recursal/Fanatic-Fandom huggingface dataset:
Crieritabla the Weep

Crieritabla the Weep was a guard and denizen of Carnival Weep who lived and worked in a dry goods/General Store on the fringes of where Level 3 met the open space leading to The Terror Zones and Carnival Weep.

## History

Crieritabla was educated in Clocktown, and resolved to be the first to ever enter the Terror Zones. He teamed up with a giant named McHairly Shalvecchio Tide, and riding on his shoulders, they entered through the door of the Terror Zones to find a peaceful garden filled with hedges, paths and topiary constructions. They eventually both went mad out of fear, due to believing that they would be attacked at any moment, and fled the Terror Zones. McHairly committed suicide, and Crieritabla sought sanctuary in an abandoned shelter, which he later turned into his general store. He claims to sell canvas tents for Carnival Weep, and various other goods for travelers.

### Relationship to the Weep

At some point, Crieritabla has been converted to the cause of Carnival Weep, as is evidenced by the Weep Face on his pocket. He sells goods to travelers, which make them sad and produce tears to aid the Weep cause, and may even convert individuals to support the Weep eventually.

## Poorthwart: The Cataclysm

He first appears in Chapter 63 of *Poorthwart: The Cataclysm*, when Tyco Brahe, the Admiral, Fortola Butane and Fishdrack visit his store after coming to the end of Level 3 while surveying the rebuilding of the Mope Lands by the Anchorites.

Initially, he pretends to be friendly, and allows the heroes to play free skeeball for several hours, sending them into a state of delirium. He uses this as an opportunity to attack, but Fishdrack realizes that they have let their guard down, and is able to warn Fortola in time. An insane fight ensues, and Crieritabla gains the upper hand against Fortola Butane. However, in true movie villain style, he is so sure of his victory that he stops the fight to hold a Q&A session at the Poorthwart Library, to answer questions from the press about his victory. During this distraction, Fishdrack beats Crieritabla unconscious with a large ham, allowing his friends to escape. The press simply moves on to a nearby cat playing with a balloon, as the center of their attention.
Hadlefro Caducity

Hadlefro Caducity is a Titan resident of Titan Space 2. He was considered the primary terror of the Sea of Ships, whose residents still fear his return. As of the events of *Poorthwart: The Cataclysm*, he has spent hundreds of years frozen in Titan Space 2, but comes awake following the Cataclysm.

## Description

Hadlefro is one of the relatively larger Titans. He has a muscular, walrus-like body but walks and stands upright on a whale-like tail. He originally had two long-appendages on his face, but one was torn off long ago, presumably in battle. He has three wavy horns in his head, which are approximately half as long as his entire body.

## History

Hadlefro's history is highly fractal, with little explanation as to how he split his time between Titan Space 1, Titan Space 2 and the Sea of Ships. It is known that he was part of the Titan migration to Titan Space 2, but that, given his physical makeup, the Sea of Ships is his preferred place of residence.

He was a major combatant for the victorious side in the Battle of Weirdly Waves, which is the last time he has been seen awake prior to the events of *Poorthwart: The Cataclysm*.
Cangrejo Ermitaño

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## Estadísticas

### Primer área:

Oasis

Un gran cangrejo verde con tres ojos, que lleva lo que parece ser un barril tambor de metal y que le sirve como una concha. Aparece en el Oasis. Dispara proyectiles verdes con un patrón en forma de "V" alrededor del Jugador a una alta velocidad, como un Escorpión Dorado.

Ellos son mucho mas agresivos que los Escorpiones normales, y se precipitaran si no se toman a cabo en el tiempo. Su rápido veneno, no dispara directamente al Jugador, lo que hace particularmente peligroso moverse en el ambiente.
Mutaciones

Las Mutaciones son habilidades que se pueden elegir al subir de nivel luego de pasar por un Portal al finalizar un Área. Para subir de nivel se necesitan obtener 60 de Radiación por el numero de tu nivel actual, lo que significa que la cantidad de Radiación aumenta con base a el nivel del Personaje (60, 120, 180, etc.) necesarios. Cuando subas de nivel se representará con una corona blanca, la cual aparecerá encima de tu Personaje. El pasar de nivel 9 y alcanzar el nivel 10 (Nivel Ultra) te permitirá elegir una de las Ultra Mutaciones especificas para el Personaje con el cual estás jugando.

## Tabla de Mutaciones

Al final de un Área, siempre que se subas de nivel, se pueden elegir entre cuatro Mutaciones al azar. Actualmente se pueden tener 8 Mutaciones normales en el nivel 9 (o nueve Mutaciones si tienes la Corona del Destino, diez si elegiste Patience).

Las Mutaciones escogidas en Cooperativo afectarán a todos los Personajes.

## Ultra Mutaciones

El pasar del nivel 9 y alcanzar el nivel 10 (Nivel Ultra) te permite elegir una Ultra Mutación del Personaje en especifico con el que se está jugando. En la barra de experiencia en el numero 10 se sustituye por el icono de una corona, lo que indica que el Personaje llegó a su máximo potencial. Esto suma 1 Mutación adicional a la que tu Personaje puede tener. Eso es un total de 9 Mutaciones, 10 con la Corona del Destino, 11 si se llevo Patience y 14 si juegas con Melting con su segunda Ultra Mutación.

