recursal/Fanatic-Fandom huggingface dataset:
Platform

## The [ **platform** ] object

A platform is a block that Beta or any other character can stand on. Platforms are a good way to implement structure in your game design.

You can build columns [ **col** ] and rows [ **row** ] of platforms in order to quickly implement large numbers of platforms.

## Building with platform

To add a platform type the following into the terminal:

**add platform**

To add a column [ **col** ] of platform's type:

**col platform 0 10 5**

To add a row of platform's type:

**row platform 0 10 5**

What are those numbers in the 'col' and 'row' commands?

The 0 10 5 in the [ **col** ] and [ **row** ] commands are 'x y length'. The 0 is for the starting x point, the 5 is the starting y point, the 10 is for length.

Customizing a [ **platform** ]

You can use the [ **get** ] and [ **set** ] commands to get and set all your platform characteristics. Here's an example of using the [ **set** ] command to change the angle, height, width, and skin of your platform:

**set platform1\_1 angle:60 height:210 width:140 skin:redBlock**

[ **get** ] and [ **set** ] are very important to know in order to customize your game design, make sure to read our wiki entries about them in the codePop library section.

Running a [ **get** ] shows you 32 characteristics of a platform that you can change. These are listed below:
GetAll

The [**getAll**] command

This *command* is similar to the [ **get** ] *command*. The difference is that it will get information about **all** *objects* you specify instead of just one. Check out the example below:

**getAll platform**
In the codePop above, you will receive the location of each platform in the level.

## Using [ **getAll** ] with objects

Below is a list of objects that you can use the [ **getAll** ] command with to inspect your Beta environment. Try them all out to see what they do.

### **See also:**

* [ **get** ]
* [ **set** ]
* [ **setAll** ]
Beta The Game Wiki

Welcome to the Official Beta wiki!
We are currently maintaining 355 pages (32 articles).

* Official site  - Check out the official website for information, a download of the game, and the store.
* Youtube  - Our Youtube channel will have tutorials and other fun videos
* Facebook  - Our Facebook page contains announcements, pictures, and tutorials. Facebook posts go up daily.
* Tumblr  - Our Tumblr blog contains more of the story behind the scenes. You can meet the team here, see how Beta progressed from the beginning, and catch tuts as well.
* Twitter and Instagram  - We tweet/instagram out announcements, s/o's, and cool pics. Follow us @BetaTheRobot

 The Official Guide to codePop

 The Official Guide to codePop

CodePop is the tweet-sized programming language that powers Beta's world. Master this language and gain near limitless control in Beta.

* A Tour of the Code Console
* The codePop Library
* codePop Patterns
* Game Mechanics
* Level Templates
* codePop Errors and Debugging
* In-Game Help

 Games
 Games

The Betaverse is inspired by player / game designers from all over the world. Here we attempt at cataloguing some of the great creations that changed the course of Beta.

* Nexus
* BetaBros
* PacBeta
* BetaKong

 Featured video
 Featured video

 Featured screenshot
 Featured screenshot
Col

The [ **col** ] command

[ **col** ] is short for column. This *command* allows you to quickly build columns of *objects*. The  [ **col** ] command takes atleast four *arguments* to execute:  [ **col *object******x** **y*** **length** ]. Here is an example of a [ **col**] built with platforms on x:0 y:10 with an upward length of 5:

**col platform 0 10 -5**
You can also create a [ **col** ] of spikes, or springs, or crates or more. Check out an example below:

**col spike 3 12 4**
**col spring 0 6 -3**
**col crate 4 7 -10**
Notice the structure of the codePop above. We first specify our *command*, then the *object* being built, then three arguments *x,y* coordinates, and the length we want the [ **col** ] to be.

Also note that when the length is negative, the column will be built to go up not down. This is because in Beta and programming in general, the Y-Axis is inverted.

## [ **col** ] Command Arguments

In the codePop example shown above, there are three numbers [ **0 10 -5** ]. These numbers represent the *x, y,* and *length* of the [ **col** ] being built. The three numbers are what we call *arguments*. *Arguments* are required for this *command* as well as others, you won't be able to build your [ **col** ] without them.

## Using [ **col** ] with Objects

Below is a list of objects that you can use the [ **col**] command with to build your Beta environment. Try them all out to see what they do.

**memory x y length**
 **col**
'*platform'***x y length**
 **col**
**spring x y length**
**timerx y length**

## Using [ **col** ] with Options

If you want to customize your [ **col** ] of platforms or other *objects*, you will have to learn how to add *options* after your *arguments*(in this case, after x,y,length).

You can get the *options* of any *object* by running a [ **get** ] command on the *object*in question. Once you've found the *option*you'd like to add, you just append it to your [ **col** ] command. Check out the example below:

**col platform 0 10 -5 angle:90 height:35 width:350**
In the codePop above, the *options* are *angle, height,*and *width.*

Keep in mind that there are many *options* for each object. Play with them!
Remove

## Using the [ remove ] Command

The [ **remove** ] command allows you to eliminate any object in your level. Simply type [ **remove** ] then click on the object you'd like to get rid of and run the command. The specified object will now be gone. Here are a few examples:

**remove spike0\_8**
**remove platform0\_10**
**remove actor0**
You can remove multiple objects by typing [ **remove** ] and then clicking on each object one by one, before you run the command. This will remove each object you've clicked.

