recursal/Fanatic-Fandom huggingface dataset:
Hirschgeist

This feature has been removed from the mod.It only exists in previous versions, and may not ever be added back.

## Hirschgeist

### Attack Strength

**Ram:** 6 (3 hearts)
**Fire:** 1 (0.5 hearts) per 1.25 sec for 5 sec (2 hearts)
**Flame:** 3 (1.5 hearts) after a half-second

### Spawn

Forests, Taigas, Snowy Taigas, Birch Forests, Dark Forests, Giant Tree Taigas

### Common Drops

Hirschgeist Skull (1)

**The Hirschgeist** was a hostile miniboss that could be encountered in forested biomes. It has been removed from the mod and moved to Whisperwoods.

## Appearance

During the day, the Hirschgeist appears as a skeletal deer with a pair of small, branching, vaguely claw-like antlers atop its head and a small blue flame running down its spine; however, at night, it doubles in size, and its bones become surrounded by a transparent, bright blue glow, giving it a ghostly appearance.

## Behavior

During the day, the Hirschgeist is passive, and it will wander around aimlessly and avoid any natural hazards such as high cliffs or lava; during this time, it is also invincible, and any player who attempts to attack it in this state will cause a message saying "*The Hirschgeist is immortal in the daytime. Try fighting it later.*" to appear. However, during the nighttime, the Hirschgeist will lose its invincibility and become hostile; it is able to spot targets from 50 blocks away. Its main attack is to ram into the player, dealing 3 hearts (6 HP) of damage and lighting them on fire for 5 seconds. In addition to this, it is also able to summon a large magical flame on the ground; this flame lasts for two minutes, and deals 1.5 hearts (3 HP) of damage to any entity that steps in them.

## Summoning

In addition to spawning naturally, the Hirschgeist can be summoned with a Hand of Fate. In order to summon the Hirschgeist, the Hand of Fate must first be lit with a Flint and Steel, and then must be offered a cut of raw venison, an antler, and a nether wart (in any order).

## History

* 1.0.0:
	+ Introduced.
* 1.1.0:
	+ Now has idle and step sounds.
	+ Now persists in worlds on Peaceful difficulty, but becomes passive.
	+ No longer spawns in large groups.
* 10.0.0:
	+ Removed from the mod and moved to Whisperwoods (1.15+ only).

## Trivia

* "Hirschgeist" comes from a combination of German words that, together, mean "deer spirit".
* Surprisingly enough, the Hirschgeist can hurt itself with its own magical flames. This makes it possible for it to slowly kill itself.
* Due to a possible bug, the Hirschgeist may sometimes stop dead in its tracks when fighting a player, and will only continue moving after a few seconds pass or if it summons a magical flame under the player's feet.
* As of version 10.0.0, the Hirschgeist was removed from Better Animals Plus and added to a related mod, Whisperwoods.
	+ Upon being added to Whisperwoods, it got a slight overhaul to differ from its Better Animals Plus counterpart.
Butterfly

**Butterflies** are passive mobs that spawn in forested biomes.

## Appearance

Butterflies come in 6 different variants:

* An orange-winged variant with black veins and margins on its wings, a dark brown body, black eyes, legs, and antennae, and white speckles on its body and wings (based on the monarch butterfly).
* A yellow-winged variant with black veins and margins on its wings, pronged hind wings with blue and orange spots on the margins, a yellow body with a dark brown stripe on its thorax, black eyes and antennae, and yellow legs with black tips (based on the Eastern tiger swallowtail butterfly).
* A purple-winged variant with black veins, thick black margins and white spots on its wings, a pair of orange markings on its hindwings, a white body with dark brown stripes on its thorax and head, black eyes and antennae, and white legs with black tips (based on the purple emperor butterfly).
* A blue-winged variant with thick black margins on its wings, reddish-orange spots on the margins of its hindwings, a dark brown body, and black eyes, legs, and antennae (based on the common blue morpho butterfly).
* A yellow-winged variant with brown margins on its wings, a pair of large, dark brown spots on its forewings and a pair of smaller, orange spots on its hindwings, a brown body with yellow speckles on its thorax and abdomen, black eyes, and brown antennae and legs (based on the clouded sulphur butterfly).
* A brown-winged variant with black margins on its wings, reddish-orange stripes down the middle of its forewings and on the tips of its hindwings, white speckles near its stripes, a dark brown body, black eyes, and dark brown antennae and legs (based on the red admiral butterfly).

## Behavior

Butterflies will aimlessly fly around in a similar manner to bats. When they spot a flower nearby, they will fly over to it and quickly pollinate it, emitting pollen particles from their bodies once they are finished. Occasionally, they will perch on the ground or on walls; upon doing so, they will stay still until a player comes by, at which point they will fly away.

Butterflies can be caught by using a glass bottle on them. Bottles with butterflies inside them have a special tooltip that indicates their variant, size, and whether or not they have collected nectar.

If a butterfly is exposed to rain, it will be unable to take to the air, helplessly flapping in place and taking damage every time a certain amount of time passes; if it was flying around before it was exposed to rain, it will slowly float down to the ground. While in the rain, butterflies will attempt to seek out shelter to protect themselves; upon finding a hiding spot, they will immediately perch.

## Gallery

Monarch variantEastern tiger swallowtail variantPurple emperor variantCommon blue morpho variantClouded sulphur variantRed admiral variant
## History

* 10.0.0:
	+ Introduced.

