scarecrow

First appearance | E1M2

The **Possessed Scarecrows** are enemies encountered in The Foothills. They make their first appearance in E1M2: Down On the Farm and makes an appearance in several levels throughout the game.

## Appearance

Possessed Scarecrows appear as tall, bloodied scarecrows that were made with a burlap sack, dark grey jacket, and blue jeans. Straw can be seen sticking out of their clothing and holes have been cut for the eyes and mouth. Their eyes glow red, suggesting they are possessed by Cult influences. Each Scarecrow brandishes a Super Shotgun.

## Tactical Analysis

Possessed Scarecrows can appear in the levels as either static map props or regular enemies. If they are a map prop, they will jump down from their post and become a regular enemy once a player gets too close to them. Regardless, Possessed Scarecrows will screech at the player when they spot them, signaling that they are actively hunting them. When in attacking range, Possessed Scarecrows will raise their weapons and fire a single blast of four pellets in a spread. These are easily dodged at long range, but can be dangerous up close. Possessed Scarecrows have 700hp (Superhuman/Beyond-Enhanced Durability) and move at a considerable speed, making them dangerous to go up against in early levels.

Like most of the beefier enemies in the game, Possessed Scarecrows are easily dispatched by strong weapons like the Super Shotgun, Riveter, and Hunting Rifle. Most of these weapons will usually kill them in two shots, while other weapons like the Crossbow or regular Shotguns will take four or five. The Sword is generally the most effective weapon if you're skilled at dodging the Possessed Scarecrow's shotgun blasts. As you can swiftly close the distance by bunny-hopping, kill them instantly with a stab attack and save ammo in the process.
Pit

### Origins

Pit was made by David Szymanski (the creator of Dusk) when he was 14 years old in 2011 inspired by:

* Duke Nukem 3d
* Wolfenstein 3d
* Cooridor 7
* Rise of the Triad
* Quake
* Chasm: The Rift

### Weapons

Pit's armory has 4 weapons:

* A Knife (melee)
* A pistol (secondary)
* A shotgun (primary)
* A sub-machine (primary)

### Where Pit can be found

Pit is inside Dusk's folders in:
Program Files (x86)/Steam/steamapps/common/Dusk/goodies/Pit
Dusk (Town)

This Page is about the town of Dusk itself. For the Article about the game itself, see *Dusk (Video Game)*

**Dusk** is a town located somewhere in Pennsylvania, and is the main setting of the first two episodes of Dusk

## Appearance

The town of Dusk is mentioned indirectly throughout the game, and the player goes through the foothills surrounding the town throughout the episode, it however does not physically appear until E1M8: Through the Gate and E1M9: Ghost Town, and finally E2M6: Erebus Reactor.

## Gallery

* The Entry (or one of the entries) of the Town of Dusk as it appears in E1M8.

## Trivia

* Although canonically Dusk is regarded as a town, it's in-game depiction is more akin to a city, due to the presence of Skyscrapers in E2M6: Erebus Reactor.
Rangs

## Présentation générale

Tous les joueurs débutent la partie au rang d'Idiot du village. Il y a en tout 23 rangs différents, chacun comprenant un certain nombre de niveaux intermédiaires. La quantité d'Honneur nécessaire pour être promu au rang supérieur augmente à chaque nouveau rang. Une promotion augmente le nombre de Vassaux que peut avoir leSuzerains, et lui donne accès à des Recherches qui lui permettront de posséder plus de VillagesDe plus, le joueur reçoit à chaque promotion trois (3) Points de recherche qui lui servent à développer de nouvelles technologies et compétences, et lui ouvrent la porte vers de nouvelles branches de Recherche qui lui étaient jusque-là fermées. Augmenter de rang débloque également de nouveaux emblèmes pour l'utilisation du Concepteur d'Armoiries.

**ASTUCE:** Si un rang comporte plusieurs Niveaux Intermédiaires, vous devez tous les franchir pour accéder au rang supérieur. Exemple : Homme libre comporte deux (2) niveaux.

**ASTUCE:** Vous gagnez des points de recherche à chaque changement de rang ou de niveau intermédiaire.

**ASTUCE:**Pour posséder plus de villages, vous devez préalablement rechercher Autorité (un niveau de recherche par village) et Capitaines.

## Gagner de l'honneur

Pour changer de rang, il vous faut de l'Honneur, que vous pouvez gagner de différentes manières :

* Construire des ateliers de Banquet , comme la Menuiserie , et organiser des banquets
* Construire des Embellissements qui rapportent quotidiennement de l'honneur passif
* Détruire et/ou attaquer des Ennemi géré par l'IA.

*Pour plus d'informations sur ce qui précède et les différentes manières de gagner de l'honneur, consultez la page Honneur*

## Accéder à l'écran des Rangs

Pour accéder à l'écran des rangs, cliquez sur l'icône du bouclier rouge, au centre de la barre d'outil située en haut à droite. Depuis cet écran, vous pouvez voir votre progression dans la hiérarchie, ainsi que le nombre de points d'Honneur qu'il vous manque pour accéder au rang supérieur et enfin pour voir tous les Achèvements obtenus. Pour être promu, ouvrez l'écran des rangs et cliquez sur le bouton en haut à droite (composé d'une couronne et d'un nombre).
Sword

## Description

The Sword is an advanced melee weapon that is found through secrets in Episode 1 The Foothills and Episode 2 The Facilities, and commonly found in Episode 3 The Nameless City.