Be sure to play our in-game [ **remove** ] tutorial for hands-on experience with the [ **remove** ] command. Type the following to play:

**level play dig king**
End of Story (Khanbulat Quest 1-6)

Previous

## Synopsis

"...the foreigner kept a diary that held information about the location of Star's nest and the way to it." Mengu stopped speaking; I went to prepare the sled for new tasks.

## Completion

"The Khans tore the diary apart and scattered its pages to the four winds. I have kept a few pages for me, take them," - said Mengu and handed me the roll. The most suspicious thing about it all is that Mengu himself doesn't know where Star's nest is, although he is one of the Khans.

## Notes

* Pears can be loaded and unloaded at home station.
* Rubies can be found in large troves, iron ore and crystallin (confirmed), treasure chests (unconfirmed)
* Diamonds can be found in small troves and golden chest (confirmed), vases
Spring

## The [ **spring** ] object

A [ **spring** ] is an object which acts as a spring for any object (i.e balls, crates, actors, Beta himself) that interacts with it.

Springs can be used to make your games more dynamic.

When jumping on a spring, hold the (**spacebar**) in order to jump as high as you need to.

## Building with [ **spring** ]

To add a spring, type the following into the terminal:

**add spring**

To add a column [ col ] of spring's type:

**col spring 0 10 5**

To add a row of spring's type:

**row spring 0 10 5**

What are the numbers in the 'col' and 'row' commands?

The 0 10 5 in the [ **col** ] and [ **row** ] commands are 'x y length'. The 0 is for the starting x point, the 5 is the starting y point, the 10 is for length.

## Customizing a [ **spring** ]

You can use the [ **get** ] and [ **set** ] commands to get and set all your spring characteristics. Here's an example of using the [ **set** ] command to change the angle, height, and width of your spring:

**set spring1\_1 angle:60 height:210 width:140**

[ **get** ] and [ **set** ] are very important to know in order to customize your game design, make sure to read our wiki entries about them in the codePop library section.

Running a [ **get** ] shows you 32 characteristics of a spring that you can change. These are listed below:
RemoveAll

## Using the **removeAll** command

The [ **removeAll** ] command operates similarly to the [ **remove** ] command. It differs in that it removes entire groups of specified objects in your level. If you need to get rid of all spikes (or any object) in your level, you should use [ **removeAll** ]. Look at the examples:

**removeAll platform**

**removeAll spike**

**removeAll turret**
Beta

Byte-sized adventures in a land of code!
## Byte-sized adventures in a land of code!

The only limitation is your imagination...

* **Hours of Play**

With a Beta account you will receive weekly content updates and have access to games made around the world. You'll never run out of things to do.
* **Learn to Code**

Beta will teach you CodePop, a simple yet powerful language that introduces players to foundational object-oriented programming concepts.
* **Instant Feedback**

Unlike any other gaming platform Beta allows you to play and code at the same time! No more compiling. Simply build and experience your vision instantly.
Beta's on the Cloud! Join a community of game designers and codePoppers from all over the world!
Boost

## The [ **boost** ] object?

A [ **boost** ] is an object which strongly boosts any object (i.e balls, crates, actors, Beta himself) that interacts with it.

Boosts are similar to springs, however they are much more strong by default and are typically used to deliberately propel Beta to another distant place.

Building with [ **boost** ]

To add a boost, type the following into the terminal:

**add boost**

To add a column [ col ] of boost's type:

**col boost 0 10 5**

To add a row of boost's type:

**row boost 0 10 5**

What are those numbers in the 'col' and 'row' commands?

The 0 10 5 in the [ **col** ] and [ **row** ] commands are 'x y length'. The 0 is for the starting x point, the 5 is the starting y point, the 10 is for length.

## Customizing a [ **boost** ]

You can use the [ **get** ] and [ **set** ] commands to get and set all your boost characteristics. Here's an example of using the [ **set** ] command to change the angle, radius, and strength of your boost:

**set boost1\_1 angle:60 radius:140 strength:140**
[ **get** ] and [ **set** ] are very important to know in order to customize your game design, make sure to read our wiki entries about them in the codePop library section.

Running a [ **get** ] shows you 29 characteristics of a boost that you can change. These are listed below:
Get

The [ **get** ] command

The [ **get** ] command is used to obtain all the different *options* applicable to an *object*. You can [ **get** ] any *object* in the game. All you have to do is write [ **get**  ] in the terminal, and click the *object* you want to get. The console will populate itself with the unique ID of the *object* you've clicked. This is an example of using the [ **get** ] *command* on a specific ball:

**get ball0**
It's that easy! If you look in the picture, you will see all the information that is printed to the console upon application of the [ **get** ] *command*.

To play an in-game tutorial for the [**get**] and [**set**] commands, enter the following codePop command into the terminal.

**level play readygetset king**
## Why use the [**get**] command?

The [ **get** ] *command*is one of the most useful tools in Beta. It allows you to get all *options* of each *object* in your environment and lets you know what you can change about *objects* with the [ **set** ] *command*. Using the [ **set** ] *command* will allow you to change the various options of any *object* in your environment.

Take some time to learn these two *commands*, you will need a good understanding of how they work to really unlock the potential of each *object* in your environment. The [ **get** ] and [ **set** ] *commands* go hand in hand.

## Using [**get**] and [**set**] to change Options

The example above [**get ball0**] will show the *options* of that ball in the output of the console. If you chose to change the [**height**] of the ball, you would use [**set**] like so:

**set ball0 height:140**
Remember that you can change any *option* of any *object* with the [**set**] *command*.

See also:

* [ **getAll** ]
* [ **set** ]
* [ **setAll** ]
Ball

## The [ **ball** ] object

A [ **ball** ] object is what its name suggests, a ball. You can add a ball or a bunch of them to add some dynamic gameplay elements to your game design.

