recursal/Fanatic-Fandom huggingface dataset:
Iron Shortblade

< Home < Weapons

### Rarity

The Iron Shortblade is an uncommon Melee Weapon crafted using 15 Iron Ore. It is characterized by its high damage and rate of fire but low maximum reach. The weapon's high DPS compared to others at this stage of the game makes it an appealing choice for players willing to risk getting close to enemies and bosses.

Despite having a  Range of 0, the melee swipe of the Iron Shortblade extends roughly 3.5 tiles out from the character.

## Strategy

Due to its high DPS, infinite pierce, and 30 damage worth of bleed, this weapon excels at dealing with both groups and single targets. The downside of short range is not very limiting in practice and can be worked around by a skilled player.

* By equipping the Paladin's Light Rune, you will gain 10 damage per hit
* The Base weapon has 294.9 Damage per Second
* At +4 with max +25% damage you will get 446.88 Damage per Second. If you instead use +Attack Rate ring but have +15% damage, you will have 434.7 Damage per Second. Using +4 with +15% damage and Paladin's Light Rune, you will have 458.85 Damage Per Second

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## Trivia

* The Iron Shortblade was considered by many to be the best weapon in the Demo Version of Archvale
Crab Hammers

< Home < Weapons

### Rarity

The **Crab Hammers** are a common Thrown Weapon given to The Child by an NPC affectionately known as Crabby Pat. It is one of only two thrown weapons that does not take the form of an axe—the other the Bag of Knives and its subsequent upgrades.

It is also one of the only items given to The Child directly by an NPC—the other being the Terracotta Bow, which is given to The Child by The Clay Man.

While it is not stated in the item's tooltip, the weapon does 250% more damage to crab-type enemies, as alluded to by Crabby Pat during his dialogue with The Child.
Cobalt Sword

< Home < Weapons

The **Cobalt Sword** is a legendary **Melee Weapon** crafted using 25 Cobalt Ore. It is characterized by its high damage stat and average attack rate. The weapon's damage is split between a main slash and two projectiles, though landing the main hit will also deal the projectile's damage. **Swords** excel at long range combat and are still able to deal with groups with their main slash's piercing effect.

The melee slash of the Iron Sword extends to around 2.5 tiles. This slash, like other melee weapons, is not representative of the weapon's  Range. The ranged projectile flies for around 9.5 tiles before disappearing.

## Strategy

* By equipping the Paladin's Light Rune, you will gain 7 damage per hit
* The Base weapon has 128.45 DPS
* At +4 with max +35% damage you will get 245.28 Damage per Second. If you take the +4% Attack rate over 10% damage you will have 227.76 Damage per Second. Using +4 with +15% damage and Paladin's Light Rune, will give you 292.34 Damage per Second.

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Armour

< Home

*The information on this page is stored in Module:Items/data. If you would like to fix any missing or incorrect stats, go there.*

*For a single list of every piece of head and body armour in Archvale, see the List of Armour.*

Armour is a type of item that can be equipped to increase Defense as well as apply certain statistical buffs. Armour also changes the visual appearance of the player character. Each piece of armour comes in one of two forms: head armour and body armour.

Generally speaking, head armour provides less defense than body armour, but requires less materials to craft, and provides better offensive bonuses than body armour.

Additionally, there are more pieces of head armour than body armour. Each piece of body armour comes in a matching set with one or more pieces of head armour, but some pieces of head armour do not have sets.

## Standalone Armour

Bowman's HatCursed MaskShellsloth HelmetFrozen CrownFungal Cap CapMoon Jelly Cap
## Armour Sets

Shell
  • Apprentice
  • Iron
  • Bandit
  • Gold
  • Crab
  • Darksteel
  • Wispwood
  •  • Obsidian
  • Archeologist
  • Sorcerer
  • Cobalt
  • Mauvite
  • Sporescale
  • Phloem
  •  • Temple
  •  • Zephyr
  • Aquatic
  • Hyperium
  •  • Brimstone
Rings

< Home

*The information on this page is stored in Module:Items/data. If you would like to fix any missing or incorrect stats, go there.*

*For a single list of every piece of equipment, including rings, see the List of Equipment.*

Rings are equippable items that provide a variety of statistical buffs. The ring slot is one of three equipment slots , alongside head armour and body armour and can be equiped in ring slot .

There are two main kinds of rings in Archvale—standard rings, which are obtained from  Ring Chests, dropped by enemies, and unique rings, which are obtained from  Special Ring Chests, which can only be found in dungeons corresponding to that specific ring.

## Standard Rings

Standard Rings offer simple bonuses to player stats, with increasingly more powerful rings of the same type becoming available the further the player progresses through the game.

## Unique Rings

Unique Rings can only be obtained from their respective dungeon once. With the exception of the Onyx Ring, which is only obtainable during the Tutorial, each of these rings have a unique bonus that sets them apart from all other rings.
Brown Slime

< Home < Enemies

The **Brown Slime** is the weakest and most basic enemy in Archvale. With low health, no defense, no ranged attacks, and low mobility, they are generally a trivial task to defeat.

They are first presented to the player in the Tutorial Cave, as an introduction to combat, and they appear throughout the rest of Cradlewood, including as a minion summon by the much larger Great Slime.
Archvale Wiki

Welcome to the Archvale Wiki, the home for all your Archvale information! This community-run wiki is maintained by 2 editors and features a total of 479 articles (1,575 total pages) and 777 files!
We're a collaborative community that anyone can expand. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to start!

Journey across diverse biomes, looting and crafting upgrades to your weapons and armour. Battle the hordes of enemies that stand between you and the truth about the mythical *Archvale*!