## Trivia

* Butterflies are one of the few mobs in the mod to vary in size, alongside jellyfish, songbirds, sharks, eels, whales, and dragonflies.
	+ In extension, they are one of the few mobs in the mod to vary in size even within variants, alongside jellyfish and dragonflies.
Trillium

**Trillium** are plants that can be found growing in Swamp type biomes near sea level.

## Appearance

Trillium come in many variants, with a total of 6 possible combinations. Trillium (as a block) vary in amount, with a single block having a model that can vary from 1-3 individual stalks (equal chance for each). They also vary in tip color, with a yellow variant and a much rarer purple variant. The purple variant has a 1 in 5 (20%) chance of spawning when placing a given Trillium block.

## Generation

Trillium generate in any biome tagged with the SWAMP BiomeDictionary tag. With no biome mods, this means only the Swamp and Swamp Hills biomes. They generate on grass and plant-supporting surface blocks above sea level.

## History

* 1.0.0:
	+ Introduced.
* 1.1.0:
	+ Added rotation
* 1.1.3:
	+ Configuration to disable generation added (this was removed when the mod was ported to 1.14+)
* 2.0.0:
	+ Fixed a crash related to loading/unloading Trillium
* 5.0.1:
	+ Fixed another crash related to loading/unloading Trillium on servers
* 6.0.0:
	+ Trillium will now be shaded according the grass color of the biome they reside in.
* 8.0.0:
	+ (1.14) Fixed an issue where Trillium would not drop its item when broken

## Trivia

* Trillium are the only plant in the mod, although it has been stated that more plants may be added.
* Trillium are real plants, as can be seen on Wikipedia
Colossal Squid

**Colossal Squid** are hostile mobs that spawn in deep oceans.

## Appearance

Colossal squid are pale red in color, with lighter-colored arms and tentacles with white inside surfaces, a dark brown beak, and yellow eyes with slitted black pupils.

## Behavior

Colossal squid are naturally hostile to players and aquatic mobs. When attacking, they will swim towards targets at a constant rate in an attempt to make contact with them; upon reaching their target, they will grab them with their arms before biting them to death, dealing 2.5 hearts (5 HP) of damage per second. If their target is sitting in a boat, they will attempt to destroy the boat before attacking them. When not attacking, they will aimlessly swim around in a similar manner to their smaller vanilla counterparts. Upon being attacked by a player or another mob, they will spray a cloud of black ink out of their siphon.

If a colossal squid gets beached on land, it will start suffocating after 20 seconds. While on land, colossal squid will not move, and will stay in place until they die.

## History

* 10.0.0:
	+ Introduced.

## Trivia

* Colossal squid behave very similarly to giant squid, as they are both hostile cephalopods that drift towards prey before grabbing them and biting them to death. This is because the two mobs share AI code.
* Due to their extremely large hitbox, colossal squid often struggle to grab targets.
Blubber

Blubber is an item dropped by the Walrus upon death.

It is a very weak food and furnace fuel, and can be used to make torches. It restores 1 food (half a drumstick), but restores 2 saturation. It takes 32 ticks to consume, and is not classified as meat. When burned, it burns as fuel for 800 ticks (half of coal). It can be used in a crafting table instead of coal to make torches.

## History

* 9.0.0
	+ Introduced.
Jellyfish

**Jellyfish** are neutral mobs that spawn in oceans.

## Appearance

Jellyfish come in 6 different variants: a deep blue variant (based on the sea wasp), a blue-grey variant (based on the moon jelly), a pink variant (based on the barrel jellyfish), a purple, red-spotted variant (based on the sea nettle), a green-yellow, white-spotted variant (based on the white-spotted jellyfish), and a purple-tan, violet-crowned variant (based on the cauliflower jelly). In addition to this, they vary in size, ranging from the size of a baby sea turtle to the size of a block.

## Behavior

Jellyfish make no attempt to interact with any nearby players and mobs, and just aimlessly swim around in a similar manner to squid. However, if a player collides with a jellyfish, it will deal 1 heart (2 HP) of damage and inflict Poison for 9 seconds as well as Blindness III for 4 seconds.

Jellyfish can be caught by using a water bucket on them; when this bucket is used on a block, it immediately empties, placing a source of water with the jellyfish inside of it.

If a jellyfish gets beached on land, it will start suffocating after 20 seconds. While on land, jellyfish will not move, and will stay in place until they die; as well as this, they are extremely resistant to knockback while on land.

## History

* 3.0.0:
	+ Introduced.
* 9.0.0:
	+ Can now be caught in a bucket (1.14+ only).

## Trivia

* As of now, jellyfish are one of the few mobs in the mod to have variants that drastically vary in appearance (most variants have their own model), alongside sharks, eels, and whales.
* Jellyfish are one of the few mobs in the mod to vary in size, alongside songbirds, sharks, eels, whales, butterflies, and dragonflies.
	+ In extension, they are one of the few mobs in the mod to vary in size even within variants, alongside butterflies and dragonflies.
Octopus

**Octopuses** are neutral mobs that spawn in warmer oceans.

## Appearance

Although octopuses always have a dark brown beak and yellow eyes with slitted black pupils, they come in 4 different variants: a deep red variant with pale red inside surfaces on its arms (based on the East Pacific red octopus), a golden yellow variant with brown speckles and a white underside and inside surfaces on its arms (based on the common octopus), a pale red variant with pale red inside surfaces on its arms (based on the giant Pacific octopus), and a yellow variant with brown spots, blue markings, and white inside surfaces on its arms (based on the blue-ringed octopus).