You can grapple (**e**), shoot (**f**), carry (**c**), and throw (**r**) balls.

## Building with [ **ball** ]

To add a ball type the following into the terminal:

**add ball**
To add a column [ **col** ] of ball's type:

**col ball 0 10 5**
To add a row of ball's type:

**row ball 0 10 5**

## Customizing a [ **ball** ]

You can use the [ **get** ] and [ **set** ] commands to get and set all your ball characteristics. Here's an example of using the [ **set** ] command to change the radius of your ball:

**set ball0 radius:60**

[ **get** ] and [ **set** ] are very important to know in order to customize your games, make sure to read our wiki entries about them in the codePop library section.

Running a [ **get** ] shows you 30 characteristics of a ball that you can change. These are listed below:
Row

## The [ **row** ] command

The [ **row** ] command allows you to quickly build rows of objects. The [ **row** ] command takes atleast four arguments to execute: [ **row object x y length** ]. Here is an example of a [ **row** ] built with platforms on x:0 y:10 with a length of 5:

**row platform 0 10 -5**
You can also create a [ row ] of spikes, or springs, or crates or more. Check out an example below:

**row spike 3 12 4**
**row spring 0 6 -3**
**row crate 4 7 -10**

Notice the structure of the codePop above. We first specify our command, then the object being built, then three arguments - The x,y coordinates, and the length we want the [ **row** ] to be.

## **[ row ] Command Arguments**

In the first codePop example shown above, there are three numbers [ **0 10 -5** ]. These numbers represent the x, y, and length of the [ **row** ] being built. The three numbers are what we call arguments. Arguments are required for this command as well as others, you won't be able to build your [ **row** ] without them.

## Using [ **row** ] with Objects

Below is a list of objects that you can use the [ **row** ] command with to arrange your Beta environment. Try them all out to see what they do.

## Using [ **row** ] with Options

If you want to customize your [ **row** ] of platforms or other objects, you will have to learn how to add options after your arguments (in this case, after x,y,length).

You can get the options of any object by running a [ **get** ] command on the object in question. Once you've found the option you'd like to add, you just append it to your [ **row** ] command. Check out the example below:

**row platform 0 10 -5 angle:90 height:35 width:350**

In the codePop above, the options are *angle*, *height*, and *width*.

Keep in mind that there are many options for each object. Play with them!
Crate

## The [ **crate** ] object

A crate is a bouncy, moveable object that Beta or any other character can actively move. You can grapple (**e**), shoot (**f**), carry (**c**), and throw (**r**) crates.

You can build columns [ **col** ] and rows [ **row** ] of crates as well.

## Building with [ **crate** ]

To add a crate type the following into the terminal:

**add crate**

To add a column [ col ] of crate's type:

**col crate 0 10 5**

To add a row of crate's type:

**row crate 0 10 5**

## Customizing a [ **crate** ]

You can use the [ **get** ] and [ **set** ] commands to get and set all your crate characteristics. Here's an example of using the [ **set** ] command to change the angle, height, width, and skin of your crate:

**set crate0 angle:60 height:210 width:140 skin:blueBlock**

[ **get** ] and [ **set** ] are very important to know in order to customize your games, make sure to read our wiki entries about them in the codePop library section.

Running a [ **get** ] shows you 32 characteristics of a platform that you can change. These are listed below:
Set

The [ **set** ] command

The [ **set** ] *command* allows you to change the *option* of any *object*in the game. To get a list of *options* to change, run the [ **get** ] *command*. Assume you want to change the **bounce** of one of your balls - you can first run a [ **get** ] on it to see what it's current **bounce** is. You can now run the [ **set** ] package to change it. Below is an example of this scenario:

**set ball0 bounce:5**
Like with the [ **get** ] *command*, you should type [ **set** ] and then click on the *object* you want to change. After clicking the *object*, type in the *option* (characteristic) of the *object* that you want to change.

For an in-game tutorial of the [ **get** ] and [ **set** ] *commands,* type the following in the terminal:

**level play readygetset king**
### See also:

* [ **get** ]
* [ **getAll** ]
* [ **setAll** ]
A Tour of the Code Console

## The Parts of the Code Console

The code console is where you can write and execute codePop commands. To access the console press the Enter key or click the Code button on the top right hand corner of the screen.

* **A - The Input:**The input is where you type in your commands. The input field automatically color codes your command to let you know if you are inputting properly.
* **B - The Output:**The ouput shows the results of inputs and other game events. The output is a vertically scrolling log of everything that is happening in the game. Click the white bar at the bottom to expand and contract this window.
* **C - The Grid:**Beta's world exists on a 2D cartesian coordinate system. You will notice that right nex to C is a tile highlighted 10,11. This is the location x:10 y:11 on the grid. These locations can be used to place and reference objects. **NOTE: The Y-Axis is flipped. This means that y is positive moving down. This is a result of programmers wanting the origin in the top left hand corner of screens and not wanting to work with negative numbers all the time.**

## CodePop Command

A codePop command is a sequence of words, symbols and numbers that allow Beta to manipulate his world. There are hundreds of commands. In order to make these commands more managable we've divided the commands into groups or Packages. Each command has a package name, a command name and arguments. Commands without a pacakge name belong to the default package. The default package is for common commands and doesnt require the player to type the package name.