The Sword has a slower swing speed than the Sickles, but more than makes up for it in damage, being ostensibly a magical weapon. The Sword deals 300 damage in a single swing. In addition, the Sword has two extra abilities that require certain player stats to be high enough in order to function.

The first ability activates if the player has at least 100 Health: the player can hold the attack button to charge up a magical stab, dealing 900 damage. This is the single strongest attack in the game (nearly twice as damaging as two direct Riveter shots) and can kill most enemy types instantly. The stab attack is especially effective against melee-based enemies.

The second ability activates if the player has at least 50 Morale: the player can hold down the secondary attack button to hold the Sword's blade forth, and it will deflect enemy projectiles. This parry will consume 1 Morale point for each deflection, but does not require strict timing like the Sickles need with their swing-derived parry.
Popularité

***La*** popularité est le facteur clé pour déterminer la vitesse à laquelle les Villageois rejoignent ou quittent votre village. Elle sert également de base pour calculer la quantité d'Honneur générée par un Village chaque jour.
La popularité s'affiche en haut du panneau de droite de la vue de village. Le nombre affiché indique votre popularité globale. Celle-ci représente la somme des indicateurs listés ci-dessous. Plus le total est élevé, plus les villageois arrivent rapidement dans votre village, à condition qu'il y ait de la place libre dans les Masures.
Moines

Les **moines**  peuvent exercer de multiples fonctions sur la carte du monde. Ils sont recrutés dans les villages depuis l'écran des Spécialistes, mais le joueur doit préalablement avoir effectué une Recherche Ordination dans l'onglet *Éducation*. La vitesse des moines peut être augmentée en recherchant Pèlerinage.

**ASTUCE:** N'oubliez pas que les moines ne survivent pas à un voyage, alors utilisez-les avec parcimonie.

## Utiliser les moines

 Les moines utilisent des *points de foi*, expliqués ici.

## Changer les votes

**ASTUCE:** Elle est généralement utilisée en temps de guerre pour permettre à une Faction ou à une Maison de prendre le contrôle d'une prévôté.
Sélectionnez le joueur pour lequel vous voulez influencer le vote. Par défaut, **l'influence est positive**, ce qui signifie que chaque moine augmentera de 1 les votes du joueur. Pour passer en influence négative, cliquez sur le bouton **Influence négative**. Le nombre de points de foi requis s'affiche en haut à droite de la fenêtre.

## Tableau des coûts

 2
 3
 4
 5
 6
 7
 8

## Cartes

 **Émissaire** | Cette carte permet au prochain moine/groupe de moines de se déplacer plus vite sur la carte.
Paysan armé

Les ***paysans armés***  sont les soldats de base disponibles pour tous les joueurs dès le début du jeu, et ne demandent aucune recherche spécifique. Ils constituent cependant les troupes les plus faibles.

## Emploi des paysans armés

Les paysans armés sont peu coûteux et utiles pour défendre votre château au début du jeu.

**ASTUCE :** envoyez vos paysans armés à l'assaut des Tanières de loups et des Camps de brigands.

**ASTUCE :** lorsque vous attaquez d'autres joueurs ou des châteaux de l'IA, utilisez des paysans armés pour déclencher les pièges.

## Recherches

Vous pouvez effectuer des recherches en Paysans armés pour augmenter le nombre de leurs points de vie, et leur permettre de survivre plus longtemps sur le champ de bataille.

## Cartes

Certaines cartes peuvent augmenter les capacités de vos soldats ou le nombre même de soldats dont vous disposez. Parmi elles, certaines sont à effet instantané et sont retirées de votre paquet sitôt jouées, d'autres restent en jeu pendant une durée limitée. Veuillez vous référer à la description de chaque carte pour plus de renseignements.

**ASTUCE :** Avant d'utiliser des cartes qui vous fournissent instantanément des villageois ou des soldats, pensez à vous assurer de disposer de l'espace nécessaire pour les accueillir. Ces cartes n'augmentent pas votre nombre maximum autorisé de soldats.

 **Villageois** | Des villageois arrivent dans le village de votre choix. Vous pouvez aussitôt les transformer en paysans armés, à condition de disposer de l'or nécessaire.
The Cult

*This article may contain spoilers about the game*

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

The **Cult** is an enemy faction in DUSK. They are the main antagonist faction of The Foothills and are seen throughout the game.

## Backstory

The Cult is made up of several inhabitants of the rural backwoods along the outskirts of DUSK, Pennsylvania. Their organization is led by a single leader, who must prove that they are worthy of leading by defeating the previous cult leader in a duel. The Cult's practices are mainly centered around worship of the Lovecraftian horror Nyarlathotep (and possibly even Shub-Niggurath). Cult members are extremely zealous and are prejudiced against outsiders and non-believers. They believe that all who are not part of their faith should be killed on sight, including protagonist, Duskdude.

Members of the Cult make their presence known through the usage of their symbol, which is displayed in several locations throughout the game and appears on the robes of all Mages, and Wizards. Some members seem to favour the use of tall, pointed hoods as part of their dress, though whether this is required for their faith is unknown. Additionally, the Cult members have various framed photographs of their leader in their homes and businesses.

