recursal/Fanatic-Fandom huggingface dataset:
Klavier Gavin

## Personality

Klavier Gavin is an outgoing man with a passion for music. However, he is a bit superficial, materialistic, and bit annoying at times as he is a a womanizer, and LOOOOOOOOOVES cops and would kiss them on the lips. He's a snitch, he would get you in trouble for possessing weed even though its legal in Japanafornia. He also lies about being six foot.

## History

Klavier Gavin was a student at the Themis law academy. During this time at the academy, he would come in contact with his soon-to-be bandmates via being that guy in school that carried a ukulele around campus but it was a whole ass guitar. After graduation he would pursue a career as a prosecutor but would later drop it after his brother was arrested. He would then turn to his music career fulltime and one day, end up mysteriously exploding.

tba maybe

## Trivia

* He loves Among Us.
* He was originally going to be killed by the Prosecutor Killer.
* He is an industry plant.
Hunting Grounds

Hunting grounds
Welcome to the Hunting Grounds page. A compendium of useful information on the different hunting grounds available. You'll be presented with what the area looks like, how many coins per kill, and how much the bundles of money will drop for. As well as the amount of INT, the advanced hunting grounds will drop.

MONEY VALUES ARE UPDATED BASED ON LATEST KOREAN VERSION. CURRENT BAG VALUES MAY BE INCORRECT (updated based on korean tooltip). BAG VALUES ARE MULTIPLIED FURTHER BASED ON ADDITIONAL DROP %. CURRENT VALUES ARE BASED ON TESTING CHARACTER'S 132% ADDITIONAL DROP CHANCE

# Hunting Grounds

## Fallen Temple Labour

	+ Per Kill = 2 Copper
	+ Per Bag = 30 Copper
	+ Per Kill = 10 Copper
	+ Per Bag = 150 Copper
	+ Per Kill = 46 Copper
	+ Per Bag = 600 Copper

## Magtonium Labour

	+ Per Kill = 52 Copper
	+ Per Bag = 1,200 Copper
	+ Per Kill = 239 Copper
	+ Per Bag = 6,000 Copper
	+ Per Kill = 959 Copper
	+ Per Bag = 24,000 Copper

## Otherverse Labour

	+ Per Kill = 1,799 Copper
	+ Per Bag = 48,000 Copper
	+ Per Kill = 8,999 Copper
	+ Per Bag = 240,000 Copper
	+ Per Kill = 35,999 Copper
 Chance to drop a Golden Book. Using it can give you a +0 to +5 Reversal Staff Amplification ( Beginner Guide - Shop Section for more info)

## Terranium Labour

	+ Per Kill = 179,999 Copper
	+ Per Bag = 5,000,000 Copper

# Advanced Hunting Grounds

## Harlem Dungeon Labour

	+ Per Kill = 1,199,999 Copper
	+ Per Bag = 28,000,000 Copper
	+ INT +1
	+ Per Kill = 5,999,999 Copper
	+ Per Bag = 140,000,000 Copper
	+ INT +1
	+ Per Kill = 23,999,998 Copper
	+ Per Bag = 500,000,000 Copper
	+ INT +1

## Luke Labour

	+ Per Kill = 119,999,992 Copper
	+ Per Bag = 2 Silver
	+ INT +2
	+ Per Kill = 599,999,936 Copper
	+ Per Bag = 10 Silver
	+ INT +2
	+ Per Kill = 2 Silver
	+ Per Bag = 40 Silver
	+ INT +2

	+ Per Kill = 11 Silver
	+ Per Bag = 200 Silver
	+ INT +10

## Fiend War Labour

	+ Per Kill = 35 Silver
	+ Per Bag = 300 Silver
	+ INT +3
	+ Per Kill = 179 Silver
	+ Per Bag = 1,500 Silver
	+ INT +3
	+ Per Kill = 359 Silver
	+ Per Bag = 3,000 Silver

## Stormy Route

	+ Per Kill = 1,079 Silver
	+ Per Bag = 9,000 Silver
	+ INT +5
	+ Per Kill = 5,399 Silver
	+ Per Bag = 45,000 Silver

## Aiolite Labour

	+ Per Kill = 16,199 Silver
	+ Per Bag = 135,000 Silver
	+ INT +4
	+ Per Kill = 80,999 Silver
	+ Per Bag = 675,000 Silver
	+ INT +4
	+ Per Kill = 323,999 Silver
	+ Per Bag = 2,700,000 Silver

# Best Hunting Ground

## Ore of Despair

	+ Per Kill = 1,619,999 Silver
	+ Per Bag = 13,500,000 Silver
	+ INT +20
	+ Per Kill = 8,099,999 Silver
	+ Per Bag = 67,550,000 Silver
	+ INT +100 per
	+ Boss drops INT +20 (50-65)
	+ Per Kill = 32,399,998 Silver
	+ Per Bag = 270,000,000 Silver

## Golden Beryl

	+ Per Kill = 119,999,992 Silver
	+ Per Bag = 1 Gold
	+ INT +10
	+ Per Kill = 599,999,936
	+ Per Bag = 5 Gold
Cheaters

This will be a list of confirmed cheaters to avoid and watch out for in your public lobbies! To those who may come across this page. We do not care what you do in single player/LAN lobbies. But please refrain from loading any cheated characters into public lobbies. Thank you!