## Behavior

Most octopus variants will not attack players, and just aimlessly swim around in a similar manner to squid; if they swim down to the bottom of the ocean, they will settle on the seafloor and start crawling around on their arms. Upon being attacked by a player or another mob, they will spray a cloud of black ink out of their siphon before swimming away from their attacker.

Blue-ringed octopuses will not swim away from attackers, attacking players who provoke them or get within 1 block away from them instead. When attacking, they will swim towards targets at a constant rate and deal 1.5 hearts (3 HP) of damage in addition to inflicting Poison II and Mining Fatigue II for 9 seconds upon contact.

In addition to the blue-ringed octopus' behavior of targeting players that get too close to it, all octopus variants will also occasionally prey on any aquatic mob, with the exception of other octopuses. This behavior is influenced by how hungry they are.

All non-blue-ringed octopus variants can be befriended with any kind of fish; befriended octopuses will not follow the player around, but will come to their aid if they are under attack.

If an octopus gets beached on land, it will start suffocating after 20 seconds. While on land, octopuses can still crawl on the ground with their arms, and will seek out bodies of water to save themselves from suffocating; as well as this, they are extremely resistant to knockback while on land.

## History

* 10.0.0:
	+ Introduced.
* 10.1.0:
	+ Predation of other animals is now determined by a newly-added hunger mechanic.
	+ Mobs killed by octopuses no longer drop items (unless said octopuses were befriended).

## Trivia

* When octopuses swim around freely in the water, their eyes noticeably sink into their body, to the point where they slightly clip through their mantle.
* Octopuses are one of the few mobs in the mod that can prevent their targets from dropping items, alongside lampreys, sharks, barracudas, and piranhas. However, they will lose this ability upon being befriended.
Zotzpyre

This feature has been removed from the mod.It only exists in previous versions, and may not ever be added back.

## Zotzpyre

### Common Drops

N/A

**Zotzpyre** were hostile mobs that mainly spawn underground, but could also be found in jungles during the night.

## Appearance

Zotzpyre are giant vampire bats with moderately large, black wings, sprawling hind legs that hold the body off the ground, and a moderately large head with a light pink, leaf-shaped nose, big, light pink ears, and small yellow eyes that glow in the dark. They come in 5 variants: a light brown variant, a brown variant with a light grey underside, an orange-brown variant, a dark brown variant with a light grey underside, and an orange variant with a tan underside and orange streaks on its wings (based on the painted bat).

## Behavior

Zotzpyre are naturally hostile to players and animals. Unlike most hostile mobs, they make no attempt to chase targets, and will simply continue to wander around aimlessly and avoid any natural hazards such as high cliffs or lava. However, when a target is 4 blocks away, they will pounce on them, spreading their wings in order to slow their descent; upon successfully pouncing on a target, they will latch on the target and start biting them to death, dealing 1.5 hearts (3 HP) of damage and inflicting Slowness II for 14 seconds with each bite. If they take more than 1.5 hearts (3 HP) of damage in a single instant, they will dismount their target briefly.

## History

* 8.1.0:
	+ Introduced.
* 8.2.0:
	+ Now despawns in worlds on Peaceful difficulty.
	+ Now spawns much less frequently.
	+ No longer attacks other monsters.
	+ No longer attacks horses.
	+ Can now swim.
* 10.0.0:
	+ Removed from the mod and moved to Whisperwoods (1.15+ only).

## Trivia

* Zotzpyre are perhaps among the least dangerous early-game enemies a player can encounter, due to their slow speed, inability to chase targets, and easily avoidable close-range pounce attack; however, they can still pose a threat when players are being attacked by hordes of other mobs.
* Zotzpyre were initially planned to be released in version 8.0.0; however, due to their model being unfinished at the time, they were delayed for version 8.1.0.
* As of version 10.0.0, Zotzpyre were removed from Better Animals Plus and added to a related mod, Whisperwoods.
Opened Letter

This article is a stub. You can help Detective Grimoire Wiki by expanding it.
 **Watch out!** This article may contain plot or ending spoilers. Read at your own risk.

## Significance

An opened letter found in the bushes outside the front door. The letter vaguely hints towards the existence of secret rooms below the mansion. The letter seems to have been from Professor Pointer and was meant for Detective Hawkshaw.

## Description

The envelope has been ripped open. There is a single piece of paper inside.

*"The combination is drawn on the other sheet. Once you have it memorized, destroy it. I do not agree with your reasons. You will not find it down there."*

## Trivia

In the concept art for the Opened Letter, the letter is easier to read, however says something completely different. The concept art for the Opened Letter reads:

*"What's taking so long? I was confident you'd be done by now. Have you lost sight of the objective? You grew to be abusing your position. I told you before, there's nothing of interest down there. Look elsewhere!"*

The finished design for the Opened Letter clue also vaguely reads the first four sentences of the concept letter, with the last two sentences repeating twice.

## Gallery

Opened Letter Concept ArtOpened Letter Concept Art
Cliff Smedley

**Cliff James Smedley** is a major character in The BOSS and Glitch in the System.

## Profile

### Appearance

Cliff is a biracial (half African American and half Indian) male with curly dark brown hair. He is stated to be rather tall. He's often seen wearing a variety of YouTuber-influenced tops, such as a JackSepticEye hoodie or a Markiplier T-shirt.

