recursal/Fanatic-Fandom huggingface dataset:
The Fellowship

The Fellowship is a book telling you about the New Gods, obtainable randomly by wandering through the darkness of the libraries in **Fear & Hunger**.

*"In the following pages tell of the events that took place in the year 809 after the birth of our christ, **The Ascended One....**the tale of the fellowship is famailiar to many but few know the factual story of which all the poems and songs are made of. The fellowship consisted of 5 people: **Francois - the eyes for the blind, Nilvan - the mother for the pure, Valteil - the scholar of arts, Chambara - the Tormented One,** and then there was the fifth, he who never aspiredfor the same greatness as the rest of the party....whose story bears no listeners....**The Forgotten One**. The fellowship was formed to seek the older gods, who left humanity without guidance, without aid in the times of great peril."*

There is still much more to the Lore of the Fellowship that we still have to uncover, but until then, dwell in your own imagination...

-KillSwitchX1
Termina Enemies List

## Introduction

This page contains a list of all the characters encountered in the world of Fear and Hunger 2: Termina. For a list of the characters in Fear & Hunger, see Characters List.

*Proceed at your own risk!*

*This page contains depictions of genitals and / or sex.*

## Unique Encounters

One-time encounters that are often more difficult than regular foes.
What is Fear and Hunger?

**What is *Fear & Hunger*?**

*Fear & Hunger* exists as an idiosyncratic confluence of rogue-like existential terror and jRPG subgenres, enigmatically wielding an arcane yet intriguingly anachronistic system of turn-based strategic corporeal disarticulation. Replete with a labyrinthine architecture of secrets, the spatial terrains within *Fear & Hunger* are neither wholly randomized nor merely handcrafted, but rather a chiaroscuro tapestry that reincarnates itself anew with each existential iteration, accompanied by auditory reverberations ostensibly informed by the oeuvre of Akira Yamaoka. A cornucopia of temporally expansive interactions awaits within its confines, promenading an eclectic menagerie of character classes and idiosyncratic persona. Let it be etched in your consciousness that the fulcrum upon which your experiential destiny teeters is naught but the dualistic flip of a numismatic entity; the arcane dichotomy of **Heads** or **Tails** shall manifest as the harbinger of your metaphysical fate.
Trortur

**Trortur** is a character in *Fear & Hunger*. Formerly a noble hero of the Kingdom of Rondon known as "Trortur the White", years of captivity and torture turned him into a sadistic, vile inhabitant of the dungeons.

## Lore

Trortur wasn't always the evil person you encounter in the game now. Few know that he was a famed knight in the city of Rondon back in the day, but during one of their holy crusades, he got captured and sent to the dungeons. Everyone presumed that he was dead, until 5 years later when the knights captured the Eastern Capital Jettaiah and they found what was left of Trortur - a shadow of his former self, a hunch-backed, disfigured creature who learned about every method of torture that he now puts to use himself.

## Location & Behavior

Trortur can be found at the Level 1 Inner Hall. After going into the room filled with torturing equipment that has a door leading to the lower levels, the player will discover that the door is locked. Upon trying to exit the room, the player will hear faint footsteps (of Trortur) approaching and are given the option to either hide, wait to see who it is, or outright ambush.

Waiting or ambushing results in starting a battle immediately, whereas hiding makes Trortur leave. He will from then on be present in the bottom part of the map, near the room full of cultists.

## Strategy

Trortur is a particularly easy enemy, as he has a low HP pool and low damage. Cutting off his knife-wielding arm renders him completely harmless. After that, the player can simply cut off his head to kill Trortur.

However, if the player met Buckman before encountering Trortur, they will have the ability to rat Buckman out to Trortur via **talking**. You will both capture Buckman and, after the event plays out, Trortur will gift two *Light Blue Vials* and the *2F Key* which lets you enter the lower levels.

## Trivia

* His name is aptly a play on the word "torture".
* He resembles the torturer that tortured Griffith during the Golden Age arc of the manga Berserk.
* His character backstory seems to be a reference to one of the main characters in The First Law trilogy by the name of Sand dan Glotka.
Celeste

*Proceed at your own risk!*

*This page contains depictions of genitals and / or sex.*

* Concept art
* Portrait
* In-game

**Celeste** is a character and NPC in *Fear & Hunger*.

## Lore

A prostitute who works at a brothel in Rondon. Celeste has a relationship with the mercenary Cahara, and her pregnancy may be a factor in his decision to take the job of finding Le'garde in the Dungeons of Fear & Hunger.

She doesn't appear physically during the events of the game, but can be seen during a dream sequence if the player delves into Ma'habre.

If the player achieves Cahara's special ending in hardmode, a picture of him with a naked Celeste by his side will be shown, with the couple living a luxurious life and having abandoned their old professions.

## Trivia

* In the developmental stages of *Fear & Hunger*, one of the playable characters was intended to be a harlot or prostitute. However, this character was eventually scrapped, with the final four protagonists being established at a later moment. Game creator Miro Haverinen has stated that Celeste's design bears some resemblance to the discarded harlot character.
Church of Alll-mer

* Church
* Basement
* Ceiling

Alll-Mer Church is one of the areas and locations within *Fear & Hunger 2: Termina.* The building has a large form of architecture structure and contains basement dungeons from below.

*Proceed at your own risk!*

## Location

The church can be reached from the east section by the city of Prehevil.