* Dimice#1697 (Recorded on 10m+ Rakshasa with 20k -history)
* Tincea (unknown #s)
* Matro (unknown #s)
* Nurarihyion#2171 (Recorded on 4m+ Hekate with 12k -history)
* 마지막소원#3273 (Recorded on 26k INT Blood Evil with 100f items)
* Luky#2999 (Recorded on 15M INT Omniblade)
* uGinn#6826 (Recorded on 3.3M Necromancer with 20k -history and Tiamat items)
* Zomutt#1268 (Recorded on 100k Nen Empress with Trans. Astaros items)
* 사랑 (unkonwn #s) (Recorded on 500k Dark Knight with Spirazzi gear)
Overmind

Overmind is a character with large, and flashy AoE active skills. She is also a ranged hero.

## Skills

**You can learn where to get these skills on the Bosses page**

(Active Single)
* Skill level x
 Arctic Fist (W)
(Active AoE)
* Skill level x
	+ 30000 damage
 Thunder Calling (E)
(Active AoE)
* Range 800
* Skill level x
 Astral Storm (R)
(Active AoE)
* Range 1200
* Skill level x
 Elemental Curtain (T)
(Active AoE)
* Skill level x
 The Gate (F)
(Active AoE)
* Skill level x
 Sesto Elemental (D)
(Active AoE)
* Skill level x
	+ INT x 40000
* Reset all other cooldowns

## Enhanced Skills

**Enhanced skills replace old skills - only acquired by 100k INT and 500k INT bosses.**

(Active AoE)
* Skill level x
 Elemental Quake (W)
(Active AoE)
* Range 1500
* Skill level x
 Cosmic Calamity (M)
(Active AoE)
* Range 1500
* Skill level x
	+ INT x 2400000
Amethyst

**Amethyst** is a high rarity ore that temporarily expands the vision of the player.

## Advantages

### FFA

**Amethyst** gives an advantage as its vision enhancement can be used to find other ores quicker, this also applies to players as you can spot them before they spot you.

### TAG

As a Seeker, **amethyst** gives an advantage as its vision enhancement can be used to spot Hiders before they spot you and vice versa.

### BR

Due to the map being small, **amethyst** gives an advantage as its vision enhancement can be used to spot other players before they spot you.
Dragon Hismar

Dragon Hismar

 Brilliant Talisman | * Increases skill levels by 1-7 (+0 to +6)
	+ Special Q skill
	+ R skill
	+ T skill
* ATK +100,000,000
	+ (at 0 it's +20,000,000)
* INT +10,000,000
	+ (at 0 it's +2,000,000)
* Additional Damage +600%
	+ (at 0 it's +200%)USED ON SPECIAL EQUIPMENT BAG

 Berserk Tenacity Staff
* INT +43,030,000
 Wrath: Indiscriminate Destruction
* INT +43,030,000
* Additional Damage +2,600%
 Wrath: Frustrated World Domination
* INT +43,030,000
 Wrath: Final Breath
* INT +43,030,000
 Berserk Tenacity Spear
* INT +43,030,000
* 45% chance to critical hit for 106,000x damage
Settings Menu

The settings menu has 2 options with 3 (or 4) buttons.

Below, the player will see 3 buttons: Credits, Privacy Policy, and Terms of Service. The player might also see a Logout if they linked their account to digdig.io.

### Logout

This allows the player to logout of their current logged in account. This button will only appear if a player has linked their Discord account or Apple ID to digdig.io.

### Credits

When the player presses the credits menu, a box will read: **Made by Matheus Valadares.**

### Privacy Policy

When the player presses "Privacy Policy" it will open a new tab following this URL: https://static.digdig.io/738892774cfe47d5195cb83cf5d5b797a3d03ebd/pp.txt

### Terms of Service

When the player presses "Terms of Service" it will open a new tab following this URL: https://static.digdig.io/738892774cfe47d5195cb83cf5d5b797a3d03ebd/tos.txt
Quartz Shield

When going through quartz, you will gain a white health bar, known as a quartz shield. How much of the quartz shield you have depends on the size of your digger and how much quartz you've dug from the vein. The speed of this shield decaying depends on how much your digger is growing. The quartz shield will also decay slowly, even if you're not doing any digging. This shield acts like a second health bar. When you sprint, your quartz shield will not go away, instead, the main health bar will. However, when you hit lava, your quartz shield will be the first health bar to be affected by it.

## Small Tip

*Tip - If there are any diggers that are near you and are slightly bigger than you and you have a quartz shield, you should be able to take them out and gain a large amount of mass (assuming both your health bar and quartz shield are full.)*
Bedrock

**Bedrock** is an low rarity ore that is more difficult to dig than other ores. It has no ability.

## Advantages

### Deflation achievement

In **MAZE**, the maze walls are comprised of bedrock. Meaning you can easily accomplish the Deflation achievement by playing as normal until you get to 100k, then repeatedly digging into the maze walls until your points drop 10k.

## Trivia

* The maze walls in MAZE comprise of **bedrock.**
* Geodes used to comprise of **bedrock** on the outside, before being removed.
Uranium

**Uranium** is a green ore that is rare. It was added in an update and so far, gives the most XP per bit mined. Uranium gives 500 XP when mined, however, after uranium decay (which happens right after the ore is mined), the player will only have gained 150 per bit mined. For example, if the player mined 1 bit of uranium, their uranium mass is 500 (XP). The player will then lose 350 XP over time due to uranium decay, 150 will remain.

## Basic Info

**Appearance:** Green / Lime Green

**Cluster Formation:** Usually spawns in small circular clusters

**Rarity:** Rare

**Regen Rate:** 5-6 minutes

**Mass per Block:** 500 (Decays to 150 XP over time)

## Strategy & Tips

A great way to use Uranium is to get it when nobody is near, or if someone is a little far from you. This will give you the advantage to grow and get the chance to grow bigger by destroying them. But, if someone (the enemy, not your ally) gets the ore, it'll end the opposite way.