 **Damnation**(*Condenación*) |  | Disparando un Arma al jugar con su Vida, reducirá el tiempo de recarga de las Armas en un 80%. Esto solo afecta a la recarga en ese momento, no es una reducción permanente.
 Frog | **Distance**(*Distancia*) |  | Causa que la Radiación soltada por los Enemigos y Tubos de Radiación emitan gases tóxicos. Cada Rad tiene una probabilidad de 1/3 de crear una nube de gas tóxica. Los Trozos de Radiación tienen garantizado crear 4 nubes tóxicas.
 **Intimacy**(*Intimidad*) |  | Frog extiende continuamente gas tóxico mientras se mueve. Esto también afecta a la capacidad activa de Frog, que en lugar de hacer una nube de gas tóxica, lo lanzará al mantener pulsado el botón.

## Tabla de Ultra Mutaciones en Cooperativo

El pasar el nivel 9 en modo Cooperativo y alcanzar esencialmente el nivel 10 (Nivel Ultra) le permite elegir una Ultra Mutación única en Cooperativo que afectara a ambos Personajes. Esto se va a seleccionar en lugar de las Ultra Mutaciones especificas de ese Personaje dichos anteriormente, que no estarán disponibles en modo Cooperativo.

 Gun Bond (*Vinculo de Armas)* | Los consumibles de Munición son compartidos. Recogiendo un Mini Consumible de Munición/Mini Consumible de Munición Maldita dará su cantidad máxima de Munición a ambos Jugadores.
Robot de Nieve

Los Robots de Nieve son uno de los Enemigos encontrados en la Ciudad Congelada. Éste enemigo tiene 2 ataques:

Su ataque más común es una carga hacia el Jugador a una velocidad alarmante haciendo 4 de daño por contacto. Se puede decir que están a punto de cargar cuando parpadean en blanco. Es aconsejable matarlos a distancia, cuando están inactivos. Los Robots de Nieve sólo hacen daño por contacto durante la carga.

Los Robots tomarán cualquier Auto que esté en su camino. Luego intentan tirarlo hacia el Jugador. El coche explotará al impactar creando 3 grandes explosiones, algo similar al Auto en forma de objeto. No puedes desviarlo de vuelta al Robot, pero pegarle al Auto en el ángulo correcto puede cambiar su trayectoria y no te hará daño. Esto es bastante difícil, ya que el Auto vuela a gran velocidad.
Big Dog (personaje jugable)

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## Aspecto-B

Ninguna

La versión jugable del Jefe Big Dog. Un personaje que es difícil de usar principalmente porque es muy grande y lento, y puede dañarse a sí mismo con sus propios Misiles. Añadido como una broma del Día de los Inocentes.

## Características

Big Dog empieza con 255 de Munición de balas y 55 de Munición de explosivos.

Presionando LMB hará el Ataque Giratorio el cual cuesta 15 de Munición tipo bala. Big Dog gira muy rápido, y líneas de proyectiles de lento movimiento en forma de espiral salen de su cuerpo. Cada proyectil hace 3 de daño.

Big Dog no puede dejar o usar algún Arma. También es más grande y lento que otros Personajes.

## Especial

Presionar RMB dispara tres lentos Misiles que siguen tu cursor. Usar el especial costará 3 Munición tipo explosivos. Los Misiles explotarán al chocar con un muro, Objetos del Escenario y/o Enemigos. Éste especial no tiene tiempo de recarga pero no es automático.

Cada Misil hace entre 5-10 de daño explosivo y no hace daño al impacto. Rebotan en Big Dog pero todavía recibe el daño por las explosiones. Los Misiles siempre dejarán consumibles de Munición y vida. Cada Misil tiene 22 HP y explotará luego de tomar demasiado daño de los proyectiles enemigos u otro misil explotando.

## Throne Butt

El Throne Butt hace que los Misiles y los proyectiles de Big Dog se muevan más rápido.

## Ultra Mutaciones

Los Misiles constantemente disparan proyectiles. Cada proyectil hace 3 de daño.

## Trivia

* Big Dog fue añadido como un Personaje jugable el 1 de Abril como una broma del Día de los Inocentes, y removido una semana después luego en la actualización #67.
* Éste Personaje era desbloqueado al matar a Big Dog.
* Luego de vencer a El Trono Nuclear con Big Dog, los Cofres Grandes de Armas se transformarían raramente en Mimics de Cofre de Armas para cada Personaje. (Esto fue una broma creada por Gieron, los Mimics de Cofres de Armas sólo existieron como una página de la Wiki).
* Big Dog tenía dos tips en la Pantalla de Carga:
	+ BIG
	+ DOG
Laboratorio

El Laboratorio es la tercera y última Área de transición del juego. Viene después de la Ciudad Congelada.

Al igual que las Alcantarillas y las Cuevas de Cristal (ambas son Áreas de transición), en el Laboratorio hay poca visión. Todo está oscuro menos un círculo alrededor del Personaje (afecta en menor medida a Eyes, gracias a su pasiva).

Luego de matar a todos los Enemigos, el Portal te dirigirá a la última Área del juego antes de Loopear: El Palacio.

## Enemigos

FreakExplo FreakRhino FreakNigromanteTorreta

## Trivia

* El tema principal es Where They Were Changed. No hay tema alternativo.

