recursal/Fanatic-Fandom huggingface dataset:
Dad's Home+

## Goal

**Dad's Home+** is one of the three challenges added by the Fiend Folio mod. In this challenge, you start as Isaac with Treasure Map and The Compass. The goal is shown as Mom but the challenge actually ends after defeating the boss of the second floor of the first chapter.
Every enemy encountered will respawn in other rooms, even if they have been visited before.

## Difficulty

* The main difficulty of this challenge is that you can quickly become overwhelmed with the amount of respawning enemies.
	+ Some information about this mechanic:
		- After clearing a room and moving the another, all enemies from the previous one will respawn in random locations, while the original inhabitants of the room will also spawn.
			* The respawned enemies appear to spawn more often near the center of the room.
		- Other entities, such as TNT Barrels or Shopkeepers will also respawn.
		- Bosses will also respawn.
	+ While travelling down a floor, the player will spawn in the middle of the room, along with all respawned enemies, almost always resulting in unavoidable damage.

## Strategy

* Several different strategies exist for this challenge but the most important element is luck, because the difficulty of a specific run depends on how rooms will generate, which in turn can allow to calculate how many rooms will the player need to clear before being able to travel to the next floor.
* One of the strategies is to restart until you get a good Crowd-Control item, such as Tech X or Epic Fetus, allowing to clear massive hordes of enemies quickly.
* It's advised to use the benefits of Treasure Map and The Compass as they allow to calculate the shortest way towards Item Rooms or Boss Rooms.
* You can also try to rely on Super TNT Barrels as they will respawn along with other enemies, and when destroyed, they will get rid of most of them pretty quickly.
* The best bosses you could encounter are Buster, Little Horn and (less optimal) Pin, since explosions they will create will harm themselves and other enemies, helping you to clean rooms quicker.
* A less known strategy is to abuse the entity limit by finding a Secret Room or Shop with Shopkeepers and filling the rooms with them and then switching rooms. Eventually, the amount of entities will hit the cap and the "oldest" entities, such as enemies encountered earlier, will stop respawning in place of more Shopkeepers.
* If all else fails, reload until you get a XL floor.

## Trivia

* The challenge's name is a reference to Devil's Harvest's challenge **Dad's Home** that was named after an item with the same name.
Drooler

**Droolers** are large, bulky enemies that can make deceptively quick charges towards Isaac. Occasionally they will make a series of three short dashes towards Isaac, and then create a large puddle of red creep.

If the Drooler damages Isaac during its charges, it will prematurely stop its attack to laugh at him.

## Trivia

* Drooler was inspired by Musks from The End is Nigh.

## Gallery

A laughing Drooler.Old version of Drooler.
Warty

**Warties** are stationary enemies that spit explosive bubbles towards Isaac. These bubbles bounce around the room until Isaac detonates them by either clearing the room or shooting them with a tear. Warties are immune to explosions from their own bubbles, but the bubbles can damage other enemies and obstacles.
Cyclopias

Cyclopias behave very similarly to Gapers, but leave a creep trail and occasionally shoot tears at Isaac.

## Balor

### Entity ID

960.170

**Balors** are upgraded versions of Cyclopias from the base game. They boast a faster speed and longer trail of creep, and their projectiles are larger and leave a creep trail of their own as they travel.

## Eyesore

### Entity ID

960.171

**Eyesores** are another variant of Cyclopias. Shortly after Isaac enters the room, their eye will pop out and spawn a Gander, which bounces diagonally around the room while the Eyesore is alive. Compared to normal Cyclopias, they move faster and their single shot attack is replaced by a random spurt of blood projectiles towards Isaac.

## Gander

### Entity ID

960.172

**Gander** behaves similarly to Peep's eyeballs, bouncing around the room until their corresponding Eyesore is killed. Though Isaac cannot kill them with his tears, they can still be knocked around by them, altering their trajectory.

## Gallery

Eyesore after releasing the Gander.
Melty

**Melties** are fairly weak enemies. They chase Isaac slowly and don't boast a very large HP pool. However, they will inflate and become invulnerable upon reaching half health to initiate a suicide attack. When inflated, they move much faster and will pop after a few moments. On death, they scatter a shower of tar shots and 3-5 Blots nearby.