## Trivia

* Uranium gives the most XP per bit mined, even after uranium decay.
* This is the only ore which decays.
* This is an ore that gained a lot of confusion on how much XP it gives. Many thought it decayed to 0 XP. However, this is NOT the case.
Digdig.io Wiki

Welcome to the Digdig.io Wiki!

This is a collaborative encyclopedia about *digdig.io*.

*Digdig.io* is a browser game made by M28. The app version is still under development and iOS version is now available in beta! Join *digdig.io'*s Discord server to get the link.

In *digdig.io,* you play in a circular map with many players. Grow larger by digging ores or killing other players. The larger you become, the more damage you deal to other players. Digdig can be played solo or in squads with random people or with friends.

*Digdig.io,* features many game modes, skins where players can buy using golds collected in game to show off themselves, and achievements to earn golds and rare skin.

This wiki is still in development so feel free to add any information you know about the game.

 Important Articles

Click on image to access topicOresDiggerGame ModesChangelogFog of WarStrategies

 Wiki Community

*Digdig.io has a discord. To go there, click here.*

*Digdig.io also has a reddit. The link is here.*

*If this is your first time here, please read the rules.*

Click here to play Digdig.io online for free!
Patch Notes Library

***A list of previous patch notes***

* List of Patch Notes ffor 8.8
* List of Patch Notes for 8.6/8.7
* List of Patch Notes for 8.5
* List of Patch Notes for 8.4
* List of Patch Notes for 8.3
* List of Patch Notes for 8.2
* List of Patch Notes for 8.1
* List of Patch Notes for 7.9/8.0
* List of Patch Notes for 7.8
* List of Patch Notes for 7.7
* List of Patch Notes for 7.6
* List of Patch Notes for 7.5
* List of Patch Notes for 7.4
Squad

**Squads** are a feature in digdig.io that allow groups of players to play with each other. Squadmates have the same color and can't harm each other. Squads are only available in FFA, TDM, and Maze.

## Main Menu

To join a squad, go to an applicable game mode and click the squad button. You will automatically be connected to a public squad. Displayed on the screen will be four slots. On each screen, the digger's skins are displayed as well as their name and movement. Below that is their status, which can say "Playing" if in-game, or "Main Menu" if in the lobby. Under your digger, it'll say "You."

To join a new public squad, press the "Find Public Button." To create a new squad, press the "New" button. When a new squad is created, it will be private, but this can be set to public by pressing the "Public" button. Once someone joins publicly, it can't be set back to private.

At the bottom left, a code is available. Clicking on this will copy it to your clipboard to be sent to friends. Friends can join by entering the code in the bottom right and clicking "Join."

## In-Game

At the top left of the screen, your squad's info is displayed. Like with the main menu, each digger's skins are displayed along with movement. If the eyes are crossed, it indicates they're dead and in the main menu. In addition, the player's score is displayed underneath their username. Finally, for squadmates, an arrow is displayed showing what direction they're in. Your info is displayed at the top and is slightly larger than the squadmates below. This will display even if you're playing solo.

Squadmates do not hurt each other if they make contact but instead bump each other. The larger the digger is, the more they bounce others and the less they're bounced themselves. Essentially, it's as if they are teammates in TDM. However, unlike TDM, squadmates also share a portion of each other's vision (about half). Even if you can't see an area with your vision, it may be visible if it's close to your squadmate.
Dirt

Diamond

**Dirt** is a type of ore found in digdig.io that was originally in the game. It is the most basic form of ore and the most common.

## Basic Info

**Appearance:** Brown

**Cluster Formation:** Base ore, doesn't form clusters.

**Rarity:** Very common (most common)

**Regen Rate:** Fast

**Mass per Block:** 1

## Strategy & Tips

Dig as much of this as you can to gain XP.

azul
Reports

This page or section is in under construction, Please build this page or this spider will crawl over your head!

This page contains deleted content that may have been removed by developer due to it being an annoying/bugged feature.!

**Reporting** is a system where you can report other players for mean things. If you make misleading reports, then you might get punished yourself.

## Step 1:

Pick a name to report. Only names of players in the server will show up.

### Inappropriate nickname

This is reporting people for having cuss words as their names.

### Being better than me

This is likely a joke by the dev. This is for reporting players that are better than you.
Kirk

The **Kirk** is a skin that costs 500 gold, but there is some interesting lore behind it, including an actual "religion" that goes around the skin hence why it has its own dedicated page.

On the 30th of July, a user on the digdig.io discord sent an image of a digger who had a small face because of a transition on Corrupt X's video about digdig.io teams. M28 added this skin to the game as an easter egg. You had to name yourself "charlie kirk" or "kirk" in order to get this skin. Back then, skins did not exist, so this was thought to be a bug by a majority, or just the developer being funny in his game. There was a bit of confusion about the easter egg on the digdig.io subreddit.

Towards the day the skin shop was added, more people knew about this easter egg. The skin shop was added, and Kirk was priced at 500 coins.

Soon, a user that went by InkyDarkBird started throwing a ton of hatred towards the skin. This encouraged some people to literally pray to the skin, yes, they prayed to a skin. Some members of the discord server put "[kirk]" behind their name, indicating that there was a clan revolved around the skin. Soon, a user named davidwanqwerty wanted to start a religion based on the skin and made an entire server, similar to the digdig.io server that was about kirk. In the chat, you would mostly see people hailing the skin.