### Personality

Cliff is energetic and bubbly. He is a *huge* fan of multiple YouTubers, such as JackSepticEye and Markiplier, to the point that it seems he collects merchandise of them, such as shirts and hoodies. He also likes originality, as he misprounounces his middle name as "juh-MEZ", which annoys his parents greatly. He is studying medicine, and he seems to be smarter than Dr. Schneeplestein when it comes to medical instruments, such as the sphygmomanometer, which Schneeplestein was unable to even pronounce. He is very close friends with Jenny.

## Trivia

* His favorite movie is "The Princess Bride."
* He hopes to be a cardiologist.
* He loves puns.
* He is the middle child in his family. He has an older brother named Erick (2 years older) and a younger sister named Willa (13 years younger; she was a surprise). He also will soon have a sister-in-law named Adrianna.
* Both of his parents are doctors.
* He is politically Independent but has conservative leanings.
* He doesn't like sports on TV but enjoys casually playing them with his friends.
* He has been diagnosed with and medicated for inattentive ADHD.
* His favorite color is green.
* His phone number can be found in his hospital records. It has a 703 area code, which implies he lives in northern Virginia near Washington DC.
* He was based on the Growing Up Haddock fanfiction character of the same name, but differs from him in looks and general demeanor.
* He enjoys reading and writing stories. He even writes fanfiction. He also enjoys cooking.
* He has a girlfriend named Taryn is also biracial (half white, half Japanese). They had known each other for a number of years before dating, and both hope to get married and start a family one day.
Pete Nubhat

This article is a stub. You can help Detective Grimoire Wiki by expanding it.

**Pete Nubhat** is a mechanic working at Coils and Co. Fairground. Mandy Ferrier is his niece. He appears in Detective Grimoire as a suspect in the Murder of Hugh Everton.

## Story

### Background

He work in Coils and Co Fairground for a long time as Charles Ringer though Pete is not fond with the clown. He also invite his niece Mandy work in the fairground as well.

He is angry when Coils hired Hugh to fix the funhouse which he neglected to and tired to fix Hugh's mess, he also complained to Colis to fire Hugh. He also know his niece, Mandy is interested in fixing the funhouse and set a plan to murder Hugh.

### Day of the Murder

On the day of the murder starting at the morning, he went into Coils' office and cut the water cooler wire so he would be call in for a fix. He soon threw the wire cutters into the bin and went to the toilet cubicle to draw a threatening drawing of Hugh murdered with the recently stolen green marker. He also went to Hugh office to write a mocking message on Hugh's to do list. He was later called in the fix the water cooler during lunch and Pete use the opportunity to stole a piece of rag from Charles' clown clothes.

During in the evening, he went to the Hall of Mirrors and broke the mirror facing the door, preventing anyone from seeing the door if they were looking at the mirror. He also took the largest shard of glass, intending to use the shard as the murder weapon. He also wrapped it up in Charles' rag to frame him, using his gloves to prevent injuries from the weapon.

Later, he left the Hall of Mirrors' lights on and hid in one of the abandoned stall, during which he accidentally left the marker there. As Hugh entered the hall due to seeing the light, Pete followed him but oiled the door before going in to prevent any noise from the door. Due to Hugh being distracted by the broken mirror, being deaf and the mirror unable to reflect behind, Pete easily murdered the old man but accidentally left oil stains in the crime scene. He tried to wipe it with the rag but created oil smears instead, leaving behind a piece of evidence. Later on, he went to the funhouse and hid the murder weapon in Hugh's office by disguising it as a mirror.

### Detective Grimoire

In the game, he is listed as a suspect for the murder of Hugh Everton and questioned by Detective Grimoire about the case. He purposely mislead the detective by telling the argument between Charles and Ricky to the detective and subtlety framing Charles for the murder and refuse answering the detective when presented evidence. He is also interrogated about the pliers in the trash bin in the cafeteria, he lied about being careless. The detective managed to shortlist the suspects with Pete being the culprit of the murder, he soon arrested for his crimes.
Goose

**Geese** are neutral mobs that spawn near water in forested biomes.

## Appearance

Geese come in 3 different variants: a brown variant with light brown speckles, a black head, eyes, beak, legs, and wingtips, and a white underside and eye markings (based on the Canada goose), a grey variant with lighter grey speckles, a light grey head and wings, black eyes, an orange beak and legs, and a white underside (based on the greylag goose), and a white variant with blue eyes and an orange beak and legs (based on the domestic goose).

Goslings are always grey-brown in color, with dark brown speckles, a light grey beak and legs, and a yellow underside.

## Behavior

Geese will not attack players unless provoked, and, when undisturbed, will wander around aimlessly and avoid any natural hazards such as high cliffs or lava. If provoked by a player or another mob, they will run at their foe and hit them once, dealing 1.5 hearts (3 HP) of damage; after this attack, they will revert to their previous passive behavior for 10 seconds before attacking their foe again, and they will repeat this cycle up until their target kills them, dies, or runs away. As well as this, when in water, they will gracefully float on the surface, and can even swim much quicker than most other mobs.