* Patch v1.1.3 *(Dec 10, 2021)*
* Patch v1.1.2 *(Dec 6, 2021)*
* Patch v1.1.1 *(Dec 4, 2021)*

Wondering where to start when helping us build the wiki?
* Rules of this wiki
* Writing Standards
* Getting Started
* How to Contribute
* Guides
* All Help articles

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

These are some general rules to follow when creating a wiki page. If you see something specific that is not addressed here, other wiki pages can serve as examples for formatting.

1. **Write in English**: It is important to have a consistent language throughout a wiki. British English was the one chosen at this wiki's conception because it is used in-game and by the game's lead programmer.
2. **Write with proper grammar**: Make an effort to ensure all text has correct capitalization, spelling, and punctuation (Yes, use the Oxford comma).
3. **Write in an objective manner**: The wiki is meant to be a purely informational document. Avoid opinionated or exaggerated language, such as "swords are better than spears."
4. **Write in the third person**: All references to the reader and hypothetical player of the game should be written as "the player" with "they/them" pronouns.
Amberpath

< Home < Biomes

## Adjacent Locations

 Cradlewood •  Crabclaw Chasm
 Murkmire

Amberpath is the second biome in the player's journey, and appears like an autumnal version of Cradlewood. It can be accessed by destroying a wall in Cradlewood with the Magic Bomb, which is unlocked after defeating Maxilla in Lichen Keep. Players wandering through this biome should look out for Beehives, Hogs and other dangers such as bandit camps, which are challenging extended encounters. The most powerful of these bandits is Mongo the Bandit Brute, a powerful hammer-wielding World Boss.
Hololive Apocalypse tập 2

"Hãy khiếp sợ ánh sáng và trầm mình vào bóng tối"

Đường cống ngầm tăm tối, lạnh lẽo và bốc mùi, gián và chuột bò khắp nơi, trong cái không gian đó bất chợt xuất hiện hình bóng nhỏ nhắn của 1 cô gái với chiếc váy trắng và mái tóc màu tím thẫm. Từng bước chân nặng nhọc và tiếng thở gấp vang vọng trong không gian tĩnh mịch. Một vết thương nơi hông trái khiến máu cứ rỏ xuống nền đất ẩm mốc, cô bé khó nhọc bám vào tường, từng bước chân là từng cơn đau nhói. Khi không thể chịu đựng được nữa, cô ngồi sụp xuống tựa đầu vào tường, giờ thì ngay cả việc thở cũng khiến bết thương nhói lên. Xung quanh im lặng như tờ, chỉ toàn 1 màu đen nhưng con người đó là cảm thấy dễ chịu và an toàn. Hòa mình vào bóng tối, "bọn chúng" sẽ không thấy mình- đó là những suy nghĩ hiện ra trong đầu lúc này. Quá đau và mệt, cô gái tội nghiệp lịm dần đi...

Choàng tỉnh bởi tiếng động, cô hốt hoảng cố đứng dậy: "Chúng đang đến, chúng sắp đuổi kịp mình rồi, chạy...chạy mau đi thôi."

Tiếp tục men theo bờ tường, cô bắt đầu le lói thấy ánh sáng. Máu từ vết thương rỉ ra ngày 1 nhiều, trong khi cơ thể đang kiệt quệ vì đói và mệt.

'Mình đã chạy bao lâu rồi? Sao chúng cứ bám riết lấy mình? Làm sao để thoát đây?'

Những câu hỏi cứ quẩn quanh trong khi ý thức đang mờ dần đi. Bước đi vô thức về phía ánh sáng cuối đường hầm, cô bé chỉ có thể hy vọng 1 lối thoát. Đằng sau, tiếng chó đuổi, tiếng bước chân và ánh đèn pha ngày 1 rõ hơn và gần hơn. 'Một chút nữa thôi...chỉ một chút nữa thôi mà...'

Ngã nhào ra khỏi đường ống thoát nước rồi nằm bất động, cô gái yếu ớt không còn đủ tỉnh táo để nhận biết những thứ xung quanh. Chỉ nghe tiếng của những kẻ lạ mặt bủa vây, tiếng súng đã lên đạn, và 1 tấm lưới đã trùm lên bản thân. Loáng thoáng là tiếng của 1 kẻ như là chỉ huy đang thông báo qua bộ đàm:

"Đối tượng đã được khống chế và bắt giữ thanh công, trung tâm hãy cử trực thăng tới trong 10 phút, địa điểm: đường thoát nước số 6 ngoại ô thành phố. Hết."

Thế là hết, giờ thì cô bé như con cá nằm trên thớt, ánh mắt bắt đầu tối dần...

Rồi có tiếng la hét, tiếng súng, rồi tất cả im lặng. Tiếng bước chân nhẹ nhàng đến bên cô gái nọ, tấm lưới bị cắt ra, 1 bàn tay mảnh mai kéo cô dậy và dìu đi. Tất cả những gì cô bé nhớ được trước khi ngất đi là 1 mái tóc vàng cùng giọng nói nhẹ nhàng: "Mọi chuyện ổn rồi, về nhà thôi."

***<<<<< Tập trước ------------ Tập sau >>>>>>>>>>***
Cradlewood

< Home < Biomes

## Adjacent Locations

 Amberpath

Cradlewood is the first biome in the player's journey. Filled with bushy trees and expansive meadows, this simple landscape is only a backdrop to the ferocious foes that inhabit it. The player will have to face bouncing slimes and fearsome battleflies to carve their way through the forest and reach the dungeon at its end. But beware, along the way they may encounter the Great Slime, a gargantuan gelatinous mass that serves as the first true test of the player's skill.
Bonecrusher Ring

< Home < Rings

### Rarity

The Bonecrusher Ring is the first unique ring you obtain, aside from the onyx ring in the tutorial. It grants +3 Defense, +4% attack speed, and an additional +20% damage to skeleton enemies. It is obtained in Lichen Keep and is very useful there due to most of the enemies there being skeletons. However, even without making use of it's damage against skeletons, it is still a good choice for an early game ring, as it's stats are quite good.