Soon, InkyDarkBird was told to stop hating on the skin by a moderator of the server.

The obsession over Kirk led to the dev creating a skin called Kirkier, which is a kirk face that moves around the digger toward the cursor.
Unknown Organization

The unknown organization is a group of deep criminal underworld saboteurs and various other unscrupulous individuals who are working together. Their size, their actions, and their members are all unknown to the 'normal' world.

## Hierarchy

Hierarchy in the organization is determined by job, competency, experience, and namelessness. Competent spies and assassins typically do not get names because names are 'awarded' by the public. Otherwise, they are just called a number. To gain individuality amongst the organization is seen as an insult and basically an indication of incompetence (for spies and assassins).

Named members include Phantom, Ghoul, Mr. Bones, Shade, and Banshee. However, of these five, only three's incompetence is shown by them being named.

The higher ups of the organization lack names, and how they are 'higher up' in a criminal organization like this one is completely unknown.

## Featurelessness

Most individuals within the organization are identity-less. Due to this, they are drawn without heads and only with one defining feature. In reality, they would definitely have heads and faces because they are human and not alien creatures.

This lack of identity only causes issues with two individuals; Phantom and Mr. Bones. Identity issues (or at the very least, those who make a stink about them) within the organization are strikingly uncommon. For Phantom, relief from identity issues comes from wearing a black morphsuit under everything so their identity as an 'abyss' is preserved, and for Bones, this relief comes from dwelling on past achievements.

## The Fun Zone

The Fun Zone is a nondescript, completely un-elaborated on area where bad things happen to people who get sent there. What it consists of or what happens within is equivalent to torture, but it's not confirmed that it is torture or not. This room is used for reprimanding organization members for incredible fuck ups, and is typically used for only a an hour or two. However, this length can be expanded depending on how severe the mistake is.
Mary Wright

— The Adventures of John Phoenix

Mary Wright is the mother of John Phoenix and John Dragon and the long-lost sister of Phoenix Wright.

She never existed in this universe, as she is from the John Phoenix universe and not from the Snatverse. Any memories of her held by Wright were supplanted into him by John Phoenix's psychic abilities.

## Personality

Mary Wright has a very milque-toast personality, though she appears to be kind and patient, never having any complaints about John Phoenix or his behavior— although this may be because she dies before he gets much of a chance to do anything.

## History

### John Universe

Mary's history is wrapped in mystery and generally unexplained up until the birth of John Phoenix, as her past revolves centrally around him and his father.

During The War, she fell in love with JP's father as they were both stationed together. She ended up becoming pregnant and was brought back to the states. She additionally took on another kid, John Dragon, through 'womb surgery' to save his life when Dragon's original mother was going to have a miscarriage. She birthed both of them but only JP remained with her.

After having John Phoenix, she died two months later after Manfred Von Karma, an angel, shot her dead in a parking lot for funsies.

### Snatverse

As Mary is a resident of the John Phoenix universe and not the Snatverse, she does not exist, and thus has no history and no death or life. However, her memories live on through her only living son, John Phoenix, and through his attempts to live a life 'more like the one he had' before his universe was destroyed.
Controls

**Controls** are used to move your Digger around the map.

The standard form of movement is with the mouse where the digger follows the cursor, but this can be changed in Settings to "Keyboard Movement" which allows the player to use the arrow keys or WASD. If using the mouse, by pulling the cursor close to the digger, movement is slowed but can't be stopped.

Left clicking or pressing space (even if "Keyboard Movement" is off) makes your digger sprint, increasing movement speed but also draining health. Note that it does **not** increase damage. It is shown by an angry face.

Right clicking or pressing shift (even if "Keyboard Movement" is off) makes your defend, decreasing movement speed but increasing healing rate. It is shown by a sad face.
Fog of War

**Fog of War** is a feature in Digdig.io that was added on 02/07/21. Fog of War makes it so your vision is restricted to a small space around you as well as any nearby tunnels. You can see a certain distance into dirt that's not near you, with that distance diminishing as it gets further away from your player.

Squares you can't see are grey and other diggers are invisible if they're in them. A dark grey indicates squares you've never been able to see or those which you have seen a long time ago. A transparent grey is used for areas that were previously visible but now aren't. You can still see how the terrain looked like the last time it was in your vision, however that information might be outdated, as the terrain regenerates and other players might have dug through that area.

Clusters of rare types of Ores are fully illuminated once revealed. A cluster is defined as a continuous area of the same type of dirt (brown dirt is never referred to as a cluster because it's the most common).

If you're playing with a squad, you share a small portion of each other's vision (about half). This means that even if by tunnels, you can't see your squadmate, you'll still see them and a small area around them. The same applies in tag mode to seekers. All seekers can see each other's vision and hiders can see seekers' vision as well, but not other hiders' vision.

## Tips

* The distance you can see around you increases as you get larger, but only at the same rate your size increases. Once you get to be very large, it'll be hard to see lava around you, so avoid depleting your health too much or you may die by surprise.

* Stay in or near open areas so you can seee possible threats as well as find other players to kill, but keep an eye on your score so it does not deplete too much.
Digger

A **Digger** is the character you play in Digdig.io.

## Appearance

Default diggers appear as a grey circle with black, rectangular eyes and white pupils. A black circle with 8 spikes on it rotates around them at a rapid pace, similarly to a Smasher in diep.io. You can change the spinner or face appearance via the in-game shop. Diggers can be colored when playing in a squad in FFA and are always colored when playing TDM. The gamemode Tag also gives diggers either a red or blue color.