## Enemies Part of the Cult

* Leatherneck
* Mage
* Fork Maiden
* Grand Wizard
* The Duke Brothers
* Jakob

## Interesting Facts

* The Leathernecks, Mages, Grand Wizards, and Duke Brothers wear hoods reminiscent of KKK member hoods. David Duke is a known white supremacist and was also once the Grand Wizard of the KKK. It's likely that this, in combination with H.P. Lovecraft's poem "Nyarlathotep", which refers to various "hooded forms" at one point, inspired the Cultist's appearance. This would imply a subversion of the overtly racist themes present in many of Lovecraft's works.
* The Second picture is a painting entitled *Figure with Meat* created by the Irish painter Francis Bacon.
Achievements

Achievements are a fun way to challenge yourself in the game. Note that these are different from the secrets ingame.

# Trivia:

* Dopefish is a reference to ID software's Commander Keen: Goodbye Galaxy!
* "Gotta Go Fast" is a reference to Sega's game series "Sonic" quote
* "Spin 2 Win" could be a reference to slot machines
Dusk hd

## Overview

DUSK HD was an update released on December 11th, 2023 as a celebration of DUSK's 5th anniversary. It is free downloadable content(DLC) for DUSK that graphically overhauls the game with higher-definition models and textures without affecting the base game. DUSK HD is also 100% optional, for those who would still prefer to play the game with its original graphics. The update also added a brand new weapon named the Claw of the Flesh that seemingly appears straight out of Amid Evil...

->DUSK HD's Steam Page can be found here<-

## Trivia

* The Claw of the Flesh uses Health and Morale as ammo instead of ammo pickups around the levels. It is also the third valid weapon the player can collect and use for the **Low Tech** award at the end of each level.
* None of the enemies have any major changes in design.
* Several of the weapons for DUSK HD underwent drastic changes to what they seem to have been based upon.
	+ The Pistols in early teasers for the update resembled the Colt M1911, but were instead remodeled to appear as the Hi-Point C9.
	+ The Shotguns looked more accurate to the Model 1887 from early teasers, but in the official update, more resemble the Henry .410 Axe.
	+ The Super Shotgun's appearance remained consistent from teasers to the official release of DUSK HD as a sawn-off open-hammer Double Barrel Shotgun. Whichever one it is based on is up to user preference.
	+ The Assault Rifle perhaps underwent the biggest changeover in its design. While early teasers would keep it accurate to the original model's aspects, it was eventually turned into an M1918 Browning Automatic Rifle in later teasers, to eventually being remodeled again into the Stoner 63A in what appears to be its belt-fed Commando configuration.
	+ The Hunting Rifle, like the Super Shotgun remained consistent in appearance since the early teasers, being based on a traditional individual-loading Bolt-Action Rifle such as the Winchester Model 70.
	+ Like all enemies, the Soap did not go through any major design changes and still kills most enemies by just throwing it at them with LMB.
E1M10: Creations

*This article may contain spoilers about the game*

## Walkthrough

### Legend

Key points in the map will be marked in *italics* and key locations for secrets which count towards 100% will be marked in **bold**.

### Essential Knowledge

This map has NO keys present, and like E1M1: Head Cheese, it consists of a simple Point A - Point B system. Immediately after spawning, Jakob will ask: "Are you prepared for what's next?" The starting area is straightforward with few health items and munitions. A *switch directly ahead of the spawn* will open up the rest of the map, which is located *down the stairs*. The next room is small but has a *door locked with a button-"code."* The two middle buttons will unlock this door. Beyond it lies the main area of the map, where the episodic bossfight will take place. To the *right of the massive cage* is a button which will unlock the control room which lies *underneath the staircase*. The button inside of this room is what will reveal the boss. After defeating Experiment, one can safely approach the *6 buttons present in their cage*; however as soon as any button is pressed, a hidden wall will drop, revealing the Second Experiment to fight. Once they are defeated, the player is free to enter the dark *passageway* that is revealed by the Second Experiment. Going here will trigger a voiceline by Jakob: "This... is only the beginning," before fading to black.

* The dev time is 1:45:00
* The best speedrunning time recorded on Accessible and Any% is 12.35 seconds. (Obtained from speedrun.com)

### Other Places of Interest

* Going into the sewage on either side and following it to the end will reveal a small medical kit. (+7 Health.)

### Secrets

* Using the secret wall that drops releasing the Second Experiment as a guide, immediately to the right is a **secret wall that will drop to reveal a passage** containing 2 rats and a switch. (Which will drop the wall it sits on, revealing the Failed Experiment: the third, much smaller entity making up The Experiments.)
* Before entering the main room beyond the code door, turn around and crouch up to where the wall and pipes meet. There is a pushed in part of the wall which will reveal a bar of Soap.

## Trivia

* It is possible to jump into the pipes leaking sewage on the walls of the spawn room, but they hold nothing of interest.
Niveaux Intermédiaires

***Les niveaux intermédiaires***  sont les rangs entre deux titres que le joueur doit franchir pour pouvoir être promu et progresser ainsi dans le jeu. Chaque Rang est composé d'un nombre déterminé de niveaux intermédiaires, qui fixe la quantité de points de Recherche que le joueur reçoit dans ledit rang.

Plus le Rang est élevé, plus il comporte de niveaux, et plus il faut de points d'Honneur pour être promu.
Wendigo

*This article may contain spoilers about the game*

 First appearance | E2M2

The **Wendigoes** are large, Deer-like Demons wearing bone-white masks with red eyes underneath. They is definitely one of the more adversarial enemies in the game, due to a combination of a high health pool (1000hp) (Superhuman/Beyond-Enhanced Durability), high damage output, speed (Enhanced/Beyond-Peak Human Speed), and remaining invisible until receiving damage (Conditional Visibility). Fortunately, Wendigo play a distinct sound upon spotting the player, and while moving around as well as leaving bloody footprints. The flashlight also flickers while they are invisible. When revealed through taking damage, a cinematic "horror" sound effect will play, and the Wendigo will be visible.