## Gameplay

During the exploration of the church, the protagonist can find bodies hanging from the ceiling, which can be cut down and looted. The player can also interact with the confession booth to the east of the main room, where an unknown person will hear their confession. Regardless of how the conversation goes, the player will receive an affinity point with Alll-mer.

Since the basement entrance is closed, the player needs to either solve a puzzle or find a detour to access it. The puzzle can be solved by following the instructions left by the dead craftsman. Searching the loose tiles will reveal a hidden toolbox containing bolt cutters. These can then used on the chandelier on the 2nd floor/ceiling to snap the chains, causing the chandelier to fall into the ground and reveal an alternative entrance to the underground dungeon.

The altar room found in the entrance of the church is utilized as a progression path, thus the player needs to find 3 effigies that are scattered around the city. Placing all 3 effigies will reveal a secret trapdoor that allows the player to reach the Mausoleum Alley.

## Enemies

* Crimson Father
* Pillarmen
* Moonscorched
* Decrepit Priest
* The Heartless One

## NPCs

* O'saa (Can be found in the confession booth from day 1.)
* Samarie
* Marina (Only after being moonscorched, found at the exit from hidden underground.)
* Father Domek (Can only be found with Samarie on the day 1 at morning.)

## Items

* Bolt Cutter (Found from the hidden toolbox by the statue pointing on the wall, 1st floor.)
* Marty Effigy (Found in the basement.)
* Betel's stone (Obtained by searching a hanged corpse from a lady.)
* Heart-shaped lock (Obtained at the Rher's dimension, using the non-premade asymmetrical circle sigil.)
* Rusty Key (Only obtainable if the chandelier is intact.)
* Sewer keys (Obtainable if the player didn't have the key already.)
* Church Keys
* 2 Asymmetric Ritual Circles (1 pre-made Rher's sigil, 1 blank circle, both found in the basement.)
* Perfection Ritual Circle (found in the basement.)
* Imperfection Ritual Circle (found in the basement)
The Tainted One

In-game

> ***"Unbearable existence. The suffering, the agony... We play the secret song that echoes from within. The sound that is like razors through flesh. Can you bear it?"***
>
>

**The Tainted One** is a New God encountered in *Fear & Hunger 2: Termina*. This entity acts a vendor of sorts, exchanging soul stones for severed heads.

*Proceed at your own risk!*

## Lore

> "What an oddly specific thing to ask. The Tainted One is of course one of us. One of the many who sits in the grand hall. A person born with a soul that is tainted and who then rose to the new godhood."  - The New Gods when asked about the Tainted One.
>
>

## Encounter

To summon the Tainted One, the player must offer severed heads at an Imperfect circle located at one of these locations:

* Old town house, south of Mayor's manor
* Orphanage basement
* All-mer Church basement

Each head offered will provide 1 soul stone shard. 3 are needed to form a Soul Stone, which can be used in The Hexen. A recipe for Soul Stones will be unlocked after offering heads for the first time.
Mastery over Insects

> *"Understanding of insects. You can hear and talk with insects of all sizes."*
>
>

A skill that enables a person to communicate with all insectoid beings. It is associated with the God of the Depths, the master of all insects, and is one of the possible starting skills for The Dark Priest.

With the skill, the player can interact with cockroaches spread hidden throughout the game - this provides bits and pieces of unique lore and dialogue, and the insect NPCs will sometimes offer gifts or hints to the player. This is most useful in Ma'habre, where there is a large number of insects hidden throughout.

The skill is also used to interact with the Cockroach King in the Thicket.

The skill also leads to several unique dialogue options when encountering insectoid enemies - Spiders and Scarabs (making it possible to avoid the Scarab encounter altogether).

The skill also allows the player to walk on the bugs that are spread all over the ground in the gauntlet (or the catacombs in Terror & Starvation mode) without being injured.
Археоптерикс

**Археоптерикс** - вымершее позвоночное юрского периода, считающееся

промежуточным звеном между рептилиями и птицами.

## Описание

В научных работах арехоптерикса обычно классифицируют как примитивную, если не самую первую птицу. На самом деле систематическое положение данного существа не совсем понятно: его относят как к птицам, так и к рептилиям. Кроме того, археоптерикса часто относят к кладе *Манирапторов*, что делает его ещё и ящеротазовым динозавром. Возможно, одним из орнитозавров.

## Это,вообще,птица?

На этот вопрос ответить однозначно невозможно.Всё зависит от того,как понимать слово "птицы".Жорж Кювье считал всех оперённых существ птицами.Современные ученые же разбились на два лагеря:одни записывают археоптерикса к рептилиям,аргументируя это тем,что у него нет пегостиля,характерного для птиц. Другие же ученые считают археоптерикса птицей, аргументируя это тем,что он слишком "птичий" для рептилии. По новой же системе Евгения Саргосовского, птицы и "пернатые динозавры" (исключения :тирано- и терезинозавриды) относятся к орнитоморфам.

## Образ жизни

Археоптериксы жили на деревьях,но могли и спускаться на землю.Об этом свидетельствуют их довольно длинные для древесных птиц ноги. Археоптериксы ели насекомых, ящериц и, возможно,древних млекопитающих.

## Интересные факты

* На самом деле,археоптерикс своего названия не оправдывает. Его название прееводится как "древнее крыло",однако до него были крылатые существа - насекомые,птерозаввры.
Status Effects

**Status Effects** are the different inflictions that enemies, foes, or traps can have on your character and party members in Fear & Hunger. They represent the core dangers in the game, as they can render the player unable to fight or cause permanent problems. These effects are partially listed in *Anathomia*.