* El tema de el Technomancer es Machine God.
The Ballyhoose

The Ballyhoose was a large airship designed and built by The Admiral for his personal transportation. By the events of *Poorthwart: The Cataclysm*, he had retired the ship in favor of the far larger and more powerful Selbeneer, also of his own design. The Ballyhoose was later saved from invasion by the Claw-Hand Nose Nuns, but ultimately destroyed by the forces of Carnival Weep, killing all aboard including Upwhiac and the Mindpikes.
Mindpike

A Mindpike is a social plant-like creature residing in Poorthwart known for living in large clusters and carrying tiles that are used to impersonate landscapes and hide from dangers. The primary drive of Mindpikes' lives is to avoid danger and reduce threats, and this is the reason for which they tend to hide as background landscapes.

## Mindpikes and Titan Space 2

At some point prior to the events of *Poorthwart: The Cataclysm*, the Mindpikes discovered that the Titans had all become frozen in time in Titan Space 2, and took over the land. They knew that people avoided it because of the danger of the Titans, and they lived for hundreds of years in peace and relaxation. As the Cataclysm occurs, the Titans begin to wake.
Controles

*Los controles por defecto de Nuclear Throne para los jugadores de Ratón/Teclado y Mando.*

## Ratón/Teclado

### En el Juego

 Especial
*Flechas de Movimiento*
 Intercambiar Armas | *Espacio*
*Rueda del Ratón*
*MMB*
 Recoger
*Ctrl*
 Activar
*P*
 Esconder HUD

### Pantalla de Muerte

*E*
*Ctrl*
 Menú / Intro
*Enter*

## Mando

### Menú

*Start*
*Gatillo Derecho*
*Hombro Izquierdo*
*Start*
*Gatillo Derecho*
 Atrás / Intro
*Back*
*Gatillo Derecho*
*Hombro Izquierdo*
*Select*
*Gatillo Derecho*

### En el Juego

*Gatillo Derecho*
*Hombro Izquierdo*
*Gatillo Derecho*
 Especial
*Gatillo Izquierdo*
*Hombro Izquierdo*
*Gatillo Izquierdo*
 Apuntar
Escoger Mutación / Corona

### Pantalla de Muerte

*Gatillo Derecho*
*Hombro Derecho*
*Gatillo Derecho*
*Hombro Derecho*
Ballguy Tóxico

El Ballguy Tóxico es la variante de élite del Ballguy. Se genera cuando un Ballguy normal toca una nube tóxica.

Mientras te mueves alrededor del Ballguy Tóxico disparará proyectiles de veneno (similares al de los Escorpiones) en un movimiento en forma de espiral alrededor de él. Se cura si entra en contacto con gas tóxico. Cuando un Ballguy Tóxico muere, éste libera una gran cantidad de nubes de gases tóxicos que hacen 3 de daño cada uno, y dispara proyectiles de veneno apretujados en un anillo ordenado a su alrededor, similar a cuando un Escorpión Dorado muere. A diferencia del Ballguy normal, éste rompe paredes que estén cerca del lugar en donde muere.
The Irritant Yurt (Constellation)

The Irritant Yurt is a constellation in the Poorthwart sky. As with all Poorthwart constellations, the myths and names for the star clusters have been in place since well before Ancient Times.

It is one of the few constellations whose name can be tied to a specific person and event. During the Weirdful Mess, Sneezbanitch the Philosopher was pruning a fig tree at night, during a party with friends, when he glanced up at the sky and singled out the previously unimportant cluster. "That looks like a Yurt! How irritating!" he said, before dropping dead out of spite.
Mom

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## Estadísticas

### Primer área:

Alcantarillas (Loop)

Mom es un jefe encontrado en las Alcantarillas después del Loop al menos una vez. Ella aparece como una gran madre purpura de los Enemigos Ballguy.

## Fases

### Fase De Caminar

Mom va a caminar de forma constante en una dirección, rebotando en las paredes. Ella seguirá al Jugador si esta cerca.

### Fase De Tóxicos

Cuando el Jugador esta cerca, Mom le disparara un proyectil que hace 5 de daño por contacto y deja un rastro de gas toxico atrás. Cada nube toxica hace 2 de daño y las mismas pueden curar a Mom al igual que a los Enemigos Ballguys Tóxicos. El proyectil puede destruir paredes.

### Fase De Spawn

Mom a continuación, hará aparecer huevos verdes detrás de ella. Cada huevo tiene 35 de vida. Después de unos segundos, si el Jugador no los a destruido, Ballguys eclosionaran de estos huevos, y debido a que Mom dispara gases tóxicos, los Ballguys serán muy propensos a convertirse en Ballguys Tóxicos.

### Fase De Muerte

Cuando Mom muera ella va a explotar, disparando 80 proyectiles alrededor de donde murió. Cada proyectil hace 2 de daño por contacto.

## Trivia

* El tema de Mom es Lament of a Mother.

* Si se daña a Mom al menos una vez con un Arma Dorada y mantienes esa Arma hasta que ella muera, dejara caer la Pistola de Frog.
Mansión de Y.V

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## Mansión de Y.V

### Niveles:

3-?

La Mansión de Y.V es la primer Área secreta implementada en el juego.

La Mansión de Y.V siempre tiene un Cofre de Arma Dorada, el cual sólo aparece en este nivel, y está garantizado para tener un Arma Dorada.

Esta Área es tomada como 3-2. Al superar la zona te teletranportas hacia 3-3, lo que significa que te saltaste 3-2 y que la dificultad del juego sigue en la misma.

## Cómo entrar en la Mansión

La Mansión de Y.V. se accede a través de un Auto con esquema de oro encontrado en el Depósito de Chatarra. Para poder hacer funcionar al Auto debes repararlo. Puedes reparar el Auto sólo basta con pegarle con un Destornillador, un Destornillador Dorado, o un Destornillador de Energía.