## Appearance

Wendigo are legendary mythical creatures from the Algonquian peoples folklore. Typically, Wendigo are cannibalistic monsters or evil Spirits, typically associated with cannibalism, murder, insatiable greed, and the cultural taboos against such behaviors. While the Wendigo are found initially in the Ruins in Episode 2, they are seen in the Escher Labs being suspended in red liquid, possibly being contained, experimented on, or perhaps even produced. Although mutilated bodies and warnings can be found before encountering the Wendigo for the first time, they are not seen infighting with the Military or the Cult without damaging each other firsthand.

## Tactical Analysis

Wendigo are first encountered in the E2M2, The Ruins. The first two you fight are in an entirely pitch-black area, and afterwards are periodically found throughout Episode 2. Be sure to listen for their distinct alert sound or breathing, or watch for physics-sensitive objects being knocked around by seemingly nothing, or look out for their blood-red footprints. Spraying with a weak weapon with a high fire rate (such as the Pistol or Assault Rifle) to reveal the Wendigo, then attacking with a more powerful weapon is a very viable strategy. Be aware that the Wendigo can damage the player while remaining invisible.

## Trivia

* Several file names relating to the Wendigoes refer them to as "Skinwalkers," referring to their other name in media, and Algonquian mythology.
* Wendigos are roughly analogous to *DOOM'*s Pinky Demons, as both are large but quick animal-like creatures likely lacking the ability to reason, while also being invisible (at least initially) like the Spectres.
* Mark Diaz (who works as a programmer at iD Software) suggested the addition of the Wendigo to David Szymanski.

## Gallery

* Screenshot of a visible Wendigo charging a player
* Wendigos in Escher Labs

## References

1. ↑ https://twitter.com/DUSKdev/status/1164218980913094661
Cartes Stratégiques: Liste

Les cartes stratégiques sont des modificateurs qui peuvent affecter presque tous les domaines du jeu, par exemple, une carte peut affecter la productivité d'un bâtiment, la puissance des défenses,etc. La période pendant laquelle la carte prend effet diffère sur une carte par rapport à une autre. Vous remarquerez que l'icône à gauche apparaît sur la majorité des écrans in-game - en cliquant dessus, vous pourrez apercevoir toutes vos cartes en jeu.

Le coût de chaque carte est affiché dans le coin supérieur gauche lorsque vous les achetez à partir de l'écran carte et le rang requis pour jouer n'importe quelle carte est affiché dans le coin en bas à droite de la carte.
Les cartes stratégiques sont filtrés dans les catégories suivantes dans le jeu:
DUSK Development

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

## Programming & Engine

DUSK uses Unity as its game engine, UnityScript (A fork of JavaScript) is used as the coding language for DUSK.

## Graphics and Sound

Graphics have been done almost exclusively by David Syzmanski, with all textures made using GIMP, and Krita Some terrain textures are sourced from real-world sources, such as factories, farms, and equipment from around Pennsylvania. Modelling, and animation is all handled using Blender.

The sound design for DUSK during it's early development was originally handled by David Syzmanski, however, after the project moved from independent to under the management of New Blood Interactive, Andrew Hulshult tackled a majority of the sound design for ambience, characters, and to a small extent weapons (It can be assumed that weapon select sounds were managed by him, according to a twitter post )

Andrew Hulshult manages the entirety of the music for DUSK. The genre of the soundtrack is labeled under both Ambient, and Industrial Metal. Songs such as Erebus have used samples, and basic covers from various songs.

## References

1. ↑ https://twitter.com/AndrewHulshult/status/968523088819380225
Crossbow

## Description

The Crossbow is a magical weapon that fires green, glowing Bolts.

The Bolts are fast and do good damage, but their most unique feature is the ability to go right through practically everything. They not only penetrate multiple enemies in a row with no hindrances, but they can also phase through props and even walls. Thanks to this ability, the Crossbow allows for huge multi-kills as well as kills through walls, and at the same time it retains the ability to trigger buttons.

The Crossbow can be deployed as a reliable weapon to mow down large groups of weak enemies, or to deal with stronger enemies while hiding behind cover. However, it is not as effective against faster, flying or distant enemies due to its moderate projectile velocity - aim compensation (or "target leading") is required to land shots on these kinds of opponents.

The Crossbow's rate of fire is average, but is markedly faster than the other "sniper" weapon, the Hunting Rifle.

The Crossbow also features heavy recoil, which allows the player to propel themselves upwards or hover in air with their shots when shot straight down.

The Crossbow holds 30 Bolts.

Each Bolt deals 200 damage.

## Trivia

* The Crossbow bears a strong resemblance to the Ethereal Crossbow, a weapon from *Heretic*. Both the Ethereal Crossbow and the Crossbow from DUSK lack strings and fire green bolts (their gameplay mechanics differ significantly, however).
* Firing the Crossbow even once invalidates the player from the **Low Tech** award at the end of each level. Which is very strange since the earliest recorded Crossbows originated from 3000 BCE China and the Crossbow present in DUSK has seemingly been modified with ancient Eldritch magic.
* Its shots have a 50% random chance to gib enemies that otherwise have death animations.
Watchers of the Gate

Level | E3M9

The **Watchers of the Gate** are three bosses encountered in The Nameless City. They make their appearance in E3M9: The Dweller In Darkness and are exclusive to that level. They resemble buffed versions of The Experiments and The Guardian. Their boss theme is *Keepers of the Gate*.