This article, so far, is a stub and needs to be expanded with all the possible effects, preferably in a table listing all the effect names, results, what causes these effects (generally), what exact enemies or traps can cause them and ways of fixing them.

## Termina

* **Withdrawal:** Exclusive to *Fear & Hunger: Termina*. Going into withdrawal from items such as Heroin will cause your character's attack, defense, and evasiveness to lower massively progressing from two different stages. Temporarily cured when using the item your character is suffering withdrawal from.
Диметродон

Новейшая реконструкция диметродона. Правда, немного жутковатая.

**Диметродон** - необычный пермский синапсид.

## Парус диметродона

Самое необычное в этом животном - это его спинной "парус". Раньше считали, что его позвонки - это просто длинные позвонки.

Однако, позднее, учёные пришли к выводу, что эти позвонки были стянуты кожей. Иначе, они не были бы такими ровными.

Но новейшие исследования показали, что часть позвонков не была затянута кожей. Это видно из-за того, что окончания позвонков не такие ровные, а некоторые вообще обломались. Если бы они были затянуты кожей, этого бы не произошло.

## Образ жизни

Диметродон был активным хищником, возможно даже теплокровным. Он мог питаться как мясом, так и падалью и рыбой.
Skeletons

## Skeleton

Skeletons are NPCs that can be recruited in Fear & Hunger.

*Proceed at your own risk!*

## Location & Behavior

Skeletons are not encountered as NPCs normally. To get a Skeleton, the player must use Necromancy on a skeleton lying somewhere in the dungeon. Necromancy uses a coin-flip, which will give the player a Skeleton party member if they're successful, and fail and produce a hostile Skeleton instead if they fail. Fortunately, this will only happen the first time a player fails to raise the skeleton.

An angry skeleton will carry one arm as if it were a weapon and have one broken leg, giving them only one arm and one leg to target. They have a number of attacks:

* They can scratch with their lone arm (8-12 damage, 25% bleeding, 30% arm/leg cut)
* They can use Skeleton kick with their right leg (16-24 damage)
* They will tackle with their torso if they have no arm (8-12 damage)

They can be destroyed with 175 damage to the torso, 20 damage to the head, or counter-magic.

### As an ally

 Defense
 M.Attack
 M.Defense
 Agility
 Luck

The skeleton can wear any type of armor and wield any one-handed weapons and shields. They will attack automatically and target randomly. They have no flesh or usable soul, and so are not susceptible to bleeding, anal bleeding, poison, terror, blindness, or parasites. They still can be pollinated though.

Skeletons are significantly better allies than Ghouls, being able to serve as better meat shields using armor and deal better damage (with the Slashing element) with weapons. The skeleton's arm can be removed in a pinch to create a Skeletal arm, which is a +25 Attack weapon that the Girl and Kid Demon can use.

## Lore

> A simple reanimated skeleton. The necromancy needs to be
> stronger in them to animate mere dust and bones, thus their strength is also greater than ghouls. -new gods, about skeletons
>
>

Skeletons are just products of Necromancy; there's no greater meaning to their existence. They do seem to be intelligent enough to understand communication-telling a skeleton "prepare to die" in combat will cause it to take a defensive stance- but there's no greater origin to why they can be animated with blood magic or where these skeletons come from.

Speaking to a skeleton ally will cause them to reply by shouting "Ack! Ack!". One of the skeletons rattles its bones and somehow flexes its arm after this, while another does a dance, which the player can join along in if desired. These may be references to skeletons in popular culture/the game's roleplay session:

* The skeleton rattling his bones may be a reference to the "Don't Rattle Me Bones" skeleton board game.
* The skeleton dancing may be a reference to the old roleplay in the Discord, where Seril had found a dancing skeleton companion.
Beggar

> ***"Once a shitho', always a shitho'."***
>
>

**Beggar** is a unique NPC encountered in *Fear & Hunger: Termina.* He can be found near of the gate to Prehevil's streets.

*Proceed at your own risk!*

## Lore

He is an inhabitant of the old town outskirts of Prehevil. He's malformed and twisted, as seen on his face and body. He seems to be affected by the Festival of Termina, as caused by the Trickster Moon God, Rher. In spite of this, he doesn't seem hostile as other characters on town.

If you talk to him, he will give you info about the gate keys to get into the streets of Prehevil.

## Trivia

* Beggar and Wretched Being share same sprite in-game.
* When you ask him about the keys he will talk about the old mayor of town passing away, being replaced "just now" with no elections by a new one. This reinforce the theory that Henryk and The Mayor are the same person.
* Provide the [Woodsman's Head] and [Priest's Head] through dialogue choices to obtain accessory, [Shield of the Four]
Pillarman

Default

> "Awaken, my masters!"— Pillarman.
>
>

The **Pillarman** is a hostile enemy encountered in *Fear & Hunger 2: Termina*.

## Lore

Pillarmen are called like that because of their function at the Church of Alll-mer: to be tied on the church pillars and cry their gospel to the churchgoing folk downstairs.

## Location

Two Pillarmen can be found roaming the ceilings of the Church of Alll-mer. A third one will break out of his confines and attack the player within the Secret Passage of the church. A fourth, non-hostile Pillarman can be found at the church cells. It is not possible to initiate battle against him.