Una vez que el Auto esté reparado, una señal de pulsar "E" aparecerá. Si lo haces un Portal aparecerá, llevándote a la Mansión de Y.V. Esto también mata a casi todos los Enemigos de la zona, garantizandote sus Rads y consumibles si estás en rango. La radio del Auto Dorado empezará a sonar si no entras inmediatamente.

## Enemigos

Pez TopoSargento TopoFireballerSúper FireballerJock
## Trivia

* Los Enemigos y el diseño de esta área están basados en la anterior entrega de Vlambeer, Gun Godz, de donde también se originó Y.V.
* La música que se reproduce en el Auto Dorado fue compuesta por Joonas Turner.
* Los SFX y el rap, tanto para Gun Godz como para la Mansión, fuero hechas por Doseone. quien también hace la voz de Y.V.
* Los Enemigos de esta zona seguirán disparando aún si juegas con Y.V. Él les ordenó que pueden hacer eso por diversión.
* Si escuchas cerca del ruido ambiental en la Mansión, puedes escuchar música de fondo. Esa es la misma música que suena en los ascensores en Gun Godz.
* El tema de la Mansión de Y.V es Venus Mansion.
Earliest Days

Earliest Days is the name for the first age of Poorthwart, and it stretches from the creation of Poorthwart (about which literally nothing is known) to the 700-year long period known as the Weirdful Mess, which brought the age to an end.

## Origins

Poorthwart differs from numerous other worlds in that it does not have any established or even locally popular origin stories or myths. All of the myths of Poorthwart take into account various locations as already having been named; and often incorporate power structures that would have taken long periods of time to build. There are virtually no archaeological records from the period (nor has much effort been made to search for them), and what few ruins exist are largely ignored or unstudied, except by obscure professors in Clocktown over the centuries. This lack of records has led some to assume that Poorthwart was settled by one or more civilizations from outside its current known borders; but there is little serious curiosity or speculation about trying to reach out past those borders, even from those who dwell on the known borders of Poorthwart itself.

## Geography During the Earliest Days

All the major geographical features of Poorthwart date to the Earliest Days, with the following exceptions:

* Carnival Weep was not founded until the beginning of the Middle Days;
* The Schism replaced a former geographical landmark
* Titan Space 2 was not settled until well into ancient times

In addition, Clocktown had not been built until the end of Ancient Times; however, the Levels themselves have existed since the Earliest Days.

Because of the behavior of the Sun and the Moon, it has been determined that some significant geographical or man-made feature existed prior to the Carnival Weep, as this is one of the smaller bounces.

## Known History of the Earliest Days

### Pre-Weirdful Mess

All time and events from before the Weirdful Mess are considered purely in the realm of myth and legend in Poorthwart. Even the Titans and the Anchorites, who date to the period, can remember nothing of their creation, and agree that they felt dazed, unfocused and not truly alive prior to the Weirdful Mess; as such, none of them are willing to speak confidently on events that occurred prior.

Because there was absolutely no knowledge at the time of the Wobbles and the Weirds, it is presumed that there was relatively little history of note, and that any major events involved fights over land and resources, petty arguments, etc.

### Weirdful Mess

(Main article)

The Weirdful Mess is a 700-year period stretching from the first time an Anchorite spoke to a non-Anchorite, to a particular September 19th, on which the Anchorites first held a Great Wobbly Circle, and became fully aware of how widespread their kind were. It is the time credited with the discovery of the Wobbles and the Weirds; the keeping of the first competent historical records; and the rise and fall of the Saints of Poorthwart.
Transom-Sigh

A Transom-Sigh is a new kind of airship invented by The Admiral, of which Selbeneer is the prime example. Little is known about its specifics as a class of airship, other than what may be inferred from Selbeneer. One notable feature is its ability to take its owner beyond the sight of the Anchorites, which is not possible with other types of ships.
The Sea of Ships

The Sea of Ships is a massive body of water that forms the Southernmost point of Poorthwart, stretching between The Terror Zones to the West, and the unknown areas beyond The Great Bounce to the East. Quite prominently, it is awash in ships that are all identical except for their names. Little is known about the ships or their purposes, but it is definitively considered an antagonistic zone.

## History

### Earliest Days

The Sea of Ships dates back to the Earliest Days of Poorthwart, and was already in place at the time of the Weirdful Mess. There are some indications that the sea level was significantly lower at the time - most notably, that the Great Bounce was built so far above the current level of the sea.

### Ancient Times

From Ancient Times to the beginning of the Present Day, the great Titan Hadlefro Caducity lived in the Sea of Ships for significant portions of time, and was its primary terror.

### Middle Days

At the end of Middle Days, the Battle of Weirdly Waves occurred in the Sea of Ships. This pivotal battle, which saw the ships align with Carnival Weep, was responsible for the almost-complete destruction of the armada of ships.

## Residents

Apart from the ships themselves, and formerly Hadlefro Caducity, the sole known resident of the sea if the Anchorite Bellwether Bellmoll, who retains severe wounds from the Battle of Weirdly Waves. All sea life under the waves remains undiscovered, except possibly to Hadlefro.
Weirdful Mess

The Weirdful Mess was a 700-year long period that formed the official end of the first age of Poorthwart, known as the Earliest Days. It is counted from the first known time that an Anchorite successfully spoke to a non-Anchorite, and it ends on September 19th (in an unknown year, simply called also "Weirdful Mess") on the date of the first all-Anchorite Great Wobbly Circle.