## Encounter

Upon entering E3M9, the player must enter an arena in order to prove their worthiness. Several enemy waves will spawn, each containing a different common enemy. After defeating the final wave in the arena, these bosses will appear and the boss fight will commence.

## Tactical Analysis

The Watchers spawn with a combined health of 24000, giving them the highest health pool of any boss in the game. They behave identically to their Episode 1 and Episode 2 counterparts, but with significantly increased fire rates. Due to the size of the arena, the Guardian's projectiles do not have much room to travel, causing the floor to become a layer of mortar grenades. As long as the Experiments' fire breath can be dodged, the Guardian will end up accidentally killing both Experiments through infighting. Avoiding the mortar grenades and fireballs can be simplified by intentionally falling off the arena. If the player falls off, they will simply be warped back onto the arena, allowing you to be completely out of harms way when the mortars detonate.

Like all bosses, the Watchers are weak to stronger weapons such as the Riveter, Mortar, and Hunting Rifle. Strafe jumping around the arena is a good strategy for avoiding fire from the Experiments, while the Sword can be useful for deflecting the Guardian's grenades back at it. The main trick to beating the Watchers is to always keep moving and to avoid fire wherever possible.
Priestess

First appearance | E3M1

The **Priestess** is an enemy encountered in The Nameless City. They make their first appearance in E3M1: The Iron Cathedral and appear in nearly every level onwards, with the exception of E3MS: The Ratacombs.

## Appearance

In spite of their name, the Priestesses feature a typical knight appearance. They seen wearing medieval armor consisting of a tall, spiked helmet with a grill, an iron breastplate, a coat of chain mail underneath, a red sash tied around the waist, and chain mail gauntlets. They appear to have no legs at all, hovering above the ground instead of walking. Each Priestess carries a flaming broadsword, which composes the majority of their attacks.

## Tactical Analysis

When a Priestess spots a player, they will emit a loud metallic screech before charging towards the player at a considerably fast pace. If they get close enough, they will attempt to strike the player with a wide swing from their sword. On higher difficulties, a successful hit can bring a player's health down by a large amount, even more so than that of the Leatherneck's melee attack. This, coupled with their speed and above-average health pool of 700hp, makes them a formidable enemy to fight against.

However, Priestesses are weak to more powerful weapons, such as the Hunting Rifle, Mortar, and Riveter. Most of these weapons will usually kill a Priestess in two shots. Additionally, the Crossbow acquired in E3M1 can dispatch one in roughly four to five shots. Another major part to successfully defeating a Priestess is to stay out of their melee range. However, at close range, there are two viable options for confident players: an instant kill using the Sword's charged thrust attack (the regular Sword attack needs three hits to defeat a Priestess), or two blasts from the Super Shotgun (a decently-placed blast will flinch a Priestess momentarily, enabling just enough time to prepare the finisher).

In underwater areas such as the latter parts of E3M3: City of Shadows, Priestesses are powerless against swimming players.

## Trivia

* The Priestess's helmets look similar to the appearance of Shub-Nigurath's appearance in *Quake*.
* The Priestess's Helmet also bears a resemblance to Sauron, the primary antagonist of *The Lord of the Rings* series.

## Gallery

* Screenshot of a Priestess on Endless 3
* Priestess charging
* Priestesses before becoming active. Note the lack of idle animations.
Welder

First appearance | E2M1

**The Welder** is an enemy encountered in The Facilities. They make their first appearance in E2M1: The Grainary and can be found throughout the game onwards.

## Appearance

Welders appear to be (extremely) large men wearing welder's masks, long work gloves, leather aprons stained in blood, grey chest armor, and a similar armor for their legs and feet. Each welder brandishes a flamethrower resembling the Riveter.

## Tactical Analysis

When a player is spotted, Welders will ignite their flamethrowers and begin to move towards the player. Welders' footsteps have a distinct noise that can be used to detect hidden ones. Their primary attack consists of rapidly firing a barrage of fire balls from their flamethrower (Fire Ball Projection). These projectiles are colored slightly differently from Cultist fire balls and travel at a faster rate, but are not nearly as accurate. Welders can be especially dangerous in closed areas where there is not much room to dodge. Upon death, Welders will burst into flames for a brief moment, then explode (Self-Detonation).

Despite Welders having a health pool of 400 hp (Enhanced/Beyond-Peak Human Durability), continuous Assault Rifle fire or a single Hunting Rifle shot is enough to bring one down. Additionally, the Sword can be used to deflect most stray projectiles back at the Welder. The Welder's explode-on-death trait can be useful for clearing out smaller enemies that patrol with it, such as Possessed Soldiers, or other Welders. On the other hand, this explosive death can make it problematic to deal with the Welders in close quarters, especially when going for an one-shot-kill with the Super Shotgun - it is possible, but tricky to gib them with this weapon and not suffer damage in return upon their death explosion.