## Basics

Diggers can move around with the mouse or keyboard, depending on what is selected in settings. Diggers automatically destroy any type of ore they come into contact with, giving them varying amounts of mass. Killing other players also grants the digger a significant portion of their mass. The more mass a digger has, the larger their size becomes, allowing them to dig through more dirt and ores at once. Larger diggers seem to move slower, but they don't, because large diggers constantly touch dirt, which will slow them down. Smaller diggers, however, can dodge and avoid the dirt in tunnels, so they seem to move faster.

## Damage and Health

Diggers can be damaged in three ways.

* 1. Diggers deal damage to any other digger they come into contact with, with larger diggers dealing more damage. If at full health, a digger is unable to be killed in one-shot, and will instead have their HP depleted to 1.
* 2. Lava also deals damage to a digger upon contact with it, though it doesn't kill.
* 3. The last way for a digger to get damaged is by using the spacebar or left mouse button. This speeds them up substantially, but also depletes their HP. A digger can't die by this method, as they will stop boosting when low on HP. Diggers can also use the shift key or right mouse button to slow down and regenerate health faster. Health regenerates very slowly otherwise.

## Score

By digging dirt and ores, diggers gain mass.
There is also a mass decay system, diggers constantly lose 0.2% of their total mass every second. This means very large diggers will lose mass very quickly, whether they dig or not. At that point, the only reliable way to gain mass is to find and kill other players. Smaller players can maintain and gain mass simply digging through dirt.

If someone had 1 million mass, they would be losing 2,000 mass every second due to the mass decay system.

## Other

* The digger has a 2% to spawn in florr.io in ant holes Rare and higher

## Trivia

* When you get killed by an unnamed digger, the death screen shows: "You have been killed by... 'A mysterious entity'".

## Gallery

A newly spawned, sad digger (before the July 4th, 2021 update)A digger next to some dangerous lava.A lucky digger who found a bunch of diamonds.A digger digging through some dirt.
Forest

The **Forest** environment is the only one with a scrolling layer in front of your view. Some trees pass between Pac-Man and your view of him, but these are minor and temporary stumbling blocks. You should be more worried about the Ghosts whose movements are obscured by the trees. This is due to the fact that you can see a small portion of them through the trees, so they are never completely hidden.

Pac-Man will encounter tree stumps throughout the forest that must be cleared with jumps. Some of the stumps can be pushed in the opposite direction to reveal secrets like helmets, invincibility, or even a trip 1 to trip 3 warp. Ghosts will frequently attack you on pogo sticks, flying saucers, and, less frequently, planes. It is critical that they keep track of their whereabouts. Fruits can appear in a variety of places, but one that Pac-Man will come across is a floating fruit that bobs up and down as it flies by.

When Pac-Man catches one of these flying Fruit, three more will appear at the same height where the original Fruit was caught, so try to catch them when they are low. Later levels will force you to traverse the forest in complete darkness, with only a small amount of space in front of you visible. Later in the stage, it's not uncommon for a forest to contain a Power Pellet.

Forests are more of a glorified obstacle course during return trips. Ghosts don't attack[ you as intensely as they do in towns, but you must still watch out for them. During Trip 5, and every fourth trip there after, the return trip consists of two incredibly long stretches of forest (with no tree stumps) along with two long ponds.
Break Time

File:Breaktime.jpeg
**Break Time** is a place that spawns the player here after beating the first two rounds of each trip.

You will have the opportunity to jump in the air just before the game freezes and your remaining time is added to your score at the end of the first two rounds of each trip, as well as upon your return home. If you freeze up in mid-air, you'll get a bonus, and your progress through the jump determines how much you get.

If you're just starting out, your bonus will be small, perhaps 10 or 100 points. If you are at the top of your jump, you could earn 300, 500, or 1000 points. You can earn a whopping 7650 points if you manage to jump so that you only freeze for a split second before landing.
Trip 5

**Trip 5** is the fifth trip in Pac-Man.

## All Rounds

### Round 17: Pond/Forest

Trip 5 will begin almost immediately with a difficult Pond jump. This is another Pond where you must pause on an island in the middle before proceeding with the jump. When you reach the Forest, you may believe that your troubles are over, but there is one more spring board from which you must leap, and it begins within the [[Forest]. Once you've landed, the only problem is a quicksand trap (indicated by another skull) near the end of the round. A good leap from the cactus ahead will get you safely to Break Time, where your remaining time will be added to your score.

### Round 18: Mountains

This Mountain round throws nothing at you that you haven't seen before. You should be fine if you take your time and proceed with caution. Some of the log platform jumps on this round are more difficult to time than they were on the previous Mountain round, and the collapsing bridge is less densely populated, but neither should pose a significant challenge.

### Round 19: Castle

This is the first round that you must complete in complete darkness without the aid of a map. On the lowest floor, right at the start of this Castle, there is a key. In this round, try to keep one key on hand at all times.

### Round 20: Return Trip

It is nearly impossible to get past both of the Forests and both of the Ponds and arrive in Town before time runs out on this trip. Fortunately, you'll only have to worry about Sue charging you when time runs out and Clyde on a pogo stick making two very rare appearances. When time runs out, keep jumping to keep Sue off your back for as long as possible. When you arrive in Town, you must time your jumps with the double fire hydrants and avoid the water jets at all costs. The ones who move right will simply push Pac-Man into Sue, killing him.
Ghost

**Ghosts** are the main antagonists of Pac-Man series (sometimes Protagonist), ghosts of all shapes and sizes can be found. The most common ghosts are sheet-like and wear gloves, When Pac-man consumes a Power Pellet, nearby ghosts become terrified and turn blue. Following that, the ghost's eyes will float away to a regeneration chamber, where they will regain control of their ghost body.