## Combat

Every turn of combat, a throbbing lump will appear on one of the six sections of the pillarman's rectus abdominis. Attacking the ab that the lump is on will puncture his lung, causing the pillarman to suffocate and giving you an easy win.

If you do not deal at least 500 points of damage to the lump it will change positions, prolonging the fight.

## Loot

Their heads can not be cut off due to the density of their skulls. Attempting to do so will crack your Bonesaw.

## Trivia

* The pillarmen are a clear nod to the pillar men of Jojo's Bizarre adventure. Even the number of pillarmen that can be found in the game could be a reference to the 4 ancient vampires, Kars, Esidisi, Wamuu, and Santana.
Толстохвостый африканский геккон

Толстохвостый африканский геккон - небольшая тропическая ящерица.

## Описание

Толстохвостые африканские гекконы имеют коренастое тело, весят 75 грамм, их длина достигает 20 см. Окраска кожи коричневого или бежевого цвета, с переменным узором из светлых и темных пятен или широких полос на верхней части спины и хвоста. Окраска гекконов варьируется в зависимости от их возраста.

Некоторые представители отличаются центральной белой полоской, которая начинается в голове и продолжается вниз по спине и на хвосте. Эти полосатые гекконы по-прежнему сохраняют нормальный коричневый, окаймленный цветной рисунком, которым обладает большинство толстохвостых гекконов.

Еще одной уникальной характеристикой толстохвостых гекконов являются их «жирные» хвосты, похожие на луковицу. Хвосты могут обладать различной формой, чаще всего каплевидной формой хвоста, которая имитирует форму головы геккона и используется как защитный механизм, чтобы запутать хищников. Другое назначение этих хвостов — накопление жира, который может обеспечить организм энергией, когда пищи не хватает. Состояние здоровья толстохвостых гекконов можно определить по толщине их хвостов, здоровые особи имеют хвост толщиной около 1.25 дюйма или больше.
Ma'habre

Ma'habre, also known as The city of the gods, is one of the main locations featured in *Fear & Hunger*. It is mentioned that the player character has had increasingly vivid visions and dreams of Ma'habre, eventually to the point of not being able to escape them even when awake. The visions show sights 'no man should ever bear witness' to, eventually luring them towards the city.
It is here where one will head to if they wish to further explore the 'truth', and where Le'garde wishes to go to.

To enter Ma'habre, one needs the Cube of the Depths in their possession.

## Lore

> *"The city of the gods. Once we took over the city from the older gods. We decided to reside here. Still some remnants of the older gods still linger in the city. Time and space do not follow the same rules here. Sun doesn't warm you and death is not the same once you walk these streets."* - The New Gods when asked about Ma'habre.
>
>

The city of the gods. It is here where the Old Gods used to reside in, and left, though remnants of their former selves linger in Ma'habre. The New Gods now reside in this place, taking it as their own. The area isn't the same as the ones in the real world as it is said that the time flows differently here. This can be seen if one has the Cube of the Depths on hand and uses it on those teleportation obelisks to travel to and from the present and the past.

## Enemies

* Harvestman
* Lord of Flies
* Old Guardian
* Scarab
* Uterus
* White Angel

## Trivia

* The name is a play on the word *macabre*, which means '*having death as a subject*' or '*comprising or including a personalized representation of death*'. There is some ambivalence with this meaning though: the current Ma'habre is dark and derelict, and full of hostile creatures that will assault the player and their party on sight, while the past version of Ma'habre is not as dreary and dark.
* According to Miro Haverinen, the appearance of the city was inspired by the ancient Mesopotamian cultures. These may include ancient civilizations like Sumer, Akkad, Babylon, and Elam (though the Elamites were situated in the Zagros mountains in Persia or modern day Iran).
* Early on the location was called Ma'havre before the name eventually changed to Ma'habre.
Greater Blight

Battle Sprite

Greater Blight is an extremely difficult and ferocious boss-like enemy creature from *Fear & Hunger* found in the Void.

*Proceed at your own risk!*

## Lore

> *"Before men, the lizardmen roamed as the dominating lifeform. Like us, they too desired to ascend higher. What remains of those ancient times are the forms. Greater blight is something that rivals the powers of the new gods even in this day and age. It is truly curious how powerful those ancient relics were in their true prime."*
>
>

According to the New Gods found in the Halls of the Gods in Ma'habre, they are Lizardmen that have ascended within the Void, so in a way, they are New Gods, and should be as strong as the Fellowship.

## Location & Behaviour

Within the void, as the player travels, after a certain period of time, they will be alerted with a text message saying "*A terrifying presence has caught your scent...*" and faint stomps will be heard approaching. This serves as a warning to the player to quickly **hide in one of the holes** present within the area. If one does so, the stomps will slowly fade out. If the player, however, doesn't find a hole to hide in, they will be alerted with more text messages, saying *"You can hear the presence getting closer and closer..."* and *"You get a primal urge to hide somewhere!"* as the steps get louder and louder. The following few messages will appear right before the screen fades to black and an inescapable battle with the greater blight is triggered:

*"You get a primal urge to hide somewhere!"*

*"The terrifying presence is closing in on you!"*

*"There is something huge close-by in the shadows."*

## Strategy

The creature rivals New Gods in strength, and is thus extremely powerful. It is also in an end-game area where the player is likely to be missing their party when the battle is triggered, making the fight very difficult. It will spend four turns approaching without attacking, giving the player time to prepare for the battle. It is recommended to instil fire and poison damage to it in these turns and get all the preparations needed to fight.