Geese are capable of picking up items dropped on the floor, and will actively seek out nearby items on the floor to grab; upon picking up an item, they will hold it in their beaks. If they pick up a food item, they will eat it after 10 seconds pass, and will be affected by any side effects from the food; in addition to this, if they eat bread, they will be afflicted with Poison for 45 seconds. If they pick up a melee weapon, their attack strength will be increased accordingly, as if they were wielding the weapon. If they pick up a Totem of Undying, they will receive its effects upon taking fatal damage.

Although geese cannot be bred, they will still follow any player holding any kind of seed within a radius of 8 blocks.

Similarly to the vanilla chickens, geese will lay a single Goose Egg every 5-10 minutes while they are alive. When thrown, this egg has a 12.5% chance to spawn a completely passive gosling that will never attack players in any way, only running around in a panicked manner upon taking damage; after 1 day, the gosling will grow into a white goose. However, they have a 0.782% chance to lay a single Golden Goose Egg in place of a regular Goose Egg.

It takes 1 day for a gosling to reach adulthood.

## History

* 9.0.0:
	+ Introduced.
* 10.0.0:
	+ Now has a 25% chance to spawn as a gosling.
	+ Goslings now have a custom texture.

## Trivia

* Geese are the only mob in the mod to use custom sounds; in this case, they have a moderately wide variety of honking noises for idling, taking damage, and dying.
* When attacked in Creative mode, all goose variants will run around in a panicked manner for a few seconds.
Flying Fish

**Flying Fish** are passive mobs that spawn in lukewarm oceans.

## Appearance

Flying fish are based on the Atlantic flying fish, and although they are always blue in color, with a white underside, grey fins, and light blue eyes, the streaks on their pectoral fins come in 2 different colors: purple and bright yellow.

## Behavior

Flying fish make no attempt to interact with any nearby players and mobs, and just aimlessly swim around in a similar manner to fish; as well as this, they will occasionally leap out of the water and glide a small distance above the surface before landing back in, often doing this multiple times in a row. Upon taking damage, they will rapidly rise to the surface before immediately leaping out of the water.

Flying fish can be caught by using a water bucket on them; when this bucket is used on a block, it immediately empties, placing a source of water with the flying fish inside of it.

If a flying fish gets beached on land, it will start suffocating after 20 seconds. While on land, flying fish will flop around erratically in an attempt to get back into the water.

## History

* 10.0.0:
	+ Introduced.

## Trivia

* It is possible for a flying fish to beach itself on land with its leap, dooming it to certain death unless it manages to flop back into the water.
Whale

**Whales** are neutral mobs that spawn in oceans.

## Appearance

Whales come in 2 different types. The first type is a smaller whale with a blunter head and a longer, thinner dorsal fin, which comes in 4 different variants:

* A dark brown variant (based on the pilot whale).
* A light grey variant with a brown dorsal side, dark brown spots, a noticeable lack of a dorsal fin, and a single tusk protruding from its snout (based on the narwhal).
* A white variant with a noticeable lack of a dorsal fin (based on the beluga whale).
* A black variant with a more angular head (based on the false killer whale).

The second type is a larger beaked whale with a shorter, wider dorsal fin, which comes in 2 different variants:

* A brown variant with a white head and dorsal side (based on the Cuvier's beaked whale).
* A blue-grey variant with a light grey underside (based on the Northern bottlenose whale).

## Behavior

Whales will not attack players unless provoked, and, when undisturbed, will swim around aimlessly in a similar manner to fish. However, unlike most other aquatic mobs, they cannot stay underwater without resurfacing for air every so often, and will drown if they are in water for 4 minutes. If provoked by a player or another mob, they will start swimming towards their foe and dealing half a heart (1HP) of damage on contact; in addition to this, all non-narwhal whale variants will inflict Slowness II for 4 seconds and Nausea II for 6 seconds upon hitting their targets. Non-narwhals also will only attack once in retaliation after being provoked. Narwhals will deal 4 hearts (8 HP) upon contact and have no such attack limit.

If a whale gets beached on land, it will start suffocating after 2 minutes. While on land, whales will not move, and will stay in place until they die.

## History

* 9.0.0:
	+ Introduced.

## Trivia

* Whales are immune to knockback both underwater and on land, making them harder to push around than other mobs.
* The Slowness and Nausea effects that whales inflict with their attacks are likely supposed to emulate the stun one would receive from being rammed into or slapped away by one in real life.
* As of now, whales are one of the few mobs in the mod to have variants that drastically vary in appearance (some variants have their own model), alongside jellyfish, sharks, and eels.
* Whales are one of the few mobs in the mod to vary in size, alongside jellyfish, songbirds, sharks, eels, butterflies, and dragonflies.
Piranha

**Piranhas** are hostile mobs that spawn in bodies of water in jungles.

## Appearance

Piranhas are based on the red-bellied piranha, and are dark grey in color, with a red underside and pectoral fins, and a dark red anal fin.

## Behavior

Piranhas are naturally hostile to players. When attacking, they will swim towards targets and deal 2 hearts (4 HP) of damage in addition to penetrating any kind of armor upon contact; they will turn any player they kill into a skeleton named after the slain player. When not attacking, they will swim around aimlessly in a similar manner to fish.

In addition to indiscriminately targeting players, piranhas will also occasionally prey on any mob that enters the water, with the exception of skeletons, skeleton horses, and other piranhas; any horses they kill will turn into skeleton horses. This behavior is influenced by how hungry they are.

Piranhas can be caught by using a water bucket on them; when this bucket is used on a block, it immediately empties, placing a source of water with the piranha inside of it.