Example commands:

* row spring 10 2 20 ---> *( package = default, command = row, arguments = spring 10 2 20  )*
* level create wikiSampleLevel --->  *( package = level, command = create , argument = wikiSampleLevel )*

## Executing CodePops

To execute a codepop simply type a command into the input (A). As you begin typing you will notice the words and numbers starting to change color. As long as the color isn't RED then you should be on the right track. Each codePop has a specific syntax or order in which the command needs to be written. To find the syntax you can look it up here in the wiki or use the ? command. Once you've typed in the command press the Enter key. This will 'run' the command. You will see the instant result of your command entry in two places: the output window and the game screen. The output window will display a success or failure notice. In case of a failure notice, it will give you a reason. \*The ? Command

* CodePop Library
* CodePop Errors
Spike

## The [ **spike** ] object

The [ **spike** ] object is a spike which serves as an obstacle in Beta's world. If Beta falls on a spike he breaks apart and has to start over from the last spawn point.

Use the spike in your game designs to challenge your players, encouraging them to find creative ways to get through your game.

## Building with [ **spike** ]

To add a spike type the following into the terminal:

**add spike**

To add a column [ col ] of spike's type:

**col spike 0 10 5**

To add a row of spike's type:

**row spike 0 10 5**

What are the numbers in the 'col' and 'row' commands?

The 0 10 5 in the [ **col** ] and [ **row** ] commands are 'x y length'. The 0 is for the starting x point, the 5 is the starting y point, the 10 is for length.

## Customizing a [ **spike** ]

You can use the [ **get** ] and [ **set** ] commands to get and set all your spike characteristics. Here's an example of using the [ **set** ] command to change the angle, height, and width of your spike:

**set platform1\_1 angle:60 height:210 width:20**

[ **get** ] and [ **set** ] are very important to know in order to customize your game design, make sure to read our wiki entries about them in the codePop library section.

Running a [ **get** ] shows you 32 characteristics of a spike that you can change. These are listed below:
Release date

*This article is a stub. You can help Friday the 13th: Killer Puzzle Wiki by expanding it.*

This page contains the **release information** for *Friday the 13th: Killer Puzzle*.

## Release date

Friday the 13th: Killer Puzzle was released for iOS in the US on January 25, 2018, and is scheduled to release globally on Steam, Android, and iOS on **Friday the 13th of April, 2018**.

The game was released on the Xbox One on **September 18, 2020.**

## See also

* How to play guide for Friday the 13th Killer Puzzle
* System requirements
Evoker sets

### Dusk Equipment Set

* Magic defence +48
* Physical defence +36
 Dusk Ailettes
* Physical defence +54
 Dusk Rod

**3 Set:**

* Max health +150

### Crux Accessory Set

 Crux Earrings
 Crux Neclase

**3 Set:**

* Champion/Boss damage increase +5.0%

### Somber Armor Set

* Magic defence +107
* Physical defence +160
 Somber Boots
* Magic defence +115
* Physical defence +86
 Somber Tiara
* Physical defence +129
 Somber Glovettes
* Magic defence +115
* Physical defence +86
 Somber Ailettes
* Physical defence +129

**3 Set:**

* Intelligence +20

**5 Set:**

* Attack speed +5.6%
Friday the 13th Killer Puzzle Wiki/editcopy/Top section

Welcome to *Friday the 13th: Killer Puzzle* Wiki
the *Killer Puzzle* guide for written and maintained by the players.
We are currently maintaining 335 pages (26 articles).

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

About Friday the 13th: Killer Puzzle

Help horror icon Jason Voorhees stalk and slay campers across 100+ puzzle levels in this blood-soaked grid-swiping puzzle game from the makers of Slayaway Camp. From the campgrounds of Crystal Lake to the highrises of Manhattan, from supermax prisons to snowy ski resorts, Jason will terrorize victims across the world... and beyond![Read more...]

Quick Links
EpisodesJasonsWeapons
How to play guide for Killer Puzzle

*This article is a stub. You can help Friday the 13th: Killer Puzzle Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Friday the 13th: Killer Puzzle***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## See also

* Release date
* System requirements
Friday the 13th Killer Puzzle Wiki/Flex section

Guides
How to play guide for Killer Puzzle
Release date
System requirements
Episodes

Videos

Featured images

*Friday the 13th: Killer Puzzle* Links

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Episodes

*This article is a stub. You can help Friday the 13th: Killer Puzzle Wiki by expanding it.*

There are 13 **episodes** in Killer Puzzle, each one featuring 13 levels.

## List of episodes

Visit each episode's page for guides to the individual levels.

* Crystal Lake Memories
* Lockdown
* Winter Kills
* I  NY
* Last Resort
* Slayground
* Wasteland
* Future Shock
* == In-App Purchases ==
* Return to Crystal Lake
* The Ripper
* Knightmare
* Jurassic Jason
Slayground

*This article is a stub. You can help Friday the 13th: Killer Puzzle Wiki by expanding it.*

**Slayground** is the sixth episode of Killer Puzzle.

## Text walkthrough

### Level 2

Right, Up, Down, Left, Up, Right, Up, Down, Up, Up, Left, Down, Right, Up, Left, Up, Left, Right, Left, Up, Left, Down, Right, Up

### Level 3

Right, Down, Left, Up, Left, Down, Right, Up, Right, Down, Right, Down, Right, Up, Left, Up, Right, Up, Left, Up, Left, Down, Right, Up