The creature can cause a massive amount of damage and kill the player in a single turn when it finally approaches. It is therefore almost impossible to fight alone. It uses its feet for a Stomp attack, and its mouth for a Chomp attack, both being able to defeat a player in a single hit if not properly armored. The player should use all the resources they can to get rid of its head after it finally approaches, and guard with all weak party members.

Unlike the lesser Blights, it is not possible to talk to the Greater Blight.

After being defeated, the Greater Blight will simply run away and let you go.
Mumblers

* Battle
* In-game

Mumblers are enemies that can be encountered in *Fear & Hunger*. There are a total of 5 mumblers in the game, encountered exclusively in the Thicket.

*Proceed at your own risk!*

## Location & Behaviour

Mumblers can be found patrolling on both levels of the Thicket, although there are none in the Cockroach king's lair or the path leading to it.

A mumbler's attacks will attack the Mind and completely ignore the body. Each of their arms will use the Shivering touch move (9-10 Mind damage). The head will use Soul binding 33% of the time, which will reduce the maximum Mind stat of its target to 50.

The mumbler will die if the head is removed, but this is ill-advised; severing the head will cause it to explode, dealing 8-12 damage to and poisoning a single enemy.

A soul stone can be used on a mumbler to get a Lesser soul. They have no belongings and cannot be skinned, and using the Devour skill on their corpse will poison the player in addition to feeding them.

## Strategy

The torso of a mumbler has 700HP, meaning that they can be defeated at the end of the first turn if the player can deal 175HP of damage. This can be problematic, given the potential for the mumbler to use a Soul bind attack.

There are generally three ways to approach this encounter:

* Wait until your party is powerful enough to reliably deal 700 damage to the torso in a single turn to kill the mumbler before it can attack. The Thicket area can be approached after the player has already travelled through the rest of the dungeon and acquired powerful allies and equipment.
* Accept the possibility of being affected by Soul bind and attack the chest, with allies attacking the chest if it will help you reach 175 damage faster, or the arms to avoid Mind damage otherwise. Mind is one of the easiest stats to restore, with intoxicants being one of the few things in abundance in the dungeon. Soul bind can seriously hurt one's ability to use magic, but a focus on melee combat can make this less of an issue.
* Don't. Fighting this enemy is an unnecessary risk and does almost nothing for the player, and the mumbler walks slowly enough to be avoided easily.

It is a bad idea to use auto-attacking party members when fighting a mumbler, because they may attack the head and cause it to explode.

## Trivia

* The New Gods in The Grand Hall comment that the creatures are "fully erect despite being left untouched for decades"
The Void

The Void is a unique mysterious location found in *Fear & Hunger*. It is necesarry to enter to reach endings C, C-II, and D and is impossible to return from. When the player enters The Void, they become separated from their party and the other party members will be spread across the area. When finding them, they will share unique dialogue with the player about The Void and how encountering it has changed them.

## Lore

The Void is described by the New Gods as "*the other side of the coin*". It is the place where Old Gods used to reign. Those who sit on the Throne of Ascension and reach it, are able to understand the greater scheme of things and ascend to become a New God.

It is mostly populated by amalgamated lizards creatures which resemble those of the prehistoric era. It is said by the New Gods that these are ascended beings that could possibly rival the Old Gods.

## Description

The area is a seemingly endless empty space consisting only of intertwined, branch-like grey matter; small hills; and large pits of green hue. It is said that many of the Old Gods and their servants came from this hue. There are strangely shaped forms spread across the land, suggesting the place is not as devoid of intelligent life as one might think. There are also large holes in different parts of the void, and it's unclear whether they were created naturally or not.

The area is almost completely devoid of life. It is mostly populated by the Molded - walking sacks of flesh that cry in pain. Blights, which resemble prehistoric pterodactyls occasionally fly around and sit on hills high in the air. There is a chance that they will fly into the player, triggering an unescapable, difficult battle. There is also a small baby blight to the top left of where the player usually spawns. The player has a chance of getting chased by the Greater Blight in this area - a large tyrannosaurus with godlike strength, which will trigger an inescapable battle if the player does not hide in one of the holes.

This area is either used to talk to the player's own reflection or the Yellow King, if player has Le'Garde alive in his party when he reaches the throne of ascension. To reach the Yellow King or player's reflection, the player has to walk along the path of wooden planks that is in the area. During Terror & Starvation mode, the player will first enter a sudden boss battle with Sylvian, one of the Old Gods and most difficult bosses in the game.
Yellow Mages

* Battle
* In-game

> ***"Like all mages, apprentices and priests - I strive for personal growth and for greater power."***
>
>

The **Yellow Mages** are a mysterious people who worship and channel the blood magic of the old god of destruction, Gro-goroth. They act as foes in *Fear & Hunger*. In *Fear & Hunger 2: Termina*, it is revealed through dialogue with the Yellow Mage O'saa that their presence has been slowly fading over the years.

*Proceed at your own risk!*

### Location & behaviour

There are two Yellow Mages in the game, and both of them are found in the Mines. Should a Yellow Mage spot you outside of combat, he will immediately begin casting the spell *Hurting*. You have approximately two seconds to either move far out of range (as he will not follow) or charge towards him and initiate combat. If the Yellow Mage finishes casting, the player will be inflicted with limb-loss and bleeding.