The Ghost Gang refers to the original Pac-Man antagonists. Blinky, Pinky, Inky, Clyde, and Clyde are the names of the four ghosts who make up the group. They were originally portrayed as villains, but in later appearances, they are friendly.

 Sue | Sue is the only one who thinks for herself and prefers to follow Pac-Man wherever he goes. If time runs out, Sue stops patiently following Pac-Man at a safe distance and begins to charge at Pac-Man mercilessly. Try to avoid this by outmaneuvering Sue and clearing the round in a timely manner.
Castle

**Castle** is the environment featured in Pac-Man, Unlike other enviroments, you will never return through.

When you first come across a castle, you will be able to see everywhere you go. The remaining trips through the castle will be in total darkness, making navigation more difficult. The castle is three stories tall, with many gaps in the floor and a number of locked doors. You can also find keys that can be used to open the doors.

With no other ghosts to bother you besides Sue, time is your only true foe. However, time will frequently run out on you the first few times you attempt to clear the stage. The layout of the castle remains consistent in Trip 5 and every fourth trip after that. So, if you can become acquainted with the location of the keys and the doors, you can reduce your chances of running out of time.

Return Trips: As already mentioned at the first half, This is the one environment that you will never return through.
Bridge

**Bridge** is an enviroment featured in Pac-Man.

Although the bridge environment is not as difficult as the Mountains, it can be equally frustrating. Gaps in the floor and walls do little to keep you safe from the water below. Geysers form at the bottom of the screen, bursting to the ceiling and then falling back down. If Pac-Man gets caught in their path, he will find it difficult, but not impossible, to escape.

The only way to keep Pac-Man alive is to jump quickly. The bridge also has fire hydrants that spray you with water, but these are usually only found on the highest platforms. They may hold secrets, but those secrets may cost you your life if you do not pay attention to the water blasts from both the hydrant and the Geysers.

Return Trips: As with most environments, your flying boots take a lot of the sting out of the situation. But don't be fooled. The Geysers are still dangerous, and the ghosts will do everything they can to keep you from returning to your home and family.
Trip 7

**Trip 7** is the fifth trip in Pac-Man.

## All Rounds

### Round 25: Forest

A helmet power-up can be found on one of the first four stumps, but don't take too long to find it. You don't have much time here, and if time runs out, you'll lose the helmet. There is a series of quicksand traps in the middle of the forest, all of which are fake except the first and last. You can use the springboard to assist you in clearing them, but it is not required. You should be able to avoid danger if you run towards the cacti at full speed and jump up after colliding with them. Your speed should propel you over the cactus and past the dangerous area of the ground.

### Round 26: Mountains

Many of the more difficult aspects of the previous rounds are included in this round of the mountains. It is, however, slightly shorter than the previous ones, so there are fewer tricky parts to deal with. The only advice is to proceed slowly and cautiously, and to time your jumps carefully so that you do not fall into a pit or a lake.

### Round 27: Dark Forest

This is the only forest in the game where you must run in complete darkness. Only the space directly in front of you is visible, as in the Castle rounds. However, as is customary, the ghosts' eyes are always visible, so you shouldn't have too much trouble figuring out how to avoid them. If you're about to run into a swarm of ghosts, slow down and wait for an opening. The forest transforms into a desert, but the darkness remains. A power pellet, on the other hand, can be collected to alleviate your troubles. It is preferable to continue running forward while you can rather than running back for any extra points.

### Round 28: Return Trip

The end of this round will pose a little more of a threat to Pac-Man than the beginning, but it shouldn't be too difficult. You begin by traversing a desert/forest area. Because all four ghosts will be jumping on pogo sticks, flying over their heads will be relatively safe. When you reach the mountains, you must proceed with caution because the lake beneath you does not provide much room for jumping between the water and where the ghosts choose to fly.
Queen Destroyer

Queen Destroyer

 Shining Insignia +6
* INT +3,000,000
* Additional Damage +900%
* Skill Damage +3,600%
* Increased Damage +1,200%USED ON SPECIAL EQUIPMENT BAG

 Aspect Devoured Staff
* INT +8,499,500
 All or One Magic Box
* INT +8,499,500
* Additional Damage +2,150%
 Lie After Lie
* INT +8,499,500
 Temporal Point of View
* INT +8,499,500
 Aspect Devoured Spear
* INT +8,499,500
* 45% chance to critical hit for 25,500x damage
Rakshasa

Rakshasa is a fun character who's basic attacks are ranged and he uses **skill prompts** to do active damage. Each skill has a set % chance to prompt on screen, and with timely activation, will see a massive increase in skill damage, as well as skipping the skill cooldown. He also uses a **Ghost** system, where some of his skills will summon a shadow version (ghost). If used before certain abilities, they will then receive an **even greater** increase in damage.

This character also has the option to use the command **-autoskill**. Which will automatically trigger the abilities when they prompt. However the trade off is you will lose about 99% of the damage, the skill would originally do. Suggested to only use while AFK or IDLE. If you misclick too many, too quickly, you will get a Macro Check in chat!