## Gallery

An inflated Melty.
Suckers

Suckers are fly enemies resembling mosquitoes that are characterized by their slow movement and their revenge projectiles they shoot on death.

## Spitroast

### Entity ID

61.960

**Spitroasts** slowly pursue Isaac, and explode into a ring of fire on death, which can set alight gunpowder left by other enemies.

## Sagging Sucker

### Entity ID

960.620

**Sagging Suckers** attack by shooting a large stream of projectiles downward in the diagonal directions, which propels themselves upwards. If Isaac is below them, they will try to line up to hit him with the projectiles, but if he is above him they will try to line up to propel themselves into Isaac.
Grimaces

Grimaces are invulnerable stone heads which attack Isaac until he has killed all other enemies in the room.

## Wetstone

### Entity ID

42.960

**Wetstones** are found in the Flooded Caves. They continuously spawn large amounts of bubbles around themselves randomly which drift and bounce around the room, but can be destroyed by Isaac.

## Furnace

### Entity ID

42.962

**Furnaces** reside in the Dank Depths, where they will periodically heat up all black tar creep in the room, causing bubbles to form within it. These bubbles will eventually burst into a few tar projectiles which travel high into the air, but Isaac can step on them to destroy them harmlessly.

## Immural

### Entity ID

460.740

**Immurals** hang from the ceiling with a cord and attach a cord between themselves and all other nearby enemies. This will prevent attached enemies from moving outside the range of the Immural. If all enemies attached to the Immural are killed, it will fall to the ground and scatter several projectiles around itself.

Immurals will only attach themselves to enemies that spawned within its radius at the start of the room, meaning more distanced enemies can move freely within the Immural's range after the fact without being tethered. The Immural's range is about the same as a typical TNT's explosion, being roughly 2 tiles in radius.

## Cauldron

### Entity ID

42.961

**Cauldrons** will periodically target a random enemy in the room and fire a purple beam at them, which creates a duplicate copy of them. The more health an enemy has, the longer is takes for the Cauldron to duplicate them. The double will always have the same amount of health as the original at the time of duplication (e.g, if the original enemy received damage prior and is at half its health, the duplicate will also spawn at half health).

## Trivia

* Immurals have special graphics in The Chest and the Dark Room for when they fall into the ground.
* In game files Furnace are called ''Cooker''.

## Gallery

An activated Furnace.An Immural fallen into the ground.Old version of Cauldron.
Battie

**Battie** is a large bat boss who can be found in Chapter 2.

## Behavior

Battie flies around the room in bursts and occasionally will perform one of three attacks:

* Summons various types of bat enemies, which are as follows:
	+ 3 Milk Tooths
	+ 2 One Tooths
	+ 1 Fat Bat
* Flies high into the air and then slams down on Isaac's location, releasing a ring of short-ranged rock waves, eight curving blood projectiles, and sixteen regular blood projectiles
	+ The rock waves from this attack can be used to kill the other bats spawned by Battie
* Screeches and starts charging downward repeatedly, looping back to the top of the room above Isaac when it charges off-screen
	+ As it charges it leaves a trail of blood projectiles which float in place for a short moment
	+ After it has charged several times, it screeches to a halt in the middle of the room and release a fast ring of eight blood projectiles
	+ Battie will damage her summoned bats if she charges into them

## Champion Variants

### Brown

* Always spawns 2 Foamies instead of any other bats
* Its ground slam attack is quicker but only releases sixteen bone projectiles and eight curving blood projectiles
* When it charges across the screen, it can come from any side of the room instead of only from the top
	+ The direction it comes from will "rotate" around the room after each charge until the attack ends

### Pink

* Its ground slam releases a ring of rock waves and eight homing projectiles
* When it charges across the screen, it alternates between charging downward and upward, and the projectiles it trails will split into two smaller ones horizontally
	+ At the end of its charging attack, it releases five homing projectiles

## Trivia

* Delirium is able to transform into Battie, and has a unique coloration when doing so.
* Battie has been confirmed to not be a vampire.

## Gallery

Battie on Isaac's last willBrown Champion BattiePink Champion BattieDelirium transformed into Battie
Bubble Blowing Double Baby

**Bubble Blowing Double Babies** are a pair of conjoined Babies that slowly float after Isaac. Occasionally, they will fire two bubbles in a v shape towards Isaac. On death, they separate into two Bubble Blowing Babies.