All known enemies affected by the ring are: Crypt Archer, Crypt Mage, Crypt Berserker, Lost Soul, Scarab Bomber, Skeleton Pyromancer, High Priest, Skeleton Assassin Crimson Wraith, Glacial Wraith, Shadow Wraith, Glacial Archer, Glacial Soldier, Skeleton Bomber, Cavern Guard, Skelton Wizard, Skeleton Warlock, [WIP]
Patch v1.1.1

< Home < Version History

These patch notes were posted on December 4, 2021.

# Patch v1.1.1: Major Bugfixes

Hello everyone! This patch addresses some major issues we've had reported since launch.

* Fungal cap item no longer crashes when picking up collectables
* Bank can now be unlocked in the Mushroom town to store 10k
* Top tier items can no longer be upgraded for free
* Certain helmets no longer become misaligned after entering shrines
* Skull minions in hell no longer spawn stuck in walls
* Items can be trashed even when only a bow is in your inventory
* Local co-op no longer crashes in the dungeon 2 traversal segment
* Sound no longer stops working after attempting a shrine too many times
* Ice crown is correctly centred in the item get animation
* Upgrading a weapon to +5 will unlock the upgrade achievement

Thank you for playing. More patches to come!
Iron Bow

< Home < Weapons

### Rarity

the **Iron Bow** is an Uncommon **Ranged Weapon**, which can be crafted at an anvil with 25 Iron Ore.

## Strategy

Because of their lack of pierce, bows struggle to deal with groups of enemies, but can deal with single targets more easily because of their higher range stat.

Equipping the rune Burning Quiver will grant you 5 damage

The Base weapon has 161.48 Damage per Second

At +4 with max +35% damage you will get 306 Damage per Second.
If you take the +4% Attack rate over 10% damage you will have 284.7 Damage per Second.
If you Equip Burning Quiver, with 15% damage boost you will have 295.4 Damage per Second

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Bosses

< Home

Bosses are especially difficult enemies with massive health pools and various unique abilities, sometimes with minion summons, phases of invulnerability, or even second and third combat phases.

Bosses can be split into two categories: **World Bosses and** Dungeon Bosses**.**

**World Bosses** can be found in the overworld of Archvale—each one a paragon of the monsters that inhabit the biomes. World Bosses do not guard any of the pieces of the Archvale, but each one carries a unique badge that can only be obtained by defeating the boss.

**Dungeon Bosses** can be found at the end of dungeons. Each dungeon has a boss, and they are the guardians of the Arch Pieces. Defeating them is required in order to restore The Arch. These bosses reward the player with an additional Healing Flask.

In addition, each boss, whether a World Boss or Dungeon Boss, rewards the player with a Heart Container. The most powerful bosses drop Double Heart Containers, which offer twice as much increased maximum health.

Below is a list of each boss, along with a brief description, their location, and the rewards for defeating them.
Wooden Blade

< Home < Weapons

### Rarity

The **Wooden Blade** is a common **Melee Weapon** acquired from a chest in Tutorial Cave. It has a high Damage stat and an average attack rate. Its damage is split between a main slash and a projectile, though landing the main hit will also deal the projectile's damage. **Swords** excel at long range combat and are still able to deal with groups with their main slash's piercing effect.

The melee slash of the Wooden Blade extends to around 2.5 tiles. This slash, like other melee weapons, is not representative of the weapon's  Range. The ranged projectile flies for around 9.5 tiles before disappearing.

## Strategy

By equipping the Paladin's Light Rune, you will gain 6 damage per hit

The Base weapon has 135 Damage per Second

At +4 with max +35% damage you will get 230.14 Damage per Second.
If you take the +4% Attack rate over 10% damage you will have 216.41 Damage per Second.
Using +4 with +15% damage and Paladin's Light Rune, will give you 227.03 Damage per Second.

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## Trivia

* The First weapon Obtainable by the player
Wooden Boomerang

< Home < Weapons

### Rarity

the **Wooden Boomerang** is a Tier 1 **Ranged Weapon**. Like all boomerangs, the weapon is thrown to a set distance, roughly 6.5 tiles away, and then returns to the player, dealing damage to all enemies on the way out and on the way back, potentially dealing its damage twice to any given enemy.

## Strategy

The **Wooden Boomerang** excels at group damage from it's piercing, as well as single target on slower immobile enemies, but requires quite a bit of lead on faster enemies because of it's slower Projectile speed

The Base weapon has 165 Damage per Second.

At +4 with max +35% damage you will get 302 Damage per Second.

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Tutorial Cave

## Adjacent Locations

 Cradlewood

The Tutorial Cave is a short, nine-room dungeon at the very start of the player's journey. When a new game begins, the player spawns in the south-western-most room, and must venture through the almost entirely linear dungeon to escape into Cradlewood. Along the way, the new player is introduced to important game concepts, such as using weapons and equipping items.
Pinewood Bow

< Home < Weapons

### Rarity

The **Pinewood Bow** is a Common **Ranged Weapon**. You can find it in chests in Cradlewood.

## Strategy

Because of their lack of pierce, bows struggle to deal with groups of enemies, but can deal with single targets more easily because of their higher range stat.