## Trivia

* The Welder's characteristics of slow speed and constant barrage of fire balls make it a similar enemy to the Mancubus of the DOOM series.
Leatherneck

First appearance | E1M1

**The Leatherneck** is the first enemy the player encounters in DUSK. They make their first appearance in E1M1: Head Cheese, though they appear in every episode.

## Appearance

Leathernecks appear as burly men with red flannel shirts, blood-stained overalls, a burlap sack over the head, and gloves. Each Leatherneck wields a rusted chainsaw that is also covered in blood. Lore suggests that they may do most of the labor for the rural areas of the foothills.

## Tactical Analysis

Leathernecks are strictly melee enemies who fight with a chainsaw and have a relatively fast walking speed. Leathernecks have decent health compared to most enemies, and deal considerable damage to the player. Leathernecks chainsaws and breathing sounds are audible before they spot the player. Leathernecks are simple enemies, featuring a beefy health total of 370hp and a harsh melee with a surprisingly fast attack speed, they approach the player directly upon noticing their presence and will attempt to kill them with their signature chainsaws without relent, only stopping their movement when flinching or attacking as they brace themselves. The low damage of the chainsaw and their simple tactics are made up for with their walk speed and bulk, allowing them to corner unwary players before sawing into them. When engaging them, the player should stay mobile, always keeping an escape route in mind and looking for either opportunities to attack with melee, objects to throw at them, or to gun them down from a distance. If you are forced to resort to melee however, then attack them during the window that they give when swinging their chainsaw.

Given their simple strategy of walking towards you with murderous intent Leathernecks are a prime target for friendly fire, usually catching a few fireballs or blood-shots from Mages or Black-Philips when attacking in crowds at which point they'll turn on a dime and attack the offender, usually dying or killing the attacker in the process and giving the player a notable advantage.
The Nameless City

*This article may contain spoilers about the game*

**The Nameless City** is the third episode of DUSK.

## Story

Dusk Dude goes into the titular **Nameless City** to follow the Cult Leader's path.

## E3M1: The Iron Cathedral

A cathedral of iron stands in the front of the portal's path.

Mage 73
Possesed Rat 1
Priestess 10
Wendigo 2
Duke Mage 7
Cart Dog 1

## E3M2: Fire and Ice

An underground complex reaching to the surface of a long-since dilapidated Cathedral that sheds the tears of the past.

Mage 65
Priest 7
Wendigo 1
Duke Mage 4
Cat Dog 1
Bone Monk 16

## E3M3: City of Shadows

A flooding underground city featuring a well hosting Chomper.

Mage 26
Possessed Rat 1
Priest 7
Wendigo 1
Duke Mage 3
Cat Dog 1
Bone Monk 11
Chomper's Son 6
Chomper 1

## E3M4: Crypt Of The Flesh

An underground complex of flesh and the dead housing horrors.

Mage 18
Possesed Rat 4
Priest 4
Wendigo 1
Cat Dog 2
Bone Monk 5
Horror 7
Bone Ball 2

## E3MS: The Ratacombs

The lair of the rats...

Possesed Rat 137
One As Many 1

## E3M5: Blasphemy

A cathedral stands atop a floating island. What lurks below can only be unearthed through a raging tornado. Or soap.

Mage 61
Priest 15
Wendigo 5
Duke Mage 5
Cat Dog 7
Bone Monk 19
Horror 2
Bone Ball 2

## E3M6: Brimstone Ghetto

An Earthly ghetto that has been corrupted by the power of The Nameless City.

Leatherneck 4
Mage 11
Black Philip 7
Possesed Rat 1
Possessed Scarecrow 3
Possesed Soldier 22
Fork Maiden 4
Welder 6
Duke Mage 5
Priest 2
Bone Monk 1
Horror 6

## E3M7: Homecoming

Duskdude comes back to what appears to be his home, corrupted and otherworldly.

Bone Monk 12
Bone Ball 10

## E3M8: As Above, So Below

Duskdude must travel through space and time through his corrupted memories to complete the cycle, and prove he's worthy.

Leatherneck 6
Mage 23
Black Philip 8
Possesed Scarecrow 1
Possesed Soldier 17
Fork Maiden 2
Scientist 7
Welder 4
Wendigo 3
Turret 4
Duke Mage 1
Cowgirl 5
Priest 5
Bone Monk 7
Cat Dog 2
Horror 7
Bone Ball 1
Littleneck 1

## E3M9: The Dweller in Darkness

The trial to prove Duskdude is worthy.

Leatherneck ?
Mage ?
Black Philip ?
Possesed Rat ?
Possesed Scarecrow ?
Possesed Soldier ?
Fork Maiden ?
Scientist ?
Welder ?
Wendigo ?
Duke Mage ?
Cowgirl ?
Priest ?
Bone Monk ?
Cat Dog ?
Horror ?
Bone Ball ?

## E3M10: DUSK

The final confrontation with the cult and its leader, Jakob, as well as the revelation of a greater evil.

Mage 6
Jakob 1
Nyarlathotep 1

## Trivia

* The Nameless City is based on the the titular underground ruined city of the same name by H.P. Lovecraft.
* The Ratacombs are based on a port of a map from *Planescape: Torment*(1999).

1. ↑ https://twitter.com/DUSKdev/status/1204568592022491136
Spécialistes

Il existe dans le jeu trois sortes de spécialistes : *les moines, les marchands et les éclaireurs*. Ces unités peuvent être créées et démantelées à partir de **l'écran des Spécialistes**.