The period is known for being the time in which the Wobbles and the Weirds were discovered and named, and is also the time in which historical records began to be kept in Poorthwart.
The Mope Lands

The Mope Lands is a geographical area that makes up the Western half of Level 3. It contains small mountains and a large volume of swamps, rivers and ponds. It is primarily a grassland, but features weeping willows, as well as the traditional dead trees common in Poorthwart.

As with all of Level 3, it was destroyed in its entirety a short time following the Cataclysm. Unlike Clocktown, it was a natural area with little or no population, and thus its destruction was less notable.

Following its destruction, it is the site of a major construction project by Carnival Weep, which is approved and funded by the Anchorites for as-yet unknown reasons. The construction crews build endless numbers of cylinders, which are perceived to be foundations for future tents of the Weep.
Antagonists of Poorthwart

The Antagonists of Poorthwart is a collective name given to both geographical areas and specific peoples, who are recognized by the Anchorites as being hostile by nature to the average citizen of Poorthwart. It should be noted that the Anchorites alone get to decide who is on the list, and further that inclusion on the list does not imply an association or kinship between parties. For example, while both Carnival Weep and the Titans are on the list, there is no love lost between them. In fact, two of the Titans included on the list by name are most primarily feared by other antagonistic groups.

## Antagonistic Locations

The following geographical locations are considered antagonistic, and it is presumed by the Anchorites that any individual living there should be presumed likewise to be antagonistic without having to also appear on the list by name.

* Carnival Weep
* The Terror Zones
* The Fear
* Titan Space 1
* Titan Space 2
* The Sea of Ships

### Anchorites as Antagonists

One of the tricky issues with the classification by location is that any Anchorite in that location is considered an antagonist. Anchorites cannot move, so this could inadvertently classify a good Anchorite as evil. However, interactions with Anchorites from antagonistic regions have largely reinforced the classification, so little controversy remains in the Present Day.

## Antagonistic Groups

The following groups are considered antagonistic, and may span across multiple areas within Poorthwart. As with the geographical location, being a member of this group is automatic grounds for being considered an antagonist.

* Carnival Weep
* Claw-Hand Nose Nuns
* The Titans

## Antagonistic Individuals

Some individuals have been added by name to the list of known antagonists, either through not belonging to a particular group or geography above, or through such known vile acts that they are included despite already being covered through inclusion by geography or association. In no particular order, they are:

* Slingsidian the Magician, the founder of Carnival Weep
* the Reckimonking
* Agerghas
* Trapleck
* Three Titans have made the list by name:
	+ Hadlefro Caducity
	+ The Terror Badae Brague
	+ Yelfezzer the Shrive

It should be noted that being personally identifiable is not grounds for making the individual list. For example, Salborcam the Peddler, a Titan, is included in the definition of antagonistic because of his Titan status and residence in Titan Space 2, but has not gathered sufficient acclaim to merit mention by name on the list.
Oddly (Odd) Boxes

Oddly Boxes, interchangeably referred to as Odd Boxes, are the mail system of Poorthwart. They appear to be free-of-charge to use, and can instantaneously deliver any letter or parcel to any individual, no matter where they might be. It is implied that they can do this outside even of Poorthwart's physical realm, and into alternate universes or hidden realms.

## Appearance

It is unclear if every Oddly Box has a different shape, since they can vary widely in appearance, but boxes resembling one another are clearly shown in different locations. They are, however, always inscribed with the word 'Post'.
Bandido

El Bandidoes un Enemigo común encontrado a lo largo de todo el juego. Los Bandidos disparan un proyectil rojo que quita 3 puntos de vida. Son los únicos Enemigos que pueden fallar al Jugador y de vez en cuando disparan en una dirección completamente al azar. Cuando están en grupos parecen disparar con más frecuencia y con más precisión.

Los Bandidos a veces aparecen alrededor de barriles explosivos. Disparar a este barril matará a todos los que estén cerca del rango de explosión (a veces ellos mismos lo hacen).

No hacen daño al tocar al Jugador. Estar cerca les impide disparar, ya que tratan de huir y mantener la distancia.

## Trivia

* Los Bandidos son los únicos Enemigos que se encuentran en todos los niveles antes de llegar a El Trono Nuclear pre-loop (con la excepción de en la Ciudad Congelada donde son reemplazados por sus contrapartes navideñas, los Bandidos de Nieve).
* Los Bandidos hablan un dialecto simplificado del Trashtalk, el idioma que hablan los mutantes.
Sneezbanitch the Philosopher

Sneezbanitch was a noted Philosopher during the Weirdful Mess period of Poorthwart. He is best remembered for two separate declarations he made, both of which have become enshrined in popular culture:

#### Hark There! Fresh Days!

The popular Poorthwart salutation of "Hark There! Fresh Days!" is attributed to an exclamation Sneezbanitch made during a 7-year period of the Weirdful Mess in which, due to a printing strike, all citizens of Poorthwart were forced to continually reuse their wall calendars, in essence reliving the same year over and over again. When the stalemate was broken, new calendars were shipped, and Sneezbanitch made this exclamation after opening his mail.