Equipping the rune Burning Quiver will grant you 3 damage

The Base weapon has 110.1 Damage per Second

At +4 with max +35% damage you will get 211 Damage per Second.
If you take the +4% Attack rate over 10% damage you will have 201.48 Damage per Second.
If you Equip Burning Quiver, with 15% damage boost you will have 205.78 Damage per Second

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Ami Nonomura

**Ami Nonomura** is the main character of most popular of the Cream Lemon franchise as most of the episodes of the series are centered around her character.

## Story

Her story is a coming-of-age drama that details her life as a young girl to adulthood. Ami starts out as a girl who has a sexual tryst with her older brother Hiroshi that leads to serious consequences as he is sent away to study abroad by their mother who finds out about their affair. She is deeply in love with her brother and her

## Her past

Ami Nonomura was little girl she wears a puff-sleeve blouse and skirt

## Her family

* Hiroshi Nonomura (brother)
* Yasuko Nonomura (mother)

## Appearance

Ami Nonomura is a smart high-school student she has brown hair with green eyes

## Voice Actor

Ami Nonomura was provided the voices by Hitomi Oikawa
Tome of Flame

< Home < Weapons

### Rarity

The **Tome of Flame** is a Tier 1 **Magical Weapon**. It can be bought at Fairreach for 120 Gold.

## Strategy

Because of it's damage, it has trouble dealing with large groups of enemies and does better against singular opponents.

Being a Magic type weapon your attacks have a change for enemies to drop Mana on hit, as well as have enemies drop it on death. picking up the mana will increase your attack rate by 20% for 2 seconds.

The Base weapon has 102 Damage per Second or 122.4 when Mana Boosted.

At +4 with max +40% damage you will get 175.8 Damage per Second, or 210.9 Damage per Second when Mana Boosted.
Conveyor

"Conveyor" is the sixth Test Chamber of Chapter 2 taking place in Test Track 09. It contains 2 Slimeballs and 1 Lever. The soundtrack playing in this chamber is "Conveyor", the sixth song of the album.

## Description

The Design of this Chamber is relatively simple, it is split in two halves that are solved one after the other and have little interaction in between.

## Solution

To start off, hit the button at the back wall in front of you, at best right when the moving scaffold in the middle if right underneath the dropper, otherwise throw it on yourself. Quickly step on the pressure plate to deactivate the Anti-Science Field and get the Slimeball across safely. After it passed the particle field, run over and pick it up, then throw it on the pressure plate in the wall on the left to open the right door and walk through.

Now, press the button on the floor at the right time, so the Slimeball dropped does not fall onto the moving scaffold, but instead the pit below, and then pick it up. Now use the Slimeball in the side room on the right to deactivate the Death Field that leads to the previous room. Press the button on the wall to retrieve your first Slimeball, then turn around through the deactivated Death Field and pick your second Slimeball back up.

Use Slimeball #1 on the pressure plate in the box on ground level, then time a drop of the second Slimeball just right, when the moving scaffold is passing by. Climb the ladder to the left side of the room and jump through the Anti-Science Field just in time to land on the scaffold and follow it through to the other side. Pick up the Slimeball and throw in onto the other scaffold, which passes through the Death Field. Jump down and use the ladder on the other side of the room to get to the moving scaffold's destination and pick it up.

Use it to open the door and take the lever out of the chest, then pick the Slimeball back up and jump back down. Use the ladder on the left side of the room and open the door with your lever, then use your leftover Slimeball to open the Exit Door. Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 5: Crossgrid | Chamber 7: Target Practice ➡
Version History

< Home

Archvale's version history is listed below, along with links to patch notes wherever possible. One can check which version they have installed by looking at the bottom-left-hand corner of their main menu in-game to see the version number.

**Patch v1.1.3: Minor Bugfixes**

*- December 10, 2021*

**Patch v1.1.2: Major bugfixes, QoL and Balancing**

*- December 6, 2021*

**Patch v1.1.1: Major Bugfixes**

*- December 4, 2021*

**Release v1.1.0**

*- December 2, 2021*
Rusty Flail

< Archvale Wiki < Weapons

### Rarity

the **Rusty Flail** is a Tier 1 **Flail Weapon**. This weapon first fires out in the direction you aim, and then spins around you for as long as you remain attacking.

## Strategy

Equipping the Paladin's Light Rune, you will gain 5 damage per hit

The Base weapon has 180 Damage per Second

At +4 with max +25% damage you will get 324 Damage per Second. If you take the +4% Attack rate over 15% damage you will have 310 Damage per Second. Using +4 with +15% damage and Paladin's Light Rune, will give you 324 Damage per Second.

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## Trivia

* This weapon was in the Demo release but was unobtainable except by a save editor
Shell Axe

< Home < Weapons

### Rarity

the **Shell Axe** is a Tier 1 **Ranged Weapon**. You can Craft this item for 20 Shell Shardss. It has an average damage and attack rate stat, but in return, can pierce enemies, hitting up to two before dissipating.

## Strategy

This weapon is good at dealing with groups of enemies and does well in single target damage, but its lower range makes it riskier to do so with then **bows**.

The Base weapon has 128.45 Damage per Second

At +4 with max +35% damage you will get 245.28 Damage per Second.
If you take the +4% Attack rate over 10% damage you will have 227.76 Damage per Second

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World Generation

< Home < Biomes

*All the information in this article is based on information from this devlog and datamining of game data and save files.*

Unlike dungeons, which are hand-crafted and always the same in each playthrough, Archvale uses procedural generation to populate the overworld. One of the devlogs that Idoz shared on YouTube provides insight into how the generation worked during development. Although it looks a bit different in the release version, the world generation is based on the same mechanics.

## Biome Source Images

When a new world is created, the game randomly chooses from one of five static biome source images, which are then used as a basis for the location of each biome.