If a piranha gets beached on land, it will start suffocating after 20 seconds. While on land, piranhas will flop around erratically in an attempt to get back into the water.

## History

* 10.0.0:
	+ Introduced.
* 10.1.0:
	+ Predation of other mobs is now determined by a newly-added hunger mechanic.
	+ Mobs killed by piranhas no longer drop items (unless said piranhas were placed with buckets).

## Trivia

* Piranhas are one of the few mobs in the mod that can prevent their targets from dropping items, alongside lampreys, sharks, barracudas, and octopuses. However, they will lose this ability upon being caught in a bucket.
Animal Heads

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**Animal Heads** are heads dropped by many animals in the mod.

## Animal Heads

### Hardness

0.8

All can be placed on walls, and some can be placed on the ground as well.

Heads are dropped from all mobs with heads at a 1 in 12 (8.33%) chance. They will match the variant of the animal that dropped it, and their item ID will match the naming convention betteranimalsplus:[animal\_name]head\_[variant\_id], where [variant\_id] is the internal ID of the variant for the animal that dropped it. The current exceptions to this are the Brown Bear head (betteranimalsplus:brownbearhead\_1) and the Coyote head (betteranimalsplus:coyotehead\_1), because these animals do not have variants (the Brown Bear is considered a separate entity from the Black Bear, and the Black Bear has the kermode variant).

All heads can be waterlogged, and have wall rotation states for all four directions. Heads that can be placed on the ground have an additional ground state and four facing directions when on top of a block, along with wall states.

## History

* 2.0.0
	+ Introduced. (Feral Wolf, Coyote, Deer)
* 4.0.0
	+ Added reindeer heads
	+ Added second deer head variant for shorter antlers
* 4.1.0
	+ Added fox heads
	+ Drop rate of heads greatly reduced
	+ Heads will now drop the variant matching the animal that dropped it
	+ Fixed bug where placed heads would not drop when broken by water or other non-player sources
* 5.0.0
	+ Animal heads will now have unique textures in the inventory for each variant
	+ Added boar heads
* 6.0.0
	+ Fixed heads with corrupted or invalid NBT data causing client to crash
	+ Fix deer head item icons not matching their antlers
* 6.0.2
	+ Fixed crashes caused by animal heads
* 7.0.0
	+ Added bear heads
	+ Fixed bears sometimes dropping the wrong head type
	+ 1.14: Removed fox heads
* 7.0.1
	+ 1.14: Fixed sided crash on server when using entity heads
* 7.1.0
	+ Added Advancements related to collecting heads
* 8.0.0
	+ Updated models for Feral Wolf heads
	+ Split coyote head out of the Feral Wolf head variants
	+ 1.14: Fixed heads not dropping whenever broken by anthing
	+ 1.14: Fixed crash when placing heads on tall grass or double height plants
	+ 1.14: Added waterlogging support for heads
* 9.0.0
	+ Added albino deer heads
	+ Added arctic, brown, and red feral wolf heads
	+ Updated advancements with new heads
	+ 1.14: Rewrote head-variant system (changed many head IDs)
* 10.0.0
	+ Fixed heads with missing textures
	+ Removed Hirschgeist Skull
Moose

**Moose** are hostile mobs that spawn in swamps and giant tree taigas.

## Appearance

Moose come in 2 variants: a brown variant and an albino variant. As well as this, they possess a set of large, broad antlers atop their head, which comes in two variants: a shorter set of antlers, and a larger set of antlers with a greater amount of prongs.

## Behaviour

Moose are naturally hostile to players. When attacking, they will quickly run at targets and deal 2.25 hearts (4.5 HP) of damage upon contact. When not attacking, they will wander around aimlessly and avoid any natural hazards such as high cliffs or lava; occasionally, they will stop moving and lower their head to graze on grass, converting it into dirt. As well as this, unlike most mobs, they cannot swim, and will sink in the water; however, they are still capable of moving around in and underwater, and are immune to drowning.

## History

* 8.0.0:
	+ Introduced.

## Trivia

* Interestingly enough, moose will rotate their entire upper body when looking at players or other nearby entities.
Lamprey

**Lampreys** are hostile mobs that spawn in freshwater biomes.

## Appearance

Lampreys are based on the sea lamprey, and although they always have pale brown undersides, they come in 3 different color patterns; green with grey spots and pale brown fins, brown with dark brown fins, and yellow-green with light brown stripes and yellow fins.

## Behavior

Lampreys are naturally hostile to any players and animals that enter the water. When attacking, they will swim towards targets before latching onto them and biting them to death, dealing 0.25 hearts (0.5 HP) of damage and inflicting Weakness II for 14 seconds with each bite. When not attacking, they will swim around aimlessly in a similar manner to fish.

Lampreys can be caught by using a water bucket on them; when this bucket is used on a block, it immediately empties, placing a source of water with the lamprey inside of it.

If a lamprey gets beached on land, it will start suffocating after 20 seconds. While on land, lampreys will flop around erratically in an attempt to get back into the water.

## History

* 6.0.0:
	+ Introduced.
* 6.0.2:
	+ Now drops cod when killed.
	+ No longer spawns in oceans by default.
	+ Now swims around when not attacking targets.
* 7.1.0:
	+ Mobs killed by lampreys no longer drop items.
* 8.2.0:
	+ Now has improved animations.
	+ AI has been improved, and can now pathfind (1.14+ only).
* 9.0.0:
	+ Now drops Eel Meat when killed.
	+ Can now be caught in a bucket (1.14+ only).
* 10.1.0:
	+ Mobs killed by lampreys placed with buckets now drop items again.