### The Irritant Yurt Constellation

Sneezbanitch was noted for holding lavish parties at night, during which he would prune fig trees in his garden. Multiple sources attest that during one such party, he happened to gaze at a then-unimportant cluster of stars in the night sky, and declare, "That looks like a Yurt! How irritating!". He immediately dropped dead out of spite. (Presumably, the party guests consumed the figs all the same).
Simplobo the Bore

Simplobo the Bore was a professor of Clocktown during the Middle Days. His best-known work, 'Engaging the Sun', is an endless parade of rules that are largely fictional and often insane. Tyco Brahe consults a copy of the work in the Admiral's library on Selbeneer in *Poorthwart: The Cataclysm*, as reference for how to speak with the Sun when it hits the Great Bounce, but he ultimately dimisses the book as worthless.
Boggle Ham

Boggle Ham is the most widely recognized and beloved constellation in the Poorthwart sky. In Chapter 83 of *Poorthwart: The Cataclysm*, it is cited as being the first one learned about by children. As with all Poorthwart constellations, the myths and names for the star clusters have been in place since well before Ancient Times.

It contains 14 stars, 12 of which outline the ham itself, and two of which are meant to indicate the before and after of a fly crawling across the middle of the ham (the boggle).
Useless Tuba Banshees

The Useless Tuba Banshees are spirits of Poorthwart that appear in very rare situations, to inform those who have just had a confusing conversation that they are not losing their minds; that, in fact, the conversation was every bit as confusing as they thought. They travel through a system of transports known as night cubes, about which little is known.

It is unknown if they are related to the Banshees.

They appear to Tyco Brahe and the Admiral in *Poorthwart: The Cataclysm*.
Slug-Sippet Friss

Slug-Sippet Friss was the smallest of the Titans in Titan Space 2. As with all Titans, he migrated there from Titan Space 1 in ancient times. He was the first Titan to wake following the Cataclysm, and presumably because of a lethal injury he sustained as a result of something connected to it. His death wakes the Manticore, and inspires the rest of the Titans out of their sleep.
Billfastersberg

Billfastersberg is a lonely mountain covered in ancient ruins known as the Temples of Atterial, and is the home of the Muses of Poorthwart. Tyco Brahe, the Admiral and Upwhiac encounter it in Tutor Milk's head, but are clearly only visiting it through psychic means. It is clear that Tyco Brahe has been there before, but it is left unspecified as to where in Poorthwart the actual mountain is. It does not appear on Tyco's comprehensive map of Poorthwart, leading some to speculate that it is yet another feature of Level 4.
Bom Foglecter

Bom Foglecter is one of the earliest folk heroes in Poorthwart mythology, and his story was considered old even in the earlier period of Earliest Days.

#### Origins

Nothing is known about the origins of Bom's tale, as it is so deeply enshrined in mystery. Some choose to believe that it contains vital clues about the unknown origin of Poorthwart, and the possible reasons for its limitation.

#### Traits

Given the age of the myth, there are numerous conflicting accounts of Bom's life and personality. The only characteristics that are all agreed upon is that he was "immediate and loud", and that he felt "justified but sad."

#### Death

It is likewise agreed that Bom died of a broken heart after realizing that his tail (he had no legs) had been split in two by some unknown force, and that as it now resembled fins, he was doomed to turn into a merman. He cast himself into the Sea of Ships, where - not yet complete in his transformation - he drowned.
Battle of Dorthnoll Bridge

The Battle of Dorthnoll Bridge was an ancient battle between the great Poorthwartian giant St. Cremerience, and a marauding band of Titans. Little is known about the particulars, but the event is held in high esteem by the Anchorites, and Tutor Milk has a massive oil painting of it inside his main hall.

## Titan Reaction & Sentiment

The Titans do not hold any particular opinion or grudge about the events of the battle, because of their opinion - largely backed by experience - that only a Titan can kill a Titan. When asked about the battle, a Titan is likely to shrug and remind you that Titans kill other Titans all the time, and the only legal question is whether or not they remember to record the event, and their reason, in the book. They claim that St. Cremerience did so, and therefore, no one has any issue with the battle. As the book may not be seen by non-Titans, no one can verify this claim.
Engaging the Sun

'Engaging the Sun' is the seminal work by Simplobo the Bore, a professor of Clocktown during the Middle Days. It is an endless parade of rules that are largely fictional and often insane. Tyco Brahe consults a copy of the work in the Admiral's library on Selbeneer in *Poorthwart: The Cataclysm*, as reference for how to speak with the Sun when it hits the Great Bounce, but he ultimately dimisses the book as worthless.
The Wobbles and the Weirds

The Wobbles and the Weirds is the official proper name of the two major types of supernatural powers and abilities that govern the world of Poorthwart. They can be referred to collectively, or in any number of variations, as well as individually in any context. It is not entirely known what all variations of their invocations mean, but some general information can be shared.

## The Wobbles

The Wobbles, as a rule, are powers that are more likely to be tapped into by, or associated with, antagonistic individuals or those with questionable or dangerous intent. The Wobbles are not evil, but rather unpredictable and brittle. Unlike the Weirds, which are easily accessible to most citizens of Poorthwart in their day-to-day life and are not considered unusual, the Wobbles require more study. It is thought by the Anchorites and Carnival Weep alike that the Wobbles are powered from 'the other side', whereas the Weirds are powered by everyday life on 'this side.' This does not make them more powerful, though.

In general, the Wobbles' power is more likely to be invoked by those who live on the West of Poorthwart. It is the primary source of power invoked by Slingsidian the Magician and the denizens of Carnival Weep, who largely reject the Weirds. It is also heavily concentrated in the Great and Wobbly Maw, and while the creature cannot control the Wobbles, he is able to withstand them and live among the concentrated power of them.