Each color represents one of the biomes, sub-biomes, or special rooms like towns, dungeons, and manually placed bosses. This image is used as a basis for where the rooms will appear, and is then procedurally randomized using a cellular autonoma—adding and removing rooms. Grey pixels marks locations where no rooms can be generated during this process. All of the rooms are generated during world creation, when a new savefile is created.

### World Generation Example

Below is an example of a world map and the source image used to create it.

## Room types

Each room has a type assigned to it during world generation, based on few rules.

The base type of a room is a **combat** room. These are the most numerous and they are basically filler between all other room types.

The first important room type is the **fountain** room. It contains a inactive fountain that can be activated to unlock new fast travel points, and also spawns a permanent +1 Defense Blessing. They are generated in regular intervals, with roughly five rooms between them. The total number of fountain rooms in a save file varies from world to world. This makes larger worlds slightly easier, because more fountains means more permanent defense upgrades.

Other room types are then created in each biome, according to biome-specific limits and rules.
Towns

Towns are large 2x2 spaces on the Map that serve as major checkpoints and hubs of activity. They contain Fountains, Anvils, and NPCs, who may offer advice, quests, or items to buy. Locating towns is an important part of progressing through Archvale, as the Shopkeeper and Badge Trader offer different items, and more Gold can be stored in Banks, with each new location.

 Timberwell FairreachBuckler's Cove.png Buckler's CoveBogtown.png BogtownSprucepoint.png SprucepointChamberstone.png ChamberstoneMorelton.png MoreltonPearlloch.png PearllochThe Pit.png The Pit
Weaponsmith

The weaponsmith is an NPC located in fairreach.

Upon talking to the weaponsmitth, you will be able to upgrade your weapons in exchange for money, more money every upgrade with a max upgrade limit of +5.

To locat the weaponsmith, you must go to fairreach and walk to the left area. You will be able to see a bridge/path that goes up, to the weaponsmiths forge
The Pit

< Home < Towns

## Adjacent Locations

 Molten Rift

The Pit is the only town in Molten Rift, one of the last locations in The Protagonist's journey to restore The Arch. It is inhabited by demonfolk, and features a small lake of molten lava.

The Pit is home to two main attractions, being The Arena and The Hall of Champions.

## The Arena

*Main article: The Arena*

The Arena is a gauntlet of five waves of enemies that The Protagonist must defeat in order to become The Champion of The Arena. Until then, the townsfolk of The Pit will show no respect for The Protagonist, and will not grant them access to The Executioner's Lair. Only by completing The Arena can the child progress to find the piece of The Arch that is guarded by The Banished Executioner.

## The Hall of Champions

*Hover over a statue in the image below to see the name of the Champion it honours.*

The Hall of Champions is a collection of statues found in the north-east corner of The Pit that honours a number of Champion players who completed the entire demo of Archvale without taking a single hit. These statues were made to the specifications of the players.

Two of these champions, NeoVolt and RareBeeph, also accomplished this feat using only a Wooden Blade for a weapon. The weapon can be seen held by RareBeeph's statue in commemoration.

In addition, a fallen skeleton wearing a hat in the corner of the hall is in remembrance of Tturna, an "outstanding member of the Archvale community."

## Layout

*Click on key objects and NPCs in the image below to learn more.*
Snail Rod

< Home < Weapons

### Rarity

The **Snail Rod** is a Tier 1 **Magical Weapon**, which can be crafted at an anvil using 15 Shell Shards. **The Snail Rod** has one of the longest ranges in Archvale, and its projectiles bounce off of walls. When a Projectile hits an enemy it will deal 10 damage to any enemy within a roughly 2-tile radius, as well as to the enemy hit.

## Strategy

This weapon excels at dealing with large groups of enemies with it's AoE attacks, but still has solid single target damage.

Being a Magical Weapon, your attacks have a change for enemies to drop Mana on hit, as well as have enemies drop it on death. picking up the mana will increase your attack rate by 20% for 2 seconds.

The Base weapon deals 103.5 Damage per Second or 124.2 when Mana Boosted.

At +4 with max +40% damage you will get 187 Damage per Second, or 224.4 Damage per Second when Mana Boosted.
The Mondo Logo Bloopers

**The Mondo Logo Bloopers** was a series made by Scratch.

## Takes

* The Mondo Logo Bloopers/Take 1
* The Mondo Logo Bloopers/Take 2
* The Mondo Logo Bloopers/Take 3
* The Mondo Logo Bloopers/Take 4
* The Mondo Logo Bloopers/Take 5
* The Mondo Logo Bloopers/Take 6
* The Mondo Logo Bloopers/Take 7
* The Mondo Logo Bloopers/Take 8
* The Mondo Logo Bloopers/Take 9
* The Mondo Logo Bloopers/Take 10
* The Mondo Logo Bloopers/Take 11
* The Mondo Logo Bloopers/Take 12
* The Mondo Logo Bloopers/Take 13
* The Mondo Logo Bloopers/Take 14
* The Mondo Logo Bloopers/Take 15
* The Mondo Logo Bloopers/Take 16
* The Mondo Logo Bloopers/Take 17
* The Mondo Logo Bloopers/Take 18
* The Mondo Logo Bloopers/Take 19
* The Mondo Logo Bloopers/Take 20
* The Mondo Logo Bloopers/Take 21
* The Mondo Logo Bloopers/Take 22
* The Mondo Logo Bloopers/Take 23
* The Mondo Logo Bloopers/Take 24
* The Mondo Logo Bloopers/Take 25
* The Mondo Logo Bloopers/Take 26
* The Mondo Logo Bloopers/Take 27
* The Mondo Logo Bloopers/Take 28
* The Mondo Logo Bloopers/Take 29
* The Mondo Logo Bloopers/Take 30
* The Mondo Logo Bloopers/Take 31
* The Mondo Logo Bloopers/Take 32
* The Mondo Logo Bloopers/Take 33
* The Mondo Logo Bloopers/Take 34
* The Mondo Logo Bloopers/Take 35
* The Mondo Logo Bloopers/Take 36
* The Mondo Logo Bloopers/Take 37
* The Mondo Logo Bloopers/Take 38
* The Mondo Logo Bloopers/Take 39
* The Mondo Logo Bloopers/Take 40
* The Mondo Logo Bloopers/Take 41
* The Mondo Logo Bloopers/Take 42
* The Mondo Logo Bloopers/Take 43
* The Mondo Logo Bloopers/Take 44
* The Mondo Logo Bloopers/Take 45
* The Mondo Logo Bloopers/Take 46
* The Mondo Logo Bloopers/Take 47
* The Mondo Logo Bloopers/Take 48
* The Mondo Logo Bloopers/Take 49
* The Mondo Logo Bloopers/Take 50
Cream Lemon