## Trivia

* Lampreys are one of the few mobs in the mod that can prevent their targets from dropping items, alongside sharks, barracudas, piranhas, and octopuses. However, they will lose this ability upon being caught in a bucket.
* It is possible for a lamprey to be killed by its target via said target simply walking up to a wall while it is latched onto them, causing it to suffocate to death.
	+ Combined with their weak attacks, this makes lampreys among the least dangerous early-game enemies a player can encounter; however, they can still be a major source of irritation, as their penchant for attacking other animals and their ability to prevent their targets from dropping items can deprive players of resources.
Barracuda

**Barracudas** are hostile mobs that spawn in lukewarm oceans.

## Appearance

Barracudas are based on the great barracuda, and are light grey in color, with a dark grey dorsal side, grey stripes running across its flanks, reddish-brown fins, and yellow eyes.

## Behavior

Barracudas will usually not attack players at first, and, when undisturbed, will swim around aimlessly in a similar manner to fish; however, if a player provokes them or wears chainmail, iron, gold, or diamond armor near them, they will attack. When attacking, they will rapidly charge at targets, leaving off a wake of bubbles while charging and dealing 2.5 hearts (5 HP) of damage upon ramming into them; after this attack, they will proceed to attack their foe normally, dealing 1 heart (2 HP) of damage on contact, and will continue to attack until the player kills them, dies, or runs away.

In addition to targeting players that wear armor made of shiny material, barracudas will also occasionally prey on any aquatic mob, with the exception of other barracudas. This behavior is influenced by how hungry they are.

Barracudas can be caught by using a water bucket on them; when this bucket is used on a block, it immediately empties, placing a source of water with the barracuda inside of it.

If a barracuda gets beached on land, it will start suffocating after 20 seconds. While on land, barracudas will flop around erratically in an attempt to get back into the water.

## History

* 10.0.0:
	+ Introduced.
* 10.1.0:
	+ Predation of other animals is now determined by a newly-added hunger mechanic.
	+ Mobs killed by barracudas no longer drop items (unless said barracudas were placed with buckets).

## Trivia

* Barracudas will not attempt to charge at targets that provoke them with close-range attacks, going straight to attacking them normally.
* Barracudas are one of the few mobs in the mod that can prevent their targets from dropping items, alongside lampreys, sharks, piranhas, and octopuses. However, they will lose this ability upon being caught in a bucket.
Black Bear

**Black Bears** are neutral mobs that spawn in forested biomes.

## Appearance

Black bears are based on the American black bear, and are dark brown in color, with a black underbelly and legs as well as black patches of fur on their backs.

Occasionally, a unique black bear variant based on the Kermode bear may spawn; this variant is white in color, with a pale yellow underbelly and legs as well as pale yellow patches of fur on their backs.

## Behavior

Black bears will not attack players unless provoked, and, when undisturbed, will wander around aimlessly and avoid any natural hazards such as high cliffs or lava. As well as this, they will eat from berry bushes they walk into; however, they will make no attempt to seek out any nearby berry bushes. However, if provoked by a player or another mob, they will start running quickly at them and dealing 3 hearts (6 HP) of damage upon contact; when attacking, they will rear up and roar loudly to warn targets of incoming damage. They will also attack players that get within 10 blocks away from their cubs; as well as this, if a black bear cub is attacked by a player or another mob, any nearby black bears will immediately turn hostile towards the player or mob that harmed their cub.

In addition to attacking players who threaten their cubs, black bears will also occasionally prey on chickens, rabbits, and pheasants, being able to spot them from 20 blocks away. This behavior is influenced by how hungry they are.

Black bears can be bred with salmon or honeycombs, and are bred in the same manner as other vanilla animals (right-clicking with the breeding item). However, they will not follow players holding meat.

It takes 1 day for a cub to reach adulthood.

## History

* 1.0.0:
	+ Introduced.
* 7.0.0:
	+ Now drops Bear Skin.
	+ Now occasionally drops a placeable head.
* 8.1.0:
	+ Now moves more quickly in water.
	+ Will now eat berries from berry bushes (1.14+ only).
	+ Now immune to bush damage (1.14+ only).
* 10.0.0:
	+ Now persists in worlds on Peaceful difficulty, but becomes passive.
	+ Added baby black bears, which have a 25% chance to spawn naturally and can also spawn after a pair of black bears are bred with salmon (or honeycombs on 1.15+).
	+ Now turns hostile if its cubs are approached or attacked.
	+ Now has an attacking animation.
* 10.1.0:
	+ Predation of other animals is now determined by a newly-added hunger mechanic.

## Trivia

* Black bears, along with brown bears, were the first mobs added to the mod, being added in release 1.0.0.
* As is the case with brown bears, black bears use a similar model to the remodeled polar bear from Better Animal Models, Better Animals Plus' sister mod; however, similarly to brown bears, black bears have larger ears than polar bears.
	+ Interestingly enough, black bears are similar in size to the vanilla polar bears.
* Similarly to brown bears, black bears are docile unless provoked, but they can move just as quickly, hit just as hard, and shrug off as much damage as brown bears can, making them reasonably threatening early-game enemies.
Ricky Warrer

This article is a stub. You can help Detective Grimoire Wiki by expanding it.