### Level 4

Up, Right, Down, Left, Up, Right, Up, Left, Up, Right, Down, Left, Up, Right, Down, Up, Left, Down, Left, Up,
New York

**I  NY** is the fourth episode of Killer Puzzle.

### Level 3

Left, up right, down, left, right, up, up, right, down, left, up, left, down, down, right

### Level 4

Right, up, up, left, up, right, up, right, down, right, up, left, down, left, up, right, down, right, down, left

### Level 5

Left, down, right, up, down, left, up, left, down, right, left, up, right, down

### Level 6

Right, right, up, left, down, right, up, down, right, up, left, up, down, left

### Level 7

Left, up, right, up, left, down, right, down

### Level 8

Left, up, left, left, down, right, down, left, up, down, right, left, up, right, down, left, up, down, right, up, left, left, up

### Level 9

Left, down, left, right, up, right, down, left, right, up, left, up

### Level 10

Down, right, down, up, left, down, left, up, right, up, left, down, left, up, right, down

### Level 11

Up, left, down, right, up, left, left, down, right, up, left, up

### Level 12

Right, up, down, left, up, right, down, up, left, down, up, down, right.

### Level 13

Left, up, left, right, down, left, up, left, up, right, left, right, down, right, left, up, left, up, right, up, right, down, right, down, left, up, down, left, up, right, up, left, down, right, down
Friday the 13th Killer Puzzle Wiki/Bottom section

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

CommunityRegisterHow to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

* **Adding content**
	+ If you are unsure of what to do or how to create a page, search for a few articles on the same topic and see what they look like. You can always view the source code in a wiki and learn from what others have done.
	+ An edit doesn't have to be massive; if you feel you don't want to create whole articles, then just fixing spelling errors and broken links is enough.
Friday the 13th Killer Puzzle Wiki/editcopy/Bottom section

Help WikiGeneral HelpGetting StartedEditing pagesNew pagesMoving pagesBasic imagesLinks

CommunityRegisterHow to help

To write a new article, just enter the article title in the box below or in the search box at the top of the page.

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

**Crystal Lake Memories** is the first episode of Killer Puzzle. It mainly serves as a tutorial, with the puzzles introducing the different mechanics and strategies.

## Text walkthrough

### Level 2

Right, down, right, up, left, right, down, left

### Level 3

Down, right, right, up, left, down, left, up, down

### Level 5

Right, up, right, down, left, up, right, down, left

### Level 7

Down, left, down, right, up, left, up, right, down, right, left, up

### Level 8

Left, up, right, down, right, down, left, up, left, up, right

### Level 9

Right, down, left, up, right, up, down, right

### Level 10

Right, left, down, right, up, down, left, left, up, left, down

### Level 11

Right, up, right, down, left, down, left, up, right, up, left

### Level 13

Right, down, left, down, right, up, left, down, right
Winter Kills

**Winter Kills** is the third episode of Killer Puzzle.

### Level 10

Up, left, up, right, down, right, up, left, down, up, right, left, down, right, up

### Level 11

Down, left, up, right, down, left, down, right, right, down, right

### Level 12

Right, down, left, down, right, up, left, up, right, left, down, right, up, left, down, left, up, up, down, right

### Level 13

Down, up, up, left, right, down, left, down, down, right, right, up, left
Jasons

*This article is a stub. You can help Friday the 13th: Killer Puzzle Wiki by expanding it.*

There are 20 different **Jasons** that you can play as in Killer Puzzle. 8 of them, including the starter, are unlocked by playing, and 11 of them must be purchased. The last one can be obtained by completing 13 daily deaths.

## List of Jasons

### Classic

* Unlocked by default
* Given Weapon: Machete

### Supermax

* Unlocked with 15 kills
* Given Weapon: Kitchen Knife

### Funland

* Unlocked with 131 kills
* Given weapon: rake

### Baghead

File:Baghead.png

* Unlocked by purchasing

### Ripper

File:Ripper.png

* Unlocked by purchasing

### Medieval

File:Medieval.png

* Unlocked by purchasing

### Caveman

File:Caveman.png

* Unlocked by purchasing

### Retro

File:Retro.png

* Unlocked by purchasing

### Flaming

File:Flaming.png

* Unlocked by purchasing

### Electrical

File:Electrical.png

* Unlocked by purchasing

### Bloodbath

File:Bloodbath.png

* Unlocked by purchasing

### Cyber

File:Cyber.png

* Unlocked by purchasing

### Part 3

File:Part 3.png

* Unlocked by purchasing

### Toxic

File:Toxic.png

* Unlocked by purchasing

### Ghost

* Unlocked by completing 13 daily deaths since his popup shows
Friday the 13th Killer Puzzle Wiki

Welcome to the official *Friday the 13th: Killer Puzzle* Wiki
The *Killer Puzzle* guide for written and maintained by the players.
We are currently maintaining 335 pages (26 articles).

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

About Friday the 13th: Killer Puzzle

Help horror icon Jason Voorhees stalk and slay campers across 100+ puzzle levels in this blood-soaked grid-swiping puzzle game from the makers of Slayaway Camp. From the campgrounds of Crystal Lake to the highrises of Manhattan, from supermax prisons to snowy ski resorts, Jason will terrorize victims across the world... and beyond![Read more...]