The Great Wobbly Circle of the Anchorites invokes the Wobbles because some Anchorites who are aligned with antagonistic powers refuse to use Weirdly powers, and thus would be unable to join the Great Weirdly Circle.

#### Wobbly Spears

It is rumored that the game Wobbly Spears is played by denizens of Carnival Weep, and other antagonists, as an alternative to Weirdly Spears.

## The Weirds

The Weirds are powers that are more likely to be tapped into on a day-to-day basis, and are accessible to almost anyone in Poorthwart - often, without even thinking about it. While requiring no discipline to use, they are nevertheless as powerful as the Wobbles, and those who are more focused or powerful can use them to greater effect than those who put no time into their study. For example, the Pythian Six use the Weirds, and not the Wobbles, to conduct their search for their lost nephew, because they do not wish to align his fate with the dark and unpredictable nature of the Wobbles' powers, or make him a possible focus of Carnival Weep.

### Weirdly Spears

It is possible that there is a relationship between The Weirds, and the game Weirdly Spears, which is the most popular past time in Poorthwart. There are rumors that Wobbly Spears is played in Carnival Weep and the Terror Zones, but this has never been confirmed.
Carnival Weep (The Weep)

Carnival Weep, also known as "The Weep" (a collective term also used to reference its denizens) is a major geographic feature of Poorthwart.

### Description

It is located in the West, above the Schism and below the Great and Wobbly Maw. From a distance, it appears to the eye to simply be a collection of circus tents and a ferris wheel (and sometimes, a roller coaster). However, it is understood that extraordinary magic has been placed on it by its founder, Slingsidian the Magician, and therefore its true nature is not fully known. It is suspected to be massive in size once entered, and as with the Anchorites, the tents are suspected to be larger on the inside than the outside would appear to indicate.

### History

Carnival Weep was founded towards the end of ancient times in Poorthwart, by Slingsidian the Magician, following his decision to reject the offer of a peaceful life by the Oracle Drear. The memorial he carved in the Oracle's cave appears to show animosity towards the Anchorites, for reasons unknown.

In the events of *Poorthwart: The Cataclysm*, the Carnival Weep has attempted to capitalize on the destruction of the Mope Lands by commissioning the building of cylinders there, as the presumable foundation for future tents. It is to the surprise of all when the Anchorites approve, and agree to fund, this expansion. The reason for this is not yet known.
The Trapleck

The Trapleck is one of three antagonists originally suspected by Tyco Brahe as a possible source of the Cataclysm. He is described as holding the titles, "Patriarch of Agonies and Curator of Inverted Fears". Despite Tyco Brahe considering him an enemy, he is ruled out of suspicion by Tyco after explaining that the world has no places for his ruses, and he is going grouse hunting.

## Appearance

The Trapleck has a body similar in form to an Anchorite, but is not believed to be an actual Anchorite. He wears a large hat, which consists of several rings topped by the inverted skeletal foot of a Claw-Hand Nose Nun.
Knights of Poorthwart

The Knights of Poorthwart are a semi-structured fraternity/sorority of independent soldiers who are free to serve whatever causes or people in Poorthwart they like, so long as that they do not work directly for the antagonistic groups. They claim descent from the Soldierly Saints of Poorthwart.

## History of the Knights

The Knights came into association sometime during Ancient Times. After the fall of the Saints of Poorthwart towards the end of the Weirdful Mess, there was a general period of disarray in Poorthwart as everyone tried to deal with the implications of the Anchorites' sudden rise to power and display of unity. Many feckless youths decided to abandon their farming or other household tasks and set out to seek adventure in the new and exciting age that lay ahead, while others sought jobs as soldiers who would surely be needed to advance the projects the Anchorites planned.

Poorthwart was too regionally divided to allow for a geographical unity of knights; hence, the lack of central temples or castles devoted to them. Instead, rules were put in place that included a code of enforcement, so so that all knights could help self-police against bad influences creeping into the group and sullying its name.

## Rules of Knighthood

These Rules were codified in the early days of Ancient Times, and have been left more or less intact over the ages to follow. They are:

1. A knight may take on one apprentice, and train them for only five years. After five years, one of two things must happen: they can confer knighthood on their apprentice, forever linking their names and reputations; or they can deny their apprentice on the basis of a lack of skill, which will almost always lead to a duel. If the older knight is successful, it is taken as proof that his decision was valid. If he is unsuccessful, then the apprentice may take the title of Knight, on the basis of his ability to best in combat a recognized Knight of Poorthwart.
2. Upon meeting a fellow knight, a Knight of Poorthwart must ask for their master's name, and check their reputation at the nearest Anchorite as soon as time allows.
3. When encountering an Anchorite, a Knight should ask for updates on the reputation of local knights, the creation of new knights, etc.
4. A knight may never knowingly work directly for one of the recognized Antagonists of Poorthwart.

## Notable Knights

* Olinianayat the Smooth, the founder of Clock Town. He rejected the knighthood after visiting the cave of the Oracle Drear.
* Fortola Butane, a knight of the Present Days of Poorthwart. She is one of the major characters of the Poorthwart series of graphic novels.
Tanque de Nieve Dorado

El Tanque de Nieve Dorado es una variación de élite del Tanque de Nieve encontrado raramente en la Ciudad Congelada. Tiene tiempo de reacción mucho más rápido y disparará una andanada de balas acompañadas de un misil dorado casi de inmediato al ver al Jugador. Cada proyectil hace 3 de daño. El misil hará 4 de daño y creará 1 gran explosión y 3 pequeñas. Cada explosión hace 5-10 de daño.