## Skills

**You can learn where to get these skills on the Bosses page**

(Active AoE)
* 3% chance to trigger
* Range 600
* Skill level x
	+ 500 damage
	+ INT x 500 (Prompt)
 Ghost: Circle Cut (W)
(Active AoE)
* 2% chance to trigger
* Range 1000
* Skill level x
	+ 800 damage
	+ INT x 800 (Prompt)
* Summons Ghost for 4 seconds
 Soul Strike (E)
(Active AoE)
* 1.5% chance to trigger
* Range 1000
* Skill level x
	+ 3000 damage
	+ INT x 3000 (Prompt)
 Dyad: Half Moon Slash (R)
(Active AoE)
* 1.5% chance to trigger
* Range 1200
* Skill level x
	+ 6000 damage
	+ INT x 6000 (Prompt)
 Ghost: Targeted Hit (T)
(Active AoE)
* 1.5% chance to trigger
* Range 1200
* Skill level x
	+ 12000 damage
	+ INT x 12000 (Prompt)
* Summons Ghost for 4 seconds
* While Ghost is present attack speed increased by 40%
 Phantom Cross (F)
(Active AoE)
* 1.1% chance to trigger
* Range 1500
* Skill level x
	+ 25000 damage
	+ INT x 25000 (Prompt)
 Phantasmal Slayer (D)
(Active AoE)
* 1% chance to trigger
* Range 1500
* Skill level x
	+ 35000 damage
	+ INT x 35000 (Prompt)
* Summons Ghost for 4 seconds
* While Ghost is present attack speed increased by 40%
* 12x damage with Perfect (Boss ONLY)

## Enhanced Skills

**Enhanced skills replace old skills - only acquired by 100k INT and 500k INT bosses.**

(Active AoE)
* 0.8% chance to trigger
* Range 1500
* Skill level x
	+ 100000 damage
	+ INT x 100000 (Prompt)
* 2x damage with Perfect
 Abyssal Punishment (W)
(Active AoE)
* 1% chance to trigger
* Range 1500
* Skill level x
	+ 150000 damage
	+ INT x 150000 (Prompt)
* 2x damage with Perfect
 Spectral Genocide (M)
(Active AoE)
* Range 1250
* Skill level x
	+ 8000000 damage
	+ INT x 8000000 (Prompt)
Pinky

**Pinky** is a character that appears in the "Ghost Gang" and is originally a female.

**Pinky** enjoys being the group's muscle, but as a result, he isn't the brightest (although none of the ghosts really are). Pinky is riding in one of the ghosts' specially-crafted flying saucers in this scene. The flying saucers move in a manner similar to the pogo sticks, but they move more smoothly and predictably up and down. They are, however, much larger than pogo sticks and thus more difficult to avoid. Given that standing on the Ghost's head is always safe, you can use the ghosts to ride up to the top of the screen before jumping off and continuing on.
Trip 4

**Trip 4** is the fourth trip featured in Pac-Land.

## All Rounds

### Round 13: Town

The kid gloves have been removed, and the true nature of the Town will be revealed. Double fire hydrants with water jets, double-decker buses, and Inky in almost every window. Standing on top of a double fire hydrant is a quick and easy way to reach the roof tops.

### Round 14: Castle

Welcome to the first round of a [[[Castle]] round. This is also the only Castle round in which you can see the entire screen while running through it. Every Castle after this will be shrouded in darkness, with only a sliver of a view of the action ahead. Unless you run out of time and Sue decides to charge after you, there are no Ghosts on this round. Use this round to learn about the features of other Castle rounds, such as keys, doors, gaps in the floor, and the Fruits' deceptive appearances.

### Round 15: Bridge

This Bridge round is much more difficult than the previous one. There are many more gaps to cross, and the galleons are extremely difficult to reach, so don't expect to collect them. You can occasionally catch a ride on the Ghosts' planes if they're flying in your direction. One advantage is that you can use the geysers to boost yourself up to the highest platform if you jump at the last second. However, if you do not jump, Pac-Man will be dragged down into the water below, costing him his life.

### Round 16: Return Trip

You'll have to return through the mountains first. To summon the only other Special Pac extra life, hover around the first tall and slender cliff. It is critical to remember to carefully time your passage over the cliff tops so that you do not get hit by the airplane-flying ghosts that fly through the only available space through which you can pass. Later in the forest, one of the stumps can be pushed right to reveal balloons, but don't bother looking for it if time is running out.
Fruits

**Fruits** are food items that appear in most Pac-Man series, first appearing in the original 1980 Pac-Man game. Fruits, such as strawberries, cherries, peaches, and others, will earn points, Some non-fruits are considered "Fruits" but they are called that because they earn points, including the extremely rare "Galaxian" flagship and keys.

The only non-fruit that gives points in Pac-Land is Galaxian, The other non-fruits, such as keys, are used to help the player.
Chomp-Chomp

File:ChompChomp.png
**Chomp-Chomp** appeared in a Hanna-Barbera cartoon, where he attempted but failed to attack another Pac-Man's pet, Sour Puss. He also appeared in Pac & Chomp-Pattow, a Pac & Pal localization hack.

Chomp-Chomp is a blue-furred dog with a brown snout and a sphere body. His fur color changes to white or yellow in later games, and an orange spot appears over his right eye.

His appearance on Pac-Land along with Sour Puss, Only in the American version of the game show the Pac-Pets, the dog Chomp-Chomp, and the cat Sour Puss appear. They chase Pac-Man around the front yard when he returns home. They appear in the version rather than the Japanese version, which includes a fairy.
Desert

**Desert** is the third environment on Pac-Land.

Deserts, as one might expect, are devoid of features. They have cacti that can be pushed to reveal a secret every now and then. Most of the time, you'll simply jump over them. The quicksand area is a dangerous feature of deserts. Each quicksand area is marked by a skull. The skull's teeth begin to chatter with laughter as you are drawn into the quicksand.