**Cream Lemon** (*Kurimu Remon)* is an early hentai series. The first *Cream Lemon* OVA was released in August 1984

## Episodes

*Main articles: Cream Lemon (First Season)*

* Be My Baby
* Escalation - Tonight is Hardcore
* SF Super Dimension Legend Rall
* Pop Chaser
* Ami Again
* Escalation 2 - Forbidden Sonata
* Don't Do It, Mako-chan - Mako Sexy Symphony Part 1
* Super Virgin
* Happening Summer
* Star Trap
* Black Cat Manor
* Don't Do It, Mako-chan - Mako Sexy Symphony Part 2
* Ami III
* Nalice Scramble
* Super-Dimension Legend Rall 2 - Ramorue's Counterattack
* Escalation 3- Angel's Epilogue

## New Cream Lemon

* To Moriyama Guest Special - Five Hour Venus
* White Shadow

## Characters

**Ami Series**

* Ami Nonomura
* Hiroshi Nonomura
* Satomi Kudo
* Kyoko Terasawa
* Yasuko Nonomura
* Kyoko Hori
* Ryuji Kono
Cream Lemon Wiki

**Welcome to the Cream Lemon Wiki!**This Wiki is based on the OVA hentai series named Cream Lemon between 1984 and until 2006 with over 40 episodes. Main character such as named Ami Nonomura and Naomi Hayakawa

## Characters

**Ami Series**

* Ami Nonomura
* Hiroshi Nonomura
* Satomi Kudo
* Kyoko Terasawa
* Yasuko Nonomura
* Kyoko Hori
* Ryuji Kono

Escalation Series

* Naomi Hayakawa
* Rie Komatsuzaki
* Midori Omori

Rall Series

* Caron

## OVA Series

* Cream Lemon (16 episodes)
* New Cream Lemon (9 episodes)
* Ami: From Then On (4 episodes)
* Manga Artist series (4 episodes)
* New Century Cream Lemon (2 episodes)
* Cream Lemon: New Generation (4 episodes)

## Films

* Ami Image -White Shadow
* Going on a Journey -Ami Final Chapter

*Need help building out this community?*

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

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

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

"Wire Collection" is the tenth Test Chamber of Chapter 1 taking place in Test Track 02. It is the direct follow-up after Ascension and contains 3 Slimeballs, 2 Levers and 10 Redstone. The soundtrack playing in this chamber is "Sludge Pit", the eighth song of the album.

## Description

The Design of this Chamber is very open, as it is split into two large rooms with only few smaller branching rooms, which mostly contain only one further puzzle and/or one resource each.

## Solution

This chamber as well as all following will not have a written Solution, please visit the official Walkthrough for the solution of this chamber.

◀ Chapter Overview Page | ⬅ Chamber 9: Submersion | Chamber 11: Atomic Displacement ➡
Anti-Science Fields

This page refers to the Chamber in Chapter 2. For the Mechanic, see Mechanics#Chapter\_2.

"Anti-Science Fields" is the fourth Test Chamber of Chapter 2 taking place in Test Track 09. It contains 1 Slimeball and 1 Lever. The soundtrack playing in this chamber is "Particle Tutorial", the fifth song of the album.

## Description

The Design of this Chamber is very simple, it starts off with a single large room that first introduces the player to Anti-Science Fields. It follows into a hallway and after a corner, the chamber ends.

## Solution

To start off, walk straight through the new Anti-Science Field and hit the button on the right wall. Now walk back through the Particle Field and collect the Slimeball. Throw it onto the ledge beside you, then make your way around the central pillar to get the Slimeball to circumvent the Particle Field. Place the Slimeball on the Pressure plate and take the lever out of the chest behind the now open door.

Go back onto the platform and step on the Pressure plate to deactivate the Anti-Science Field and throw the Slimeball behind it. Get off the Plate and go in the hallway, picking up the Slimeball. Now open the door in the right area by throwing your Slimeball on the Pressure plate in the wall. Use your lever to deactivate the Particle Field, walk back and pick up your Slimeball, then use it on the floor to activate the Exit Door and leave! Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 3: Crossroad | Chamber 5: Crossgrid ➡
Lore

The Lore of the Kitatcho Labs is only partially known, and only Chapter 4 will clear everything up. Our current knowledge from the first three chapters is posted on the Lore document found in the Resources page. In the meantime, feel free to help us with figuring out the lore over on the Team Syllica Discord.

Until then: Happy theorizing!
Spear

Spears are a Melee class of Weapons found in Archvale, they can release many consecutive projectiles that can penetrate armor as well as a piecing slash.