Al morir, el Tanque de Nieve Dorado crea dos grandes explosiones y cuatro pequeñas luego de un breve periodo de tiempo.
The Bloodpile of Booth

The Bloodpile of Booth is one of the most prominent dead trees of Poorthwart. In contrast to most trees, it is significantly thicker and more gnarled. It is a published author, known for its monographs on gambling. One such monograph is cited by the Emissary of the Cloudlands in a conversation with Tyco Brahe.

Located in the Mope Lands, it was presumably destroyed in the events of *Poorthwart: The Cataclysm*, presuming it even still existed at that point.
Emborsels

Emborsels are mythical demons of the wind, known as 'gossip whisperers' and 'foes of plants'. They are feared by all plants for their ability to drive out rain and the ability to spread pollen, and to bring in insects and animals that eat plants.

Upwhiac has a hallucination of emborsels while inside Tutor Milk's head.
The Great and Open Air

The Great and Open Air (Great Open Air) is a geographical region in the northeast of Poorthwart. It separates Titan Spaces 1 and 2, and is of immense size.

## Description

Little is known about the Great and Open Air, as its citizens do not explore or communicate with the outside world, except through Anchorites. It is widely believed that the landscape alternates between flat and hilly, but there are some who believe there to be an extensive mountain range in the Eastern parts, which cuts to the West and leads into the Tall Things. This would help to explain why the Tall Things wrap around Titan Space 2.

The only know named region of the Great and Open Air is the Unimportant Hills. Their precise location is not currently recorded on any map.
The Cataclysm

The Cataclysm is an event believed to have occurred at the start of *Poorthwart: The Cataclysm*, and the search for confirmation of its occurrence, and any purpose or implications, drives the events of the novel.

## Appearance of the Cataclysm

The visual appearance of the Cataclysm depicts a man in a shallow black hat, with unusual sideburns (which may be a physical object jutting through his cheeks). He is smiling, and has the word 'Cataclysm' written across his eyes. He appears to have a fish-like scaled body emblazoned with the image of a dead tree, and may be hitting a cymbal against a wooden sign that appears to read 'Coney island'.

## Characters' Ability to Detect the Cataclysm

It appears that most residents of Poorthwart have not detected the Cataclysm in any form. Characters that have detected it have all largely done so in their own ways.

The Claw-Hand Nose Nuns are the first characters to notice it, and it is implied that they visually see it and are afraid of it. Tyco Brahe feels it, and rushes outside quickly enough to see what he believes to be the sky blinking. The Admiral, like the Anchorites, believes to have felt something, but is unsure of its nature.
Milmax the Reducer

Milmax the Reducer was a prominent cartographer of Poorthwart. He was a professor at Clocktown, and is well-known for his immense output of maps. Unfortunately, he chose to draw every geographical feature as teardrops, as opposed to with their proper borders. It is for reasons such as this that the cartography of Poorthwart remained largely misunderstood as of the events of *Poorthwart: The Cataclysm.*
Sun

The Sun is a major celestial body of Poortwart. Similar to Earth's sun, it is the sole source of light and energy to the life forms of Poorthwart.

## Days and Nights in Poorthwart

The Sun travels in a North-to-South progression throughout Poorthwart, moving back and forth, left to right to left again, ultimately hitting The Great Bounce and being flung back up again to start its progress anew. It is always in the exactly opposite part of the cycle as the Moon.

Because of Poorthwart's geography, nights in Poorthwart are far longer than days, as for any one place, the Sun is elsewhere for most of the time.
The Great Bounce

The Great Bounce is a massive geographical feature of Poorthwart, located in the Southeast corner of the land. It is believed that significant regions exist beyond it, but these are unknown.

## Purpose

The Great Bounce is a mechanism that is used by the Sun and the Moon to launch themselves back into the top of Poorthwart following their long trips from North to South. This is necessary because Poorthwart is not round/globe-shaped, but rather exists in a top-to-bottom plane.
Freak

Los Freaks se encuentran en los Laboratorios y son abundantes.

Los Freaks no tienen ataques a distancia, pero vienen en hordas y se precipitarán a venir hacia ti a toda costa, se recomienda usar Armas con una alta cadencia de fuego o algo que perfore a Enemigos contra ellos.

Cuando un Tubo Mutante se rompe, 8 Freaks aparecerán de él.

## Trivia

* El Freak es una mezcla entre Eyes y Fish.
Ciudad Congelada

La Ciudad Congelada es la tercera Área normal del juego, continuando las Cuevas de Cristal.

La generación de esta Área es muy similar a la del Depósito de Chatarra, con grandes espacios abiertos pero a la vez con algunos caminos estrechos y sin salida. Siempre estará nevando en esta Área.

Al igual que en el Depósito de Chatarra, en esta Área se generan Autos. Funcionan igual, solo que visualmente son distintos (están cubiertos por nieve).

En algunas partes se genera suelo de hielo, donde el Jugador (a menos que tenga la Mutación de "Extra Feet"), los Autos y objetos se resbalarán. Hay que tener cuidado, ya que puede meterte en situaciones peligrosas.

Después de matar a Lil' Hunter, el jefe de está área, en 5-3, el portal te llevará hacia el Laboratorio.

## Enemigos

Bandido de NieveLobo RobotRobot de NieveTanque de NieveTanque de Nieve Dorado
## Trivia

* El tema principal es Frozen City. El tema alternativo es Ode.
* El tema de Lil' Hunter es The One They Left Behind.