## Bubble Blowing Baby

### Entity ID

960.250.1 / 960.250.2

**Bubble Blowing Babies** are spawned in a pair when a Bubble Blowing Double Baby is killed. They independently fire bubbles directly at Isaac.

## Trivia

* The Bubble Blowing Double Baby's name is are a reference to *The SpongeBob SquarePants Movie*.

## Gallery

The other half of Bubble Blowing BabyOld version of Bubble Blowing Double Baby.
Colonel

**Colonels** try to keep their distance from Isaac, floating about a fair bit away from him but not too far. After a moment, they will spawn 6 Zinglings to orbit around them. While orbiting Colonels, Zinglings are under its command and do not act normally.

Colonels do not attack until it or its Zinglings are attacked first. When aggravated, they will command their Zinglings in one of two ways. If it screeches, all Zinglings will fire a single shot at Isaac at once. If it coughs, all Zinglings fly out to rush down Isaac. While charging, Zinglings will die immediately upon impact with a wall. After a while, living Zinglings will return to orbit the Colonel. If the Colonel falls under 3 or less Zinglings, it will spawn 6 more.

If the Colonel dies, all remaining Zinglings will return to normal behavior.
Skuzz

**Skuzzes** are fleas with only two large legs that move around by hopping. They hop very slowly, waiting for several seconds between each hop. If Isaac is close by, it will hop generally towards Isaac.

## Small Skuzzball

### Entity ID

666.81

**Small Skuzzballs** act similarly to Skuzzes, but spawns spiders as it takes damage. The Skuzzball will only spawn 3 spiders, creating them once it reaches certain health thresholds. On death, it will turn into a Skuzz.

## Skuzzball

### Entity ID

666.80

**Skuzzballs** are a larger form of Small Skuzzballs and move slightly slower. They also spawn spiders as they take damage, turning into a Small Skuzzball once it spawns 3 spiders.
Psionic Leech

**Psionic Leeches** act similarly to the Kamikaze Leeches who are also found in Sheol. They charge a fair bit slower than normal leeches, but have a tricky teleporting attack. When charging, they will teleport once upon hitting a wall. They will teleport in a set distance away from Isaac, continuing towards the same direction. This distance is always the same, they will spawn outside of the room's bounds if needed. Their charge will continue until they impact the wall for the second time.

On death, they will explode as normal.

## Gallery

Old version of Psionic Leech.
Foe

**Foes** are difficult embryos found in the womb. They will immediately spawn a ring of 6 bullets around itself, which slowly orbits it as it floats towards Isaac. Upon taking damage or getting close enough to Isaac, it will extend its orbit of bullets outwards to Isaac and cause them to spin rapidly. Its now elliptical orbit will turn to follow Isaac, and will retract after a short period.

Its bullets will disappear once impacting Isaac or other means of blocking projectiles, but will immediately regenerate if it is idle.

## Trivia

* Foe's method of attack is based off of Mei, a popular modded Isaac character.
* Foe is one of the several enemies added in a post-release update of Fiend Folio.
Homer

**Homers** will wait a moment before firing out its stinger at Isaac. The stinger is invincible and constantly pursues Isaac until the Homer is dead. It accelerates very quickly in straight lines, but turning slows it down. After firing its stinger, the Homer is inflicted with a permanent bleed status effect and instead slowly flies away from Isaac.

## Trivia

* His name might be a reference to "The Simpsons".

## Gallery

Homer's appearance after releasing its stinger.
Mulligans

Mulligans are a generally passive enemy that runs away from Isaac and usually spawns enemies. There are some outliers, however.

## Mullikaboom

### Entity ID

960.550

**Mullikabooms** are an upgraded form of Mullibooms with a Bomber Boy bomb lodged in its head instead. They move a bit slower while chasing down Isaac, but have a more potent explosion. When killed or touching Isaac, they will explode into a plus shape.

* Their explosion is not the exact same as Bomber Boy explosions, being a good deal smaller and exploding outwards rather than all at once.

## Cistern

### Entity ID

22.666

**Cisterns** run away from Isaac and spew bubbles when Isaac is close by. They fire out 2 small bubbles and one large, with the large bubble containing either a spider or a fly. On death, they will also release a large amount of bubbles, although none of these contain enemies.