It is fatal to touch the skull. You should either jump continuously or jump over the area from the top of a cactus. A springboard (see the Ponds below) may be present to assist you in avoiding the more dangerous sections, but their use is not always required.

Return Trips: After the beginning of the game, return trips through the desert are uncommon, and feature extremely tall cacti. It's simple to jump over them with the flying boots, but make sure you time your jumps carefully so you don't collide with any ghosts flying overhead.
Sue

Sue is the only one in the group who thinks for herself. She refuses to ride a vehicle and instead follows Pac-Man everywhere he goes. She follows at her own pace. Pac-Man can easily jump on her head and ride on top of her wherever she goes, but she's best left alone. The reason for this is that if time runs out completely.

Sue stops patiently following Pac-Man at a safe distance and begins to charge at Pac-Man mercilessly. Once the timer runs out, you have little chance of completing the round safely, but it is possible if you can outmaneuver Sue. Try to avoid this entirely by completing the round in a timely manner.
Trip 6

**Trip 6** is the sixth trip in Pac-Man.

## All Rounds

### Round 21: Town

In terms of towns, this one is fairly straightforward. You will now be greeted solely by double-decker buses, so make sure you have permission to jump on their roofs or wait on a fire hydrant until you can leap over them.

### Round 22: Mountains

This round, on the other hand, makes you wish Pac-Man had the flying boots before entering Fairy Land. It begins similarly to many mountain rounds, but at some point, you will come to a mid-round lake. Collect the Power Pellet inside the lake to keep the Ghosts at bay while you attempt the next jump. If you want to land on the right log platform, you must time your jump at the very top of the left log platform. Following that, there is another lake with four logs floating in it. Two of them are oriented horizontally in this round, making your approach a little easier, but when you return to this mountainous environment in much later rounds of the game, all four of them will eventually be oriented vertically.

### Round 23: Bridge

After the previous round, this round will appear to be quite simple in comparison. There are no real surprises here. Currently, using the geyser to reach the top of the screen is the only way to collect those platform-expanding galleons. To clear this round and reach Fairy Land for the sixth time, you must either rely on that method or improve your jumping skills.

### Round 24: Return Trip

The Town section of the game can be much more difficult than the Bridge section. The Power Pellet that appears in the Town section can help you thin out the herd a little, but it appears so close to the end of the round that it is almost useless.
Clyde

**Clyde** is the gang's self-proclaimed leader. He is only unopposed because none of the other ghosts are interested in the position. Clyde is certain of himself, and certain that the other ghosts are to blame for everything that goes wrong. Clyde is riding a motor vehicle, which the ghosts enjoy riding around the Town in.
They are simple to avoid and jump over, but they can also be ridden on top of. If they're going your way, jump on the roof and let them take you for a ride. Later on, the ghosts appear to be riding in double-decker buses. If you want to be able to jump all the way over them, you must be running.
Fairy

File:Fairies.png
**Fairies** are characters who appear in various Pac-Man games. they bestow power-ups and special items on Pac-Man.

Pac-Man must rescue a Fairy who has lost her way and requires assistance in returning home. She heard about Pac-Land's greatest hero and sought his help. Pac-Man gladly accepted the assignment. Pac-Man must pass through three stages on each journey in order to find the magical door that leads to the land of the fairies, where the "Fairy Queen" reigns. When Pac-Man successfully returns the fairy to her home, the Fairy Queen grants Pac-Man a pair of magical flying boots, allowing Pac-Man to rise high into the air and cut his return trips home in half.

## Trivia

* Pac-Land are Fairies' debut appearance.
Blinky

**Blinky** is a character that originated from the Ghost Gang in the 1980 Pac-Man game.

Blinky isn't the most self-assured of the ghostly gang. He's never certain that any of their plans will work out, and he's always the first to flee when things start to go wrong. He is seen here riding one of the ghosts' four modes of transportation: a pogo stick. Pac-Man can run beneath the pogo sticks as well as jump over them because they bounce fairly high. When the ghosts ride pogo sticks, they don't always move forward as they jump.

They only pose a significant threat when several of them are bouncing Pac-way Man's at the same time. Wait until an opening appears, then run through it, because they rarely jump in unison.
Mountains

**Mountains** can be one of the most difficult environments to clear for Pac-Man. They begin simply enough, with a series of rolling log platforms that rise and fall. There are bottomless pits beneath these logs that you must avoid falling into. Pac-Man tumbles down a cliff face and falls to his death near the end of each mountain stage.

Typically, there is a collapsing log bridge that must be quickly jumped over or Pac-Man will be unable to cross the gap. Clouds are introduced later on. Clouds in Pac-Land, ironically, can be jumped on and ridden. When they are landed on, they frequently summon Fruit. Instead of focusing on the Fruit, concentrate on keeping Pac-Man alive. Because these clouds are the same width as Pac-Man's steps don't take two steps in the same direction or Pac-Man will fall off. The most difficult aspect of the mountains eventually appears in the form of a small lake with floating logs.

Return Trips: You can freely hop through the air, but you must jump very high to clear certain cliffs. If you jump too high, you'll be hit in the face with a propeller. If you have the magical flying boots for the return journey, you can return to the mountain environment.
Battle For Blue Island Wiki

Welcome to the Battle For Blue Island Wiki!

## Characters

1. Windows 7
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