#### Strategy

Aiming for the torso is the simplest way to defeat the yellow mage as it has a very low health pool, you should be able to kill the yellow mage if you have 2 party members or a powerful weapon, if you do not wish to risk losing a limb, destroy the left leg first (since it can cast hurting) and then the free hand (since it can cast flock of crows) the destroy the legs before going for the head or go for the torso because the mage will be completely harmless after that.

(it is recommended to go after left leg first because the yellow mage off hand has has a surprisingly high evasion)

You can, however, also acquire the Eclipse Talisman through talking with the yellow mage, which is required to recruit Nas'hrah and Enki. After removing all his limbs, you're safe to use the skill *Talk*, as he will only pass his turns without attacking. Answering 'Gro-goroth' after asking which Gods do they serve will enable the 'Can you teach me?' dialogue option when spoken to again, which will result in the yellow mage explaining that he cannot and that you may seek his master, Nas'hrah. He then offers you the Eclipse Talisman.

## Loot

Upon defeat, the player will find the mage's robes empty, with no corpse. He can drop the following sets of items:

* 2 opium powders
* Scroll of the black arts
* A soul stone
* Elixir of mind
Prehevil (Old Town)

* Old Town Outskirts
* Old Town Streets
* House

*Proceed at your own risk!*

The city, though the old town parts, is part of the current setting and place of the game called *Fear and Hunger: Termina,* and currently one of the only accessible areas in the current released demo.It is here where the player characters will be in, playing a part in a festival called Termina, as informed by them by the mysterious Moon God servant, Per'kele. The place is full of dangers and monsters however... and one must prepare themselves before facing the great challenge ahead of them in this small but seemingly inconspicuous town.

> "Some say the moonlight scorched this earth into something unrecognizable... And the town folk say... it's always been this way..." - The Mayor.
>
>

## Locations in the old town's section

* D'ábel's island
* Mayor's Manor
* Village
* Village's houses
* Slum
* Shacks
* Tunnel 5

## Enemies

* Villagers
* Vile
* Death mask
* Moonscorchers
* Rifleman

## NPCs

* Black Kalev/Man in black
* Marina, the Occultist/girl with pigtails
* Levi, the Ex-Soldier/the sleepy one
* Daan, the Doctor/man with checkered pants
* O'saa, the Yellow Mage
* Karin Sauer, the Journalist/woman with the brown jacket
* Tanaka, the Salaryman/businessman
* Olivia, the Botanist/girl with glasses
* Abella, the Mechanic/red haired person
* Henryk, the Chef/blond man
* Marcoh/Curly-haired man
* Pav, the Bremen Lieutenant/Bremen pig
* Beggar
* Bandage Man

## Trivia

* In the game data files, the data images of Prehevil are called Praha. Praha is both the czech and finnish name of the Czech capital city in Czechia, Prague. Praha is derived from an old Slavic word, práh, which means "ford" or "rapid", referring to Prague's origin at a crossing point of the Vltava river. The same etymology is associated with the Praga district of Warsaw. Miro Haverinen based Prehevil visually on Prague, as confirmed in a discord message, and thus likely used the name as a placeholder during development.

* Also going by the name of Praha in the images, along with the Cyrillic spelling and words written on walls found in Prehevil, and Levi being conscripted as a soldier of the Eastern Union when he was in Prehevil, one can surmise that Prehevil is located somewhere within Eastern Europa, the rural countryside considering how isolated Prehevil is.
Венерин пояс

Венерин пояс - необычный пелагический гребневик отряда ленточных.

## Описание

Довольно большой гребневик (в развёрнутом состоянии может иметь длину до 2,5 м). Самой примечательной его особенностью является лентовидная форма тела. Иногда животное сворачивается и становится действительно похожим на пояс. Но почему Венерин? Потому что 8 рядов пластинок, переливаются всеми цветами радуги и получается очень красивое зрелище.

Представители этого вида ведут пелагический образ жизни, плавая за счёт змеевидных извивающихся движений лентовидного тела, которые обеспечиваются попеременным сокращением мышечных лент, расположенных вдоль плоских сторон тела. Главная ось тела, проходящая между ртом и аборальным органом, всегда располагается вертикально благодаря работе рядов гребных пластинок и извивающиеся движения, таким образом, всегда производятся в горизонтальной плоскости. Обитает в тропических и субтропических водах морей и океанов по всему миру, включая Средиземное море. Питаются эти гребневики планктонными ракообразными, которых ловят и передают ко рту многочисленными усиками, окаймляющими слизистый желобок, проходящий по нижнему ребру лентовидного тела. Закладывающиеся как боковые отростки щупалец, эти усики со временем вылезают из щупальцевых карманов, расположенных посредине плоских сторон тела, и перемещаются на желобок.
Wolfmasks

The Wolfmasks are NPCs that can be encountered in *Fear & Hunger*

*Proceed at your own risk!*

*This page contains depictions of genitals and / or sex.*

## Location and behaviour

The Wolfmasks can be found in *Level 6 Mines*, after jumping down a bloody hole in a Cavedweller village. They appear as half naked humans clad in fur clothing. Most of them are devouring each other or gnawing on severed limbs. Curiously enough, they're all alive and are described as being in a trance like state or feeling content. Among them, one stands asking you to join the feast.