## Facade

**Facades** run away from Isaac initially and change forms when damaged or if Isaac draws too close. When enraged, they chase after Isaac at a high speed and explode into a ring of 9 shots when killed.

## Gallery

Old version of Cistern.An enraged Facade.Old version of Facade, named Hungrygan.
The Right Hand

## Effect

* **The Right Hand** grants a flat 33% chance to turn any Brown or Golden Chest into an Eternal Chest.
	+ Other chest types are unaffected.
* Once a chest is spawned, The Right Hand will not transform it.
* If a brown chest that would turn into a Shop Chest is transformed by The Right Hand, the trinket will take priority and transform the chest into an Eternal Chest.

## Synergies

* Mom's Box: Chance to replace chests is increased to 50%.

## Interactions

* The Left Hand: Overrides The Right Hand.

## Trivia

* The Right Hand was originally a part of Happy Items Pack mod.

## Gallery

The Right Hand - FIEND FOLIO Trinket Guide - The Binding of Isaac Mod
Tar Bubble

**Tar Bubbles** are stationary enemies that are spawned by a wide variety of enemies from the Dank Depths. It acts similarly to Spider Eggs from the previous floors. On death, it will fire one of two effects, depending on how it is killed. If stepped on, it will create either an x or + of sticky, black creep. If killed by normal means, it will release a shower of black tears nearby.

The Tar Bubble will also passively leave a tiny puddle of black creep on its location.

## Gallery

Old version of Tar Bubble.
Temper

**Tempers** are invulnerable, flying enemies that very slowly wander around the room. If Isaac gets too close to them or attempts to damage them, they become enraged and begin chasing Isaac while occasionally charging towards him.

They die once the room is cleared. They can also be killed with Little Horn, Euthanasia, or Chaos Card.

## Gallery

An enraged Temper.Placeholder sprites for Temper.
Boiler

**Boilers** are stationary enemies that periodically fire out complex patterns. Their attack fires 4 large tears in the cardinal directions, and 4 smaller tears in the intercardinal directions. The larger tears travel quickly while the smaller tears are slower, creating a diamond-ish shape. The large tears will deal a full heart of damage to Isaac. The boiler will also attack on death, but this time the cardinal tears are small and the intercardinal are large.

Blots will slowly hop over to Boilers and toss themselves in, increasing the max HP of the Boiler by roughly 9 and also increasing how often the Boiler attacks. Each Boiler has a 5 Blot maximum.
Baby Spider

**Baby Spiders** come in droves, swarming Isaac with numbers but are ultimately harmless. They can only manage to nudge Isaac or get in the way of his tears as they deal no contact damage. The weakest of tears will kill them in one hit and even Isaac's footsteps will crush them to dust.

## Notes

* Baby Spiders cannot be transformed into poop by E. Coli nor can they be turned into gold by Midas' Touch.
	+ This was made to avoid exploits where player could farm coins or other pickups by turning Baby Spiders into poop/gold, while having a Baby Spider spawner in the room, such as Sticky Sack.
Zingling

**Zinglings** are bee versions of Pooters and fire shots at Isaac periodically. After taking damage, they will fire their stinger at Isaac and drop to the ground. The stinger bounces 10 times .

While on the ground, Zinglings do nothing but create a tiny puddle of blood creep every now and then.

## Trivia

* Originally, Zinglings were called Drones.
Gutbuster

**Gutbusters** are Crazy Long Legs-like spiders that are covered by a skeletal covering. They quickly chase after Isaac, impervious to any of Isaac's attacks. Occasionally, it will pause and spawn an Offal somewhere in the room. With its Offal outside, it will stay stationary and periodically fire bursts of three bones at Isaac. Once its Offal reaches the Gutbuster, it will suck it back up and continue chasing.

When its Offal is killed, the paired Gutbuster will die as well.

## Offal

### Entity ID

960.40

**Offals** are small piles of organs that move in small, jerky movements in random directions. In some rooms, they will only appear once the initial wave of enemies are cleared.