Créer un spécialiste nécessite de l'or, un paysan et de la place disponible. Certains impliquent aussi d'autres éléments.

## Icônes

Plusieurs icônes apparaissent dans l'écran des Spécialistes :

La place disponible et l'or requis pour produire une unité sont affichés à côté de chaque type de Spécialistes. Au-dessus du spécialiste, vous trouvez indiqués la quantité d'unités déjà engagée dans le village, ainsi que le nombre maximal d'unités pouvant être créé au vu des recherches effectuées.

**ASTUCE:** Cliquez sur ce nombre pour renvoyer des unités présentes dans le village.

**ASTUCE:** Le bouton situé en dessous de chaque spécialiste sert à engager des unités de ce type.

**ASTUCE:** L'icône du paysan située sous les spécialistes indique le nombre de paysans disponibles pour créer de nouvelles unités.

## Place disponible

La place occupée dépend du nombre total de troupes et d'unités présentes dans le village du joueur. Les soldats n'occupent qu'une seule place (voir la fiche Garnison). Les spécialistes (moines, marchands et éclaireurs) en prennent davantage. La quantité d'espace occupée par un spécialiste est indiquée à côté du type de spécialistes. Chaque village dispose de 500 places. -
Chomper

Level | E3M3

**Chomper** is a boss encountered in The Nameless City. It makes its appearance in E3M3: City of Shadows and is exclusive to that level. Chomper resembles a large, red fish with a gaping maw.

## Encounter

After successfully acquiring the red key and opening the well, the player will need to jump in to acquire the yellow key. After navigating a short tunnel, the player will come across sunken ruins with a large wall on the other side of the room that can be opened. Interacting with said wall will expose a room where Chomper exposes itself to the player, initiating the fight.

## Tactical Analysis

Chomper spawns with roughly 7000 health, making it an average health boss to fight against. Its main method of attack is to fire a spread of blood shots that are similar to the Black Phillip's, but slower in speed. This spread encompasses around eight to nine shots and is signaled by a distinct noise. Chomper also tends to move away from the player, preferring to huddle in a corner until fired at. This makes the boss one of the easier fights in The Nameless City.

As with most bosses, Chomper is weak to stronger weapons like the Riveter, Hunting Rifle, and Crossbow. However, the fact that the fight takes place underwater renders weapons like the Mortar obsolete. Additionally, the player's movement is slowed underwater, making it difficult to dodge Chomper's projectiles. A good strategy for fighting Chomper is to use mainly hitscan weapons like the Hunting Rifle or Assault Rifle. The Sword can also be used to deflect any stray projectiles from Chomper's spread.
Donation à la Prévôté

Avez vous déjà effectué une donation à votre Prévôté? Faire un don aux guildes de votre Prévôté permet d'améliorer la production dans chaque village de la Prévôté et permet de défendre plus efficacement la Prévôté.

Afin d'effectuer un don, sélectionnez la Prévôtés et cliquez sur la guilde où vous souhaitez faire un don et sélectionnez "Faire un Don".

Ceci vous amènera à l'écran de donation où vous pourrez ainsi effectuer votre don.
Monde de Domination

Bienvenue dans le Monde de Domination

Salutations, Votre Seigneurie ! C'est véritablement un nouveau monde pour les braves mais écoutez notre avertissement : ce nouveau Monde est bien plus brutal avec des Seigneurs ennemis plus rapides et plus malins que ce que vous avez connu auparavant.

Les Maisons sont plus petites et les combats pour le butin et la renommée éternelle seront plus féroces que jamais !

Certaines de vos vieilles tactiques et astuces vous permettront sans doute de gagner mais la bataille sera plus dure que jamais.

## Changements dans le Monde

Au cœur du Monde de Domination, de nouvelles règles sont applicables immédiatement :

* Le Mode Vacance n'est pas disponible pour ce monde.
* L'Interdiction ne peut être recherchée ni utilisée.
* Les Châteaux et les bâtiments de village et capitales sont construits quatre fois plus vite.
* Les drapeaux apparaissent trois fois plus vite dans les capitales.
* Les temps de recherche sont divisés par deux.
* Les Moines peuvent influencer les votes dans les capitales de Comté.
* Plus de Caches de ressource apparaissent dans les Prévôtés.
* Ce Monde est limité à 100 jours. Après cela, le monde prendra fin.
* Pas de Course à la Gloire ni d’Ères. La maison avec le plus grand nombre de points de gloire à la fin du Monde est déclarée gagnante.
* De nouvelles frontières à la carte, basée sur l'ère Anglo-saxonne des Iles Britanniques.
* Ce Monde sera fermé aux nouveaux joueurs pour les 30 derniers jours de son existence.
* Les Maisons sont limitées à 3 factions. La première Faction candidate est acceptée automatiquement. Les autres devront être acceptées par vote.
* Les Factions requièrent maintenant un minimum de 10 membres pour rejoindre une Maison.
* Les joueurs se voient autoriser presque deux fois plus de villages par niveau de recherche. **Par exemple, un chevalier peut posséder 6 villages au lieu de 3**.
* Deux fois plus d'Honneur pendant les Banquets.
* Le rang nécessaire pour démarrer une Faction est réduit à 12.
* Le temps de paix sur le premier village est réduit de 5 à 3 jours.
* Le joueur perdant son dernier village reçoit plus de ressource que lors d'un recommencement normal.
* Pas de pénalité d'Honneur lors d'une attaque contre un joueur de même rang ou de rang supérieur sauf pour le raser.
* Les membres de Faction peuvent s'attaquer entre eux.
* Pour être admissible à un prix à la fin du Monde, un joueur doit être soit un membre de la maison gagnante ou dans le top 10 d'un des classements. Chaque joueur recevra qu'un seul prix.
* Plus de vassaux par Rang.
Enemies

*This article may contain spoilers about the game*

**Enemies** are the main obstacles to overcome in Dusk. Each enemy has its own unique attacks and appearance, with most enemy types appearing multiple times throughout each episode. A comprehensive list of enemies can be found down below.