## Common abilities

* Average rate 2
* Range of 80
* Armor penetration 2
* Armor break 100%

## Strategies

Due to their thin damage coverage, they work best for single target scenarios.

Spears can be used as emergency weapons for ranged and magic users, since they are more suited for close corner combat

## Disadvantages

Spears are often outclassed by heavy weapons due to their niche usage, other weapon types have much better crowd control, there's also an issue with fast moving enemies.
Out of View

"Out of View" is the fourteenth Test Chamber of Chapter 3 taking place in Test Track 08. It contains 4 Slimeballs and no Levers. The soundtrack playing in this chamber is "Out of View", the thirteenth song of the album.

## Description

This chamber is split into two halves, the first contains a brief reminder about using Slimeball re-spawning to your advantage, the second being the "actual" chamber, which focuses on a central Photonic Walkway.

## Solution

▶
For a video version, see the official walkthrough.

For the first half of the chamber, get onto the raised platform on the back right from the entranceway. Traverse the Photonic Walkway, then spawn all three Slimeballs. One after the other, use your slimeballs to activate the next Photonic Walkways on the next pressure plates available to you. The last Photonic Walkway gives you a path to the Slimeball droppers where you now re-spawn all Slimeballs except the one that is activating the last Photonic Walkway.

Now return to the stationary Slimeball you left behind, pick it back up and use all three Slimeballs to deactivate the death field next to you. Walk through the deactivated field, push the button on the wall to your left to permanently raise the stairs, then pick your Slimeballs back up and use the now activated stairs to get back to the starting point of the next half of the chamber.

Place Slimeball #1 on the nearby pressure plate to activate the central Photonic Walkway. Jump over to the other side and place Slimeball #2 on the next pressure plate. Spawn Slimeball #4, then walk back and swap Slimeball #2 with Slimeball #2, then return to respawn Slimeball #4. Jump over to the other side, then place any Slimeball other than #4 on the pressure plate over there to deactivate the Anti-Science Field in the hole. Use Slimeball #4 to throw it onto the pressure plate in the hole. If you fail, you can quickly re-spawn it. Once you successfully hit the pressure plate, pick up the Slimeball you left to deactivate the Anti-Science Field, then jump onto the Walkway towards the exit door and use your two remaining Slimeballs to open it, solving the chamber!

◀ Chapter Overview Page | ⬅ Chamber 03: Swap Blocks | Chamber 05: Marksmanship ➡
Shell Blade

< Home < Weapons

### Rarity

The Shell Blade is an uncommon **Melee Weapon** crafted using 20 Shell Shards. It is characterized by its high damage and rate of fire but low maximum reach. The weapon has has a moderately high DPS compared to others at this stage of the game, which makes it an appealing choice for players willing to risk getting close to enemies and bosses.

Despite having a  Range of 0, the melee swipe of the Shell Blade extends roughly 3.5 tiles out from the character.

## Strategy

Due to its high DPS, infinite pierce, and 20 damage worth of bleed, this weapon excels at dealing with both groups and single targets. The downside of short range is not very limiting in practice and can be worked around by a skilled player.

* By equipping the Paladin's Light Rune, you will gain 7 damage per hit
* The Base weapon has 208.2 DPS
* At +4 with max +25% damage you will get 319.2 DPS. If you instead use a +Attack Rate ring but have +15% damage, you will have 310.5 DPS. Using +4 with +15% damage and Paladin's Light Rune, you will have 327.18 DPS

 +1
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Adhesion

"Adhesion" is the fifth Test Chamber of The Kitatcho Laboratories - Chapter 1 taking place in Test Track 02. It is the direct follow-up after Repulsion and contains 3 Slimeballs and 2 Levers.

## Description

The chamber is split into 4 rooms and is designed to slowly introduce the player to the mechanic of the yet-unnamed sticky substance. Overall the chamber is very simplistic in its design but quite labyrinthine to require thought to solve it.

## Solution

To start off, the player walks into the room to the right, collects the lever from the chest in the right wall of the room to the left and then runs across the arrows from the pressure plate towards the launchpad while not cutting any corners and collects the Slimeball on the upper floor.

The player continues to the left room from the start and jumps down to the slimepad to jump into the hole in the right wall and collects the Slimeball from the top chest and the lever from the bottom chest. The player goes back to the top of the room by using the launchpad staircase to the opposite side. While there, the player collects another lever found at the top of the entrance of said staircase room.

With two Slimeballs and a lever in their inventory, the player collects the second lever from the door below the starting platform by bouncing on the slimepad and using both Slimeballs to open the door.

The player goes back to the top level and then bounces straight ahead, opens the door with the two levers and slides down the wall towards the chest. They collect the third Slimeball from the chest and go back up using the staircase.

The player solves the chamber by then going back to the right room of the chamber, uses the launchpad to get up and opens the Exit Door by dropping all Slimeballs on the required pressure plates. Chamber Complete!

◀ Chapter Overview Page | ⬅ Chamber 4: Repulsion | Chamber 6: Labyrinth ➡
Mechanics

In the maps, the player gets to know a lot of mechanics for solving the chambers. All of them are introduces gradually, using easier tutorial chambers to allow the player to experience the new mechanics in a safe environment. This page lists all currently known mechanics per chapter along with the Lore they introduce.

Warning!

The following article contains major spoilers. Please play the maps first before reading this article.

## Chapter 4

Note

Chapter 4 is not yet released. All info regarding the upcoming map is based on officially revealed information, but never necessarily final.
Target Practice

"Target Practice" is the seventh Test Chamber of Chapter 2 taking place in Test Track 09. It contains 1 Slimeball and 1 Lever. The soundtrack playing in this chamber is "A Little Witchcraft", the eighth song of the album.