Participating in the feast will completely restore hunger of all members of the party and increase your affinity with Gro-goroth. The first time carries no consequences. Attempting to join the feast again forces a coin flip, if you fail, you will be driven mad by the lust of flesh and receive a *game over*.
Skills List

*(Needs contributions to detail. Under construction.)*

List of available skills or spells and their usage. Your beginning skills are determined by your chosen character and the *INTRO* dialogue selections. Using a *Book of Forgotten Memories*will instantly teach your character a skill available under their skill-tree. Using an *Empty Scroll* and a *Quill* can teach any character any skill or spell.

Most spells can be learned using the Hexen Table at the cost of 1 lesser soul, or through other scrolls found around the dungeons. Specific spell scrolls can be taught to your party allies.

## Spells

##### \* Possible beginning spells for Enki.

\*\* Blood Portal Locations:

* Level 1 - Entrance
* Level 5 - Mines
* Level 7 - Catacombs
* Ancient city - Grand library
* Ancient city - Tower of Endless

## Trivia

* Two of Alll-mer's spells, Simple Transmutation and Walk On Water, are references to miracles said to have been performed by Jesus Christ in Christian theology. This is fitting as Alll-mer himself is heavily based on Jesus.
White Angel

"A manifestation of your grudge during your stay in the dungeons."

The *White Angel* is an enemy encountered in *Fear & Hunger*. They found chained to a wall in Ma'habre. Defeating The Tormented frees it, letting it roam the area as an enemy encounter.

*Proceed at your own risk!*

## Lore

From what little lore can be gleamed from the New Gods, it seems to be a creature manifested from the darkness because the grudge the player had during their stay in the dungeons. Whatever grudge it is, one cannot say as the player's minds are their own, but it surely did manifest into this... broken and tormented creature.

## Strategy

The White Angel can be an extremely easy, or an extremely difficult encounter based on which strategy the player approaches it with. It has extremely high evasion and can dodge almost any physical attack, but is weak to magic. Using a damage spell on its heart will insta-kill the white angel, however, if the player has no mind left, or has been relying on physical attacks, they are at the mercy of chance.

## Loot

A soulstone can be used on the body, providing an ability to attack twice permanently throughout all of the rounds, as an equipable item.

Can be skinned for Pale Skin.

 Trivia

* In *Fear & Hunger 2: Termina* there's an image in the enemy files of what looks to be an earlier design of the White Angel, possibly a leftover from the first game. Curiously, the name of the file is ground\_angler.png, which may imply that at some point that was going to be the White Angel's name.
Исполинская саламандра

**Исполинская саламандра** *(Andrias)* - род азиатских амфибий очень крупного размера. Включает 2 вида: *китайская исполинская саламандра,* и *японская исполинская саламандра*

## Внешность

Амфибия имеет коричневый, фиолетовый или бордовый окрас. Иногда наблюдаются пятна на коже.

На боках у амфибии есть боковая линия с бугорками. На лапах большие перепонки.

## Образ жизни

Ведёт полностью водный образ жизни. Дыхание в основном кожное. Активна в сумерках и ночью. Предпочитает холодные, быстротечные горные ручьи и реки. Питается рыбой и мелкими земноводными, ракообразными и насекомыми. Период размножения — август—сентябрь

Самка откладывает яйца в вырытой под берегом на глубине 1—3 м норе. Число яиц — несколько сотен, диаметр яйца — 6—7 мм. Самец оберегает икру, хвостом создавая ток воды для улучшения вентиляции кладки. Инкубационный период при температуре 12—13°С длится 60—70 суток. Длина новорожденных личинок около 30 мм.

Обмен веществ саламандр замедленный, они могут неделями обходиться без пищи.

Максимальная зарегистрированная продолжительность жизни исполинской саламандры составляет 55 лет.

Саламандры этого рода способны к регенерации, что встречается и у других хвостатых земноводных.

## Органы чувств

У саламандр плохо развито зрение, а для ориентирования в пространстве они полагаются на другие органы чувств. Например, у них очень чувствительная кожа.

## Размер

Является самой крупной амфибией в мире - её длина может достигать до 1,8 метров. Японская исполинская саламандра несколько меньше китайской. Общая длина взрослых саламандр составляет от 30 до 150 см с длиной тела от 20 до 90 см. Средняя длина животных в природе 60—70 см. Вес половозрелых животных составляет от 1,5 до 35 кг. Самые крупная особь, найденная в дикой природе, весила 26,3 кг при длине 136 см.

## Охранный статус

Охранный статус этого рода амфибий близок к уязвимому, ибо в Китае и Японии этих животных едят и находят очень вкусными.

## Интересные факты

* У саламандр есть очень мощные челюсти, благодаря которым они могут удерживать самую резвую рыбу.
Крупнейшие рыбы

**Крупнейшие рыбы** - это рыбы, обладающие наибольшим размером.

## Самая крупная рыба

Самыми крупными акулами (а также просто *самыми крупными современными рыбами)* считается китовая и гигантская акулы.

Китовая акула может достигать 15-20 метров в длину и весить до 34 тонн, а гигантская акула немного меньше - её размер около 12-14 метров, а вес до 15 тонн.

## Самая крупная *костная* рыба

Самой крупной *костной* рыбой можно назвать рыбу-луну (она же рыба-солнце или мола-мола).