## List of common enemies

### Introduced in Episode One

* Leatherneck
* Mage
* Black Phillip
* Rat
* Possessed Scarecrow
* Fork Maiden
* Possessed Soldier
* Scientist

### Introduced in Episode Two

* Welder
* Grand Wizard
* Wendigo
* Turret
* Cowgirl

### Introduced in Episode Three

* Priestess
* Cart Dog
* Bone Monk
* Horror
* Bone Ball

## List of bosses

### Episode One

* Intoxigator
* The Duke Brothers
* Experiments

### Episode Two

* Mama
* Big John
* Son of Intoxigator
* The Twins
* Guardian

### Episode Three

* Chomper
* Chomper's Son
* One As Many
* Littleneck
* Watchers of the Gate
* Jakob
* Nyarlathotep

## Enemy factions

* The Cult
* The Military
* The Demons/Possessed

## Trivia

* Enemies are described as "monster\_\*" in the entities list. Ex: The Black Phillip is listed as monster\_blackphillip.
* The entities.txt file(which lists all entities) has some legacy entity names, such as monster\_gman and monster\_ogre, presumably for compatibility with *Half-Life* and *Quake*.

## Gallery

* Leathernecks attack Dusk Dude in E1M1: Head Cheese.
* A trio of Mages in front of the railway bridge in E1M5: Sawdust.
* A Black Phillip by the farmhouse in E1M2: Down on the Farm.
* A Possessed Soldier attacking Dusk Dude in E1M10: Creations.
* Two Rats ambush Dusk Dude in E1M2: Down on the Farm.
* A Possessed Scarecrow prepares to shoot Dusk Dude behind a shed in E1M3: Old Time Religion.
* A couple of Fork Maidens stalking the fields in E1M7: Dead of the Night.
* An uncloaked Wendigo charges Dusk Dude in E2M2: The Unseen.
* Scientists roaming the halls of E2M5: The Escher Labs.
* Two Welders prepping their flamethrowers in E2M6: The Erebus Reactor.
* Bone Monks float ominously above the snowy ruins of E3M2: Fire and Ice.
* An enraged Horror sprints from the basement of E3M4: Crypt of the Flesh.
* Dusk entities list, lines 36 through 68.
* Ditto, lines 69 through 96.
Game Modes

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

There are three main **Game Modes** in Dusk.

## List of game modes

* **Campaign Mode**

* This mode puts the player against the forces of evil in a 3-episode story.
* A level select is available, along with a loadout system that allows you to choose the weapons you would like to begin each level with.
* An additional Intruder Mode is available. Selecting this mode will start you with only your sickles upon entering a new level.

* **Endless Survival**

* This mode will put the player in front and center of wave after wave of enemies.

* **Multiplayer Arena (DuskWorld)**

* This mode offers the chance to go head to head online to battle friends online, where darkness hosts the worst of humanity in surprising new ways.

* **SDK**

* This mode offers the chance to play custom levels built for DUSK. Also offers compatibility with Quake or Half-Life maps.
F.A.Q:Popularité

## À quoi sert la popularité ?

Le panneau de popularité est l'un des éléments clé du jeu. Plus vous êtes populaire, plus la vitesse d'immigration vers votre village est élevée. La popularité dépend de votre taux d'impôts, des rations de nourriture, des rations de bière, de la capacité d'hébergement, des bâtiments de divertissement et de justice et de certains événements. La présence de *Tanières de loups* dans votre Prévôté, ou d'*épidémies* notamment, a un impact négatif sur votre popularité.

Les *villageois* arrivent dans votre village par groupes de 1 à 5 selon le niveau de votre popularité.

## Comment puis-je devenir plus populaire ?

En fixant un taux d'impôts très bas (voire en distribuant des pots-de-vin à vos villageois si vous vous sentez d'humeur généreuse), en doublant les rations de nourriture et de bière, en construisant des Masures pour augmenter le nombre de lits vides dans le village, et en proposant des divertissements à vos villageois pour les rendre très heureux.

## Peut-il y avoir une raison pour vouloir rendre malheureux vos paysans ?

Disposer de nombreux paysans inactifs dans votre village vous coûte de la nourriture. En passant à une popularité négative, vous encouragez les villageois à partir.

## Y a-t-il d'autres événements qui affectent la popularité ?

La dernière boîte du panneau de popularité signale tous les événements qui affectent votre popularité, comme le climat, la sécheresse, les Loups et les Brigands dans la Prévôté.
Niveau

Les Niveaux habituels des jeux correspondent aux rangs dans **Stronghold Kingdoms**. Comme la notion de niveaux est très largement répandue dans les jeux vidéo en ligne, on utilise couramment et indistinctement les mots *niveau* et *rang* dans **Stronghold Kingdoms**.

Veuillez voir ici pour plus d'informations sur les niveaux et les rangs.