Quick Links
EpisodesJasonsWeapons

Guides
How to play guide for Killer Puzzle
Release date
System requirements
Episodes

Videos

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*Friday the 13th: Killer Puzzle* Links

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Cement (Item)

Purchase Price: ??
Sell Price: 25,000
Gift Value:
Weight: 5
Production Time: 1 hr

## Item is Obtained from:

* created in Pottery: 1 from 1 Paper Bag + 3 Mortar

## Buildings Constructed with Item:

* Station Warehouse at Martu Expedition Location: 20
* Station Warehouse at Arcane Expedition Location: 10

## Quests that Use Item:

* Quest Example 1
* Quest Example 2
* Quest Example 3

## Quests that Reward Item:

* The Horns and Hoofs (Martu Quest 1-6): 3
Bloodlust

*This article is a stub. You can help Friday the 13th: Killer Puzzle Wiki by expanding it.*

Your **Bloodlust** rank increases every time you complete a level. Between levels, you will sometimes be prompted by mom to watch an ad and get extra bloodlust. Each time you rank up, you get a loot box that will contain 2-3 weapons. The weapons from the box can be new weapons or duplicates of ones you already have.
Spark Trap

Throws several grenades in an area that will explode upon contact, slowing up to 3 enemies and dealing 28% damage.

The **Spark Trap** is a Cannoneer basic Ability in Devilian. Enemies can be hit more than once by this ability; each grenade they trigger as they walk through the field will cause them damage.
Last Resort

**Last Resort** is the fifth episode of Killer Puzzle.

### Level 2

Up, left, right, down, right, up, left, up, right, down, right, up, left, down, right

### Level 3

Down, left, up, left, down, right, up, left, right, down, left, down, right, left

### Level 4

Left, down, left, right, up, right, down, left, down, left, up, right, left, down, right, up, right, right, up, left, right, down, left, down, left, up, right, up, left, up, right

### Level 5

Down, left, up, left, up, right, down, right, up, left, right

### Level 6

Left, down, right, down, left, left, right, up, left, left, up, up, right, down, right, up

### Level 7

Down, right, up, down, left, left, up, left, right, up, left, up, down, right, up, left, right, down, left

### Level 8

Up, left, down, right, down, left, up, left

### Level 9

Left, up, right, down, up, left, right, down, left, left, up, left, up, right, down, down, left up

### Level 10

Up, right, down, left, up, down, right, left

### Level 11

Up, right, down, left, up, right, right, down, up, down, right, down, left, right, up, left, up, right, down, up, left, down, left, up, right, down, left, up

### Level 12

Left, up, right, down, right, up, right, down, right, up left, right, up, left, down, left, down, right, up, right, up, right

### Level 13

Right, down, up, right, down, left, up, down, right, up, left, up, left, down, left, right, down, left, up, right, down, right, down, left, up, right, down, left, down, right, up, left, up, left, down, left, up, left, down, up, right, down, right, down, left, up, left, down, right
Archgemstone

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

 Acquisition\* Attendance Reward* Abyssal Tower
	+ 50th floor - first clear (3 Gemstones)
	+ 60th floor - first clear (5 Gemstones)
* Guild Tournament
* Daily Quest
	+ Cooperation Daily Quests (1 Gemstone)
	+ Devilian Battle Daily Quests (1 Gemstone)
	+ 75 daily challenge points (5 Gemstones)
* Corrupted Courtyard

**Archgemstones** are a currency in Devilian. These can be used to purchase items in the Archgemstone and Patron sections of the in game Marketplace.

## Patron Shop

 Archdevil Dungeon Reentry Ticket
 Refining Stone
 Devilian Refining Stone
 Weapon Attribute Stone
 Armor Attribute Stone
 Megaphone x10
 Glowing Talisman Box | 20
Door

## The [ **door** ] object

A [ door ] within Beta's world is a door to a level you (or the door's creator) designates. It can be connected to other levels, or within your different sections of your own levels.

The [ door ] 's main function is as a connector and integrator between other levels and games.

## Building with [ **door** ]

To add a door type the following into the terminal:

**add door**
Exploration (Woodside Quest 1-8)

Previous

## Synopsis

Today I need to go around the forest and search for the traces of the animal. Plus I need to find a place for the hide and potential retreat.

## Completion

All day on the go, but no traces of the animal. Chuck said it doesn't leave traces but I couldn't believe it until I saw it for myself.

## Notes

* See Sirce16's comment below for a tip on getting treasures.
Quests

In Devilian explore and go on various  **Quests** to gain levels and beat Creatures and Bosses.

## Types of Quests

* Mission Quests
* General Quests
* Request Quests
* Repeat Quests

## List Of Quests

### Prelude: Signs of Chaos

Introduction: The One Who Can Defeat the Devils
### Chapter 3: Loshburn Forest

Chapter 1: The Poor and the Desperate
Chapter 2: Fallen Heroes Return
Chapter 3: The Liberation of the White Lion
Chapter 4: The Killer Devilian
Devilian Wiki/Section 3

**Devilian Game Trailers**

**Additional Media**

**The *Devilian* Wiki Community**

* The Developers
* The Wiki Community
* System Requirements
* On Steam

**Joining in*** Register
* Community / How to help

***Devilian* Game Links**

**Devilian On Twitter**

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Energy Food (Items)

Energy is what makes the game go round.

These are the many different types of food that can replenish your energy.