**Ricky Warrer** is grumpy man who works as an entertainer at Coils and Co. Fairground, often donning a mascot costume. He appears in Detective Grimoire as a suspect in the Murder of Hugh Everton.

## Story

### Background

He work in the fairground a while, he did not get along with Charles as the clown tries to pour his anger to Ricky instead, causing arguments between Ricky and Charles.

On the night of the murder, he went home pretty late and saw Hugh on the way, heading into the hall of mirrors to switch off the light. As he left the area, he heard the Hall of Mirror door squeak which is where Pete oiled the door and open it.

### Detective Grimoire

Charles Ringer accuses him of being the murderer due to an argument they had near the crime scene the previous day.
Bobbit Worm

**Bobbit Worms** are hostile mobs that spawn in oceans.

## Appearance

Bobbit worms are light yellow in color, with brown-banded, grey antennae and bristles and light grey, scissor-like mandibles. They come in 2 different variants: a plain yellow variant, and an iridescent variant with streaks of red, orange, and yellow on its dorsal and ventral sides and streaks of blue and green on its lateral sides.

## Behavior

When first spawned in the world, bobbit worms will slowly sink to the bottom of the water; upon finally touching the bottom, they will burrow into the ground, leaving only their heads exposed. When any mob (save for other bobbit worms) gets close, they will grab it in their mandibles and bite it to death, dealing 2 hearts (4 HP) of damage with each bite.

If a bobbit worm gets beached on land, it will start suffocating after 20 seconds. While on land, bobbit worms will not move, and will stay in place until they die.

## History

* 8.1.0:
	+ Introduced.

## Trivia

* Bobbit worms are immune to knockback both underwater and on land, making them harder to push around than other mobs.
* Bobbit worms were initially planned to be released in version 7.0.0; however, due to the fact that their AI would have been extra work in an update with 4 mobs already implemented, they were delayed for future updates.
	+ Eventually, they were added to version 8.1.0, alongside Zotzpyre.
Lowest Level

This article is a stub. You can help Detective Grimoire Wiki by expanding it.
 **Watch out!** This article may contain plot or ending spoilers. Read at your own risk.

## Appearance

The lowest level in Tangle Tower, it appears to be very old and untouched. In the room is an incredibly large window that takes up about one wall of the room, several cardboard boxes, an empty bookshelf with a pot on top, two lab-coats hanging on a coat rack as well as a single green beret, stone floors and walls, several framed photos, one of them with an arrow stabbed through it, and a stool and small table with nothing but a red book and a lit candle on top. Water has also seeped into the room somewhat.

## Clues

The clues to be found in this area are the Children's Book, the Building Plans, the Metal Rod, and the Damaged Photo.

## Story

The purpose of this room aside from containing one of the pieces on the murder weapon, seems to be for lore.

## Gallery

Lowest Level Concept Art1Lowest Level Concept Art1BLowest Level Concept Art2Lowest Level Concept Art2B
Nautilus

**Nautili** are passive mobs that spawn in oceans.

## Appearance

Nautili are based off the chambered nautilus and the vanilla Nautilus Shell item, and are white in color, with a brown underside, red, pink, and orange stripes on its shell, a pale brown hood, and a dark grey mouth hiding in its tentacles.

## Behavior

Nautili make no attempt to interact with any nearby players and mobs, and just aimlessly swim around. When swimming, they will float in place for a short amount of time before propelling themselves forward a great distance. Unlike squid and jellyfish, however, they seem to be capable of swimming around obstacles to some extent.

Nautili can be caught by using a water bucket on them; when this bucket is used on a block, it immediately empties, placing a source of water with the nautilus inside of it.

If a nautilus gets beached on land, it will start suffocating after 20 seconds. While on land, nautilus will not move, and will stay in place until they die; as well as this, they are extremely resistant to knockback while on land.

## History

* 7.0.0:
	+ Introduced.
* 7.0.1:
	+ Model has been flipped so that it swims in the right direction.
* 7.1.1:
	+ Drop rate of Nautilus Shells has been increased from a 1/500 chance of dropping to a 1/25 chance of dropping (1.14+ only).
* 8.0.0:
	+ Now despawns by default again (1.14+ only).
* 9.0.0:
	+ Can now be caught in a bucket (1.14+ only).
Giant Squid

**Giant Squid** are hostile mobs that spawn in deep oceans.

## Appearance

Giant squid are deep red in color, with lighter-colored arms and tentacles with white inside surfaces, a dark brown beak, and yellow eyes with slitted black pupils.

## Behavior

Giant squid are naturally hostile to players and aquatic mobs. When attacking, they will swim towards targets at a constant rate in an attempt to make contact with them; upon reaching their target, they will grab them with their arms before biting them to death, dealing 2.5 hearts (5 HP) of damage per second. If their target is sitting in a boat, they will attempt to destroy the boat before attacking them. When not attacking, they will aimlessly swim around in a similar manner to their smaller vanilla counterparts. Upon being attacked by a player or another mob, they will spray a cloud of black ink out of their siphon.

If a giant squid gets beached on land, it will start suffocating after 20 seconds. While on land, giant squid will not move, and will stay in place until they die.

## History

* 10.0.0:
	+ Introduced.

## Trivia

* Giant squid behave very similarly to colossal squid, as they are both hostile cephalopods that drift towards prey before grabbing them and biting them to death. This is because the two mobs share AI code.