## Description

The Design of this Chamber is getting more complex, with a handful of branching paths. However, they are all pretty much isolated to give a multi-part introduction on the use cases of the new Quality Bow.

## Solution

To start off, pick up your new Quality Bow from the Chest to the left and shoot the button on top of the door to the right to open it. Walk in and drop you bow to retrieve your arrow and use it again top open the second door. After entering the main room, aim for the button on the wall on the back to activate the staircase at the bottom. Next, stand on the pistons and shoot at the button on the back wall to activate them. Climb the ladder and stand on the Slime block, then shoot at the pressure plate in the wall to boost yourself up.

Walk through the Anti-Science Field and precisely shoot up over the bars to hit the pressure plates on the other side. Take the Lever out of the chest and jump all the way down. Use the lever to deactivate the Death Field and walk through. Make your way through the Particle Field and down the pit, and open the door by shooting your arrow onto the pressure plate in the wall. In there, pick up the Slimeball from the dropper and turn back around (and do not pick up the arrow yet), make your way back on top and drop the Slimeball in front of the Gates. Walk through the Particle Field and pick up your Slimeball, then retrieve your arrow and use it to activate the staircase.

Now, throw your Slimeball in front of the Gates before you, then turn around and make your way back outside by shooting your arrow through the window to your right and exiting the building. Walk through the Anti-Science Field and very precisely shoot your arrow on top of the tower, the pressure plates will open the door. After going inside, pick up your Slimeball and retrieve your arrow and use them both on the pressure plates inside the wall to open the Exit Door. Chamber solved!

◀ Chapter Overview Page | ⬅ Chamber 6: Conveyor | Chamber 8: Blocked Shots ➡
Photonic Walkways

This page refers to the Chamber in TT05. For the mechanic, see Mechanics#Chapter\_3.

"Photonic Walkways" is the fourth Test Chamber of Chapter 3 taking place in Test Track 05. It contains 2 Slimeballs and 1 Lever. The soundtrack playing in this chamber is "Bridge Building", the fourth song of the album.

## Description

This chamber features two levels (connected via a ladder behind a door) and several Photonic Walkways, which are glowing bridges that can be activated and deactivated.

## Solution

▶
For a video version, see the official walkthrough.

Start off by activating the three entrance Walkways and traversing them to the main area. Then, collect Slimeball #1 in the room to your left. Use it to open the door on the opposite side, and use the ladders to climb to the top level. Collect Slimeball #2 on the other side of the permanent Walkway.

Now, drop down and swap the two Slimeballs so that Slimeball #2 holds the door open and you hold Slimeball #1 in your hand. Use Slimeball #1 to activate the pressure plate on the opposite side, next to where you initially spawned it in. Climb back to the top floor and re-spawn Slimeball #2.

Traverse the newly activated Walkway and use Slimeball #2 on the pressure plate behind. Turn around and make your way to the other side of the top floor, where a new Walkway activated, forming your way to a chest containing a lever. Now, recollect Slimeball #2 and drop back down to recollect Slimeball #1.

Use either one of your Slimeballs to activate the final Walkway leading to the exit door, then use the lever on the ceiling and the remaining Slimeball on the left of the exit door to open the exit

◀ Chapter Overview Page | ⬅ Chamber 3: Drawbridge | Chamber 5: Target Timers ➡
Bananas

The memorial for Bananas displayed outside of Ki-Tacos in Test Track 09.

## Role

Bananas (Also known as TS-02) was the second ever test subject to be a part of one of the Kitatcho Laboratories testing tracks. Being a monkey (although the exact type of monkey is never mentioned), Bananas, born 1997, was part of an experiment to see if animals shared the same cognitive abilities that humans did when it came to testing.

Not much is known about Bananas, however from the information that we're given it's safe to say Bananas was an above-average monkey who solved chambers much faster than the player (TS-03).

## Death

Bananas passed away when making it to Chamber 12 of Test Track 02. While many scientists predicted the introduction of lava and fire resistance plates would cause his demise, it then turned out to be the fault of him dropping one of his own banana peels on the floor and slipping on it, causing him to fall and smash his head on the chamber floor, resulting in Bananas bleeding out to death. A small dried up blood stain can be seen in Chamber 12 when the player ventures through Test Track 02, signifying where Bananas took his last breath.

*Who gave him the banana in the first place? Perhaps we'll never know.*

### Memorial

In Chapter 2, there's a small memorial dedicated to Bananas outside of Ki-Tacos between chambers 06 and 07, which directly confirms he lived from 1997 - 2007.
Trifecta

"Trifecta" is the seventh Test Chamber of Chapter 3 taking place in Test Track 05. It contains 1 Slimeball and no Levers. The soundtrack playing in this chamber is "Throwables (TM)", the fifth song of the album.

## Description

This chamber is centered around three Throwables and three Target Timers, requiring the player to hit one after the other to progress, while reinforcing the "Slimeball Swapping" mechanic.

## Solution

▶
For a video version, see the official walkthrough.

First, activate Target Timer 1 (best aimed at by focusing on the number above) and make your way across the Walkway. Climb the ladder and use one of your Throwables to activate the pressure plate. On the other side, spawn the Slimeball and return to the pressure plate. Swap the Slimeball with the Throwable and return to the Slimeball dropper to re-spawn your Slimeball.

Use your next Throwable to activate Target Timer 2 (which is very short, so cross the Walkway quickly!), then repeat for Target Timer 3 (best aimed at by focusing on the lamp above the target). Use your Slimeball to open the exit door.

◀ Chapter Overview Page | ⬅ Chamber 6: No Hands | Chamber 8: Prolongation ➡