* **Bread +5 Energy**
* **Cookies +10 Energy**
* **Pie +20 Energy**
* **Cheesecake +35 Energy**
* **Raspberry Chime +40 Energy**
* **Edible Mushroom +1 Energy**
* **Honey +5 Energy**
* **Honey +10 Energy**
* **Honey +15 Energy**
* **Plum +1 Energy**
* **Apple +2 Energy**
* **Sausage +5 Energy**
* **Dry Toast +3 Energy**
* **Dream Breakfast +5 Energy**
* **Fried Chanterelles +6 Energy**
* **Sun Idol +45 Energy**
* **Simple Egg +1 Energy**
* **Unusual Egg +3 Energy**
* **Golden Egg +7 Energy**

## Energy food misc

Three types of Honey, that can be found in trees, bundles of grass and in return for the horn set.

* +5
* +10
* +15

Edible mushroom: 1 Energy. (can be found clearing out grass on expeditions; 2 clicks at a time)

Plum: 1 Energy

Apple: 2 Energy (for three emerald you can plant an apple tree but other than that you find it out on expeditions)

Dry toast: 3 energy. Found in medium and large Poultry Nests received when combo chopping trees - 25 (?), 30, 35, 40, 45 chops or more.

Bread: 5 energy (Can be made in Bakery)

Dream breakfast: 5 Energy (has to be made from 1 cup of coffee and one doughnut. You can get coffee from friends and neighbors but doughnuts are only given from the games administration.)

Pie: 20 energy (Can be found in chest or wooden boxes, can be made in Bakery)

Cheesecake: 35 energy (Can be made in Bakery)

Raspberry tart: 40 energy (Can be made in Bakery)
PvP

## Devilian PvP

In Devilian fight in glorious **PvP** battles and obliterate your foes! Also if you don't wish for PvP, take a look at PvE. Imagine all the features your dream ARPG has: Devilian has them. Offering massive 20 vs. 20 PvP Battlegrounds, thrilling open-world contested Bosses, and Guild alliances and wars, this really is the ARPG-MMO you have been wanting.

Get ready for the thrill of calling on your Guilds to battle a towering world boss alongside other clans and the bounty of loot and gold that victory brings. Forge an alliance with opposing guilds or declaring open war upon them. From the fast combat and guild features to the competitive open world combat and strategic **PvP** battles, Devilian is the MMO-ARPG you’ve been waiting for!

### Devilian PvP

With Devilian PvP, you fight in your Devilian Form, against other players in their Devilian Form. Win or lose you gain experience for Devilian Form. You gain more experience when you win a match than you do losing a match.

### Class PvP

With Class PvP you are fighting in your class form, against other players in their class form.

## Battlegrounds

### Class

* Decayed Sanctum - Lvl 30
* Decayed Sanctum (Raw) - Lvl 52
* Corrupted Courtyard - Lvl 40
* Depraved Temple - Lvl 52

### Devilian Form

* Decayed Sanctum - Devilian Lvl 1
* Corrupted Courtyard - Devilian Lvl 10
* Depraved Temple - Lvl 52
Friday the 13th Killer Puzzle

**Price** | Free

**Friday the 13th: Killer Puzzle** is a grid-based puzzle game from the makers of Slayaway Camp. Control Jason Vorhees by sliding him in a direction, and he will move until he reaches an obstacle. Maneuver through levels to get to the campers and brutally murder them with a huge variety of weapons.

## Official Description

Stalk and slay campers across 100+ puzzle levels with horror icon Jason Voorhees! From the campgrounds of Crystal Lake to the highrises of Manhattan, from supermax prisons to snowy ski resorts, Jason will terrorize victims across the world (and maybe beyond).
Shadowhunter

Take up arms in Devilian choosing between various different Classes, either as a rampaging Berserker with mastery of sword, a mystical Evoker renowned for destructive spell casting, a keen-eyed Cannoneer wielding powerful artillery, or an agile **Shadowhunter** brandishing bladed chains. With cloaked eyes and whip in hand, the **Shadowhunter** lurks in the shadows, stalking his marks and waiting for the opportune moment to strike. Even when cornered and outnumbered, few can match the Shadowhunter’s swift strike as his whirling whip fells opponents before their swords leave their sheaths. This is the life of the Shadowhunter in Devilian. The Shadowhunter is all about being adaptable, and you must master his secrets to succeed. The Shadowhunter is a whip and shuriken wielding class with an emphasis on fast, reactive movement. Wielding a whip, the Shadowhunter can strike nearly any foe on the screen both at short and long range, while his Shadow abilities allow him to take on stealthy roles in combat where his strategy shifts to positioning and high-damage dealing abilities.

## Bio

*"A hunter who has learned to draw upon the darkness, the Shadowhunter prowls the night, stalking the most terrifying prey. He uses his chain whip, his speed, and variety of thrown weapons to great effect, allowing him to fight effectively in every situation."*

## Devilian Form

In Devilian form, the **Shadowhunter** becomes a master ambusher, able to drop in and out of stealth to deliver deadly blows when his opponents least expect it. He also has the ability to silence enemies, nullifying potentially dangerous attacks. This ability makes the Shadowhunter a deadly foe in PvP. Whether you play the Shadowhunter as a stealthy stalker or high-speed striker is entirely up to you. This is a flexible class, and a showcase for how a single character in Devilian can be customized to suit your ideal playstyle. For those who take the time to uncover the secrets of his class, the Shadowhunter is a deeply rewarding character to master.

## Specializations

The Shadowhunter can pursue skills from three skill trees:

* The Shuriken Style - Allows the Shadowhunter to move quickly in combat, attacking with ranged weapons while staying agile enough to avoid attacks. This skill tree is great if you want to play the Shadowhunter with a "run and gun" style.
* The Assassination Style - Focused on dealing massive single-target damage and evading attacks. Skills in this tree allow the Shadowhunter to appear behind enemies and strike hard, then retreat before they can be counter-attacked.
* The Shadow Style - Focused on area-of-effect attacks and damage shields. This is perfect for players who want a playstyle with less focus on aiming and movement, but requires careful management of resources and cooldowns.