Рыба-луна может достигать 4,5 метров в длину, хотя встречаются и более крупные особи. Вес рыбы-луны может составлять 2,3 тонны. Из-за необычной формы, рыба-луна не такая длинная, как китовая и гигантская акулы, но для своего размера она очень тяжёлая, а также размах её вытянутых плавников может превышать 6 метров, поэтому рыбу-луну можно по праву назвать *самой крупной костной рыбой.*

## Самая крупная *пресноводная* рыба

Таковой можно назвать *белугу.*

Белуга достигает до 4,2 метра в длину, хотя есть сведения о выловленных рыбах длиной 7-9 метров, но никаких подтверждений этому нет. Максимальный зафиксированный вес белуги - чуть больше 1 тонны.

## Самый крупный скат

Среди скатов первое место по размеру можно отдать *скату манта* (или морскому дьяволу).

Манта может достигать до 4-5 метров в длину, а в размахе плавников и около 7,2 метров (по неподтверждённым данным - до 9,5 метров). Вес манты может быть до 1,5 тонн (по тем же неподтверждённым данным - около 3,3 тонн). Манту можно назвать самым крупным скатом.

## Другие крупные рыбы

Среди других крупных рыб можно выделить сома, достигающего до 4х метров в длину, белую акулу, которая может весить 2,5 тонны и быть до 6 метров в длину, полярную акулу, достигающую 7,5 метров в длину и весящую до 1,3 тонн, а также тигровую акулу и акулу-молота, которая длиной около 5,5 метров и весом чуть больше 1 тонны.
Окунеобразные

Речной окунь

**Окунеобразные** - отряд костных рыб,самый многочисленный по количеству видов.

## Характерные признаки

Часть лучей плавников имеет вид нерасчленённых острых шипов, брюшные плавники обычно расположены под грудными, а иногда и впереди них; плавательный пузырь у некоторых видов отсутствует, не сообщается с кишечником. Как у всех костных рыб, есть жаберные крышки.

## Наиболее интересные семейства

### **Окуневые**

Типичное для отряда семейство. Представители этого семейства имеют большое промысловое значение.Образ жизни у них оседлый.Эти рыбы имеют ярко выраженные жаберные крышки. Также у них хорошо развито зрние и другие органы чувств. Окуневые по большей части пресноводные.Широко распространены в басейнах Чёрного и Каспийского морей.

### **Бычковые**

Это прибрежные морские,придонные, реже,пресноводные рыбы. Плавники у этого семейства сливаются в единую воронку.Бычки имеют тупую форму головы. Представляют большое промысловое значение.

### **Скумбриевые**

Сравнительно небольшие рыбы достигающие в длину от 40 см до 3 м . Имеют

продолговатую,обтекаемую форму тела.К скумбриевым относятся тунцы,которые благодаря ускоренному обмену веществ могут достигать скорости до 90 км/ч . Также имеют большое промысловое значение

## Интересные факты

* Некоторые окунеобразные теплокровны
* Рыбы семейства лабиринтовые могут дышать атмосферным воздухом,с помощью дополнительных дыхательных мешков.Благодаря этой способности,лабиринтовые могут выползать на сушу и даже запползать на деревья.Кстати,к семейству лабиринтовые относятся популярные аквариумные рыбки гурами.
Yellow Lizardmage

> ***"Both parts... thankful to the goddess Sylvian..."***
>
>

The **Yellow Lizardmage** is a fearsome end-game enemy encountered in *Fear & Hunger*.

*Proceed at your own risk!*

## Lore

> "An act of love between a lizardman and a yellow mage. The being that came from the act seems to share the intelligence of both worlds. However it does not know for certain which tribe it truly belongs to. Thus it wanders the darkness alone." - The New Gods when asked about the Yellow Lizardmage.
>
>

The Yellow Lizardmage is the result of a Marriage of Flesh between a Lizardman and a Yellow Mage, possibly for increasing the odds of both parts surviving against the dangers of The Gauntlet in the race to ascension. Interaction with the creature indicates that the dominant part of the Marriage comes from the Lizardman, as it mentions its ancestors still look after it even though it shares its skin with a human.

While Yellow Mages are traditionally more aligned with Gro-goroth, both parts share a sense of gratitude towards Sylvian for the successful Marriage, as the bond itself is one of the ways Old God of love and fertility interacts with the world.

## Location

Found at the bottom of the Gauntlet. One roams near the Altar of Darkness leading to the Heart of Darkness, and one sits in a lower area in an empty hallway, channelling blood magic. The mage channelling *Hurting* if the player enters the room and will affect the player with a limb loss in approximately 2 seconds. The player either can move out of the way or engage him in battle, but it is impossible to reach him without the Lizardmage using the spell at least once unless the player has the skill *Dash*.

## Strategy

The Lizardmage is a decently strong enemy, albeit it appears in an area where the player usually has a full party, making it a relatively smaller threat. Its chac chac-wielding arm casts *Locus Swarm*, which can stun the entire party, so it is advised to get rid of this arm first. Its mace-wielding arm usually waits in turns, showing off martial arts, and occasionally uses one of various slashing attacks.

Using the "Please don't" option through *Talk* will make the Lizardmage sympathize with the player and gift him with an Elixir of Body.

They drop an Elixir of Mind upon death.

## Trivia

* The Yellow Lizardmage was added in ver. 1.3.0.
The Radiating One

In-game

**The Radiating One** is an NPC and vendor encountered in *Fear & Hunger 2: Termina*. This deity is considered to be a new god.

## Encounter

tba

Those valuable items are sold with rust-coloured pearls in this interaction:

* Leechmonger ring [8]
* Ring of wraiths [4]
* Yggaegetsu amulet [9]
* 12-gauge trenchgun [4]
* Mauler [10]