## Specialization Abilities

* Shuriken
* Assassination
* Shadow
Shadowhunter sets

On this page you can find all the sets for the Shadowhunter character. So far there are 9 sets that can be found or bought throughout the game. Each item gets 3 Random attributes on top of the standard effects when identified.

## Dusk Equipment set

The dusk equipment set items can be found in Krandlash Den (lvl 17 dungeon) or in Adeline Coast by hunting monsters.

Dusk Claw

Dusk Spaulders
* Physical defence +90

Dusk Shoes
* Magic defence +48
* Physical Defence +60

## Crux Equipment set

* Magical defence +72
* Physical Defence +90
 Crux Shirt
* Physical Defence +90
 Crux Band
* Physical Defemce +90

**(3) set:**

* Physical Critical +30

## Somber Armor Set

* Magic defence +107

Physical defence +267
 Somber Shoes
* Magic defence +115
* Physical defence +144
 Somber Gloves
* Magic defence +115
* Physical defence +144
 Somber Hood
* Physical defence +216
 Somber Spaulders
* Physical defence +216

**(3) Set:**

* Strength +10
* Agility +10

**(5) Set:**

* Attack speed +5.6%

## Traveler Equipment Set

* Magic defence +144
* Physical defence +180
 Traveler Shoes
* Magic defence +144
* Physical defence +180
 Traveler Hood
* Physical defence 270
 Traveler Spaulders
* Physical defence +270
 Traveler Suit
* Magic defence +144
* Physical defence +360

**(3) Set:**

* Physical Critical +58

**(5) Set:**

* Attack speed +5.6%

## Abyssal Armor Set

**(3) Set:**

* Max health +410

**(5) Set:**

* Strength +20
* Agility +20 8

**(8) Set:**

* Attack Speed +5.6%

## Dawn Armor Set

**(3) Set:**

* Strength +27
* Agility +27

**(5) Set:**

* Core Skill Damage increase +5.0%

**(8) Set:**

* Shuriken Damage increase +5.0%
* Shadow Damage increase +5.0%
* Assassination Damage increase +5.0%

## Pureblood Suit

**(3) Set:**

* Max Energy +10

**(5) Set:**

* Strength +40
* Agility +40

**(8) Set:**

* Champion/Boss Damage increase +10.0%

## Squall Armor Set

**(3)Set:**

* Max health +1240

**(5) Set:**

* Strength +62
* Agility +62

**(8) Set:**

* Max enegergy +20

## Storm Armor Set

**(3) Set:**

* Max Health +1580

**(5) Set:**

* Additional Damage +50
* Health Absorb +18
* Threat +15.0%

**(8) Set:**

* Attack speed +5.6%
System requirements

*This article is a stub. You can help Friday the 13th: Killer Puzzle Wiki by expanding it.*

The following are the minimum and recommended **system requirements** for *Friday the 13th: Killer Puzzle*. While these requirements do not represent a guaranteed working configuration, meeting the minimum requirements should ensure at least a launch-able environment.

## iOS

Requires iOS 9.0 or later. Compatible with iPhone, iPad, and iPod touch.

## Android

TBA

PC
--

TBa

## See also

* How to play guide for Friday the 13th: Killer Puzzle
* Release date
Coins

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

**Coins** are an in game currency to be traded to NPCs for weapons, armor, health potions, and rift keys.

## Acquisition

* Completing repeatable quests
* Drops in Infinite Hunting Grounds
* Salvaging weapons and armor (The item will show which, if any, coin it will salvage)
* Trading the lower tier coin at a 3/2 ratio.

## List of Coins

* Kafkas Canyon Coin
* Lake Mineval Coin
* Wintergale Tundra Coin
* Brigam Volcano Coin
* Segarro Coast Coin
* Misteye Highland Coin
* Stormfront Invasion Site Coin
Segarro Coast Coin

**Segarro Coast Coins** are an in game currency for weapons, armor, health potions, and rift keys.

## Acquisition

* Salvaging weapons and armor
* Drops in Silt Forest Infinite Hunting Ground (Level 45)
* Repeatable Quests in Silt Forest
* Trading 3x Brigam Volcano Coins for 2x Segarro Coast Coins

## Items

 Misteye Highland Coin x2
 Squal Weapons (iLvl 61)
 Squal Chest (iLvl 63)
 Squal Armor (iLvl 61-63)
Weapons

In Devilian collect and upgrade all sorts of **Weapons** and Armor to enhance your Characters

## List Of Class Weapons

### LVL 1-51 Weapons

* Ruins Weapon (LVL 13)
* Dusk Weapon (LVL 17)
* Crux Weapon (LVL 21)
* Somber Weapon (LVL 26)
* Traveler Weapon (LVL 29)
* Abyssal Shotgun (LVL 33)
* Dawn Weapon (LVL 36)
* Pureblood Weapon (LVL 41)
* Squall Weapon (LVL 45)
* Storm Weapon (LVL 50)

### LVL 52 Weapons

* Falling Star Weapon (LVL 52)
* Butchery Weapon (LVL 52)
* Tragedy Weapon (LVL 52)

## List of Devilian Weapons

* Gleeful Weapon (Dev LVL 10)
* Revenant's Weapon (Dev LVL 15)