Offals spawned by Gutbusters are different, being the weak point of the Gutbuster. They will slowly inch their way back to their Gutbuster and get sucked up. The Offal will retain its HP when summoned again.
Buster

**Buster** is a boss who is found in the Burning Basement. He appears to be a large fiery Boom Fly covered in burns.

## Behavior

* During the fight, Commissions will constantly fly in from the walls and begin orbiting around Buster.
	+ These Commissions will not catch fire or leave a trail of gunpowder while orbiting.
	+ If Buster has 2 or more Commissions, he may release them outwards where they will fly around normally.
* Buster eats a nearby Commission, slowly flying sideways until he meets a wall. Upon reaching it, he will charge to the opposite wall while leaving a trail of fire. After a short delay, he will spit the eaten Commission at Isaac very quickly which will explode on impact.
* Buster hops in place before horizontally charging to a wall, leaving a trail of fire.
	+ If Buster releases his Commission before charging, he will charge through the wall and wrap around to to the other side. He will reappear on the same horizontal level as the player.
	+ If Buster did a normal charge near the top or bottom of the room, he will whistle and call in 3 Commissions. These Commissions fly in vertically from the direction closest to the fire and ignite immediately.
* If multiple Commissions are released and not ignited, Buster will lob large, fiery projectiles at them. This will be signaled by Buster blowing a raspberry and all Commissions gaining bulging eyes.

* When Buster dies, he will fall to the ground and begin flashing. After a moment, Buster will explode and deal damage in a fairly large radius.

## Commission

### Entity ID

980.21

**Commissions** are Buster's minions, but can show up in rooms normally. They travel around the room randomly in rapid bursts of movement, leaving behind a trail of gunpowder. When ignited, they begin moving more rapidly and leave fires behind instead. After a moment, they will explode.

## Trivia

* Some of Buster's sound effects are sampled from the infamous Nutella Challenge by JoeysWorldTour.

## Gallery

Buster on Isaac's last will.Placeholder sprite of Buster.A Commission with different appearance.Commission with yet another different appearance.Commission with bulging eyes.Another Commission with bulging eyes.Yet another Commission with bulging eyes.
Fatties

Fatties are an iconic Isaac monster, featuring a larger than average health pool but slow movement speed. They are also prone to spontaneous farting.

## Big Smoke

### Entity ID

208.963

**Big Smoke** is a Fatty variant found in the Burning Basement. It behaves very similarly to a normal Fatty. However, it will leave behind piles of gunpowder when farting and upon death, which can be ignited by other sources of fire in the room.

## Tubby

### Entity ID

208.961

**Tubby** can be found in the Flooded Caves. It occasionally stops in place to do one of two attacks. The first is to fart and spawn several bubbles which linger in the room. The other is to stomp its feet in place, which scatters short ranged tears around itself for a period.

## Squidge

### Entity ID

208.960

**Squidge** resides in the Dank Depths. When it stops to fart, it scatters three large projectiles which spawn Tar Bubbles where they land. It also leaves a puddle of slowing tar creep upon death.

## Mouthful

### Entity ID

208.962

**Mouthful** is a version of the Fatty found in the Scarred Womb. It frequently farts and spawns 1-2 Morsels to chase the player, and upon dying will spawn another 4-5 Morsels.

## Gallery

Concept art for TubbiesConcept art for SquidgesPlaceholder sprite for Tubby.
## Trivia

* Big Smoke is named after the eponymous Big Smoke from GTA SA.
* Squidge's design looks very similar to the co-op Bubbles Baby skin
Impossible Plays

Impossible Plays is the main character on his YouTube account. He enjoys his fans, and is really nice to fans and stays in check with them. He also likes UnspeakableGame, and used to like DanTDM

## Gender/Age

While Impossible's gender is a male, his age is unknown, it can be assumed that he is 9-10 years old.

## Behavior

Impossible is a bit destructive and thinks of himself as "insane". He seems to dislike Kaia Plays, and seemingly enjoys gaming alone, but likes being with someone (probably Puppy Plays) in his vlogs.

## Relations

Impossible not known to have any relatives. He might be realated to Puppy Plays and Kaia Plays.
Peepling

**Peeplings** are miniature versions of Peeping. They will try to align themselves with one of Isaac's cardinal directions to attack. When attacking, they will create a short arc of 5 blood shots in the cardinal direction facing Isaac. After a short delay, they will release all blood shots forward in a spread.

## Trivia

* Peepling, along with Peeping, are based off The Peeping, one of the first bosses made for Afterbirth+.
Honeydrop

**Honeydrop** is a massive bee boss who can be found in the Cellar.

## Behavior

### Phase 1

* Honeydrop will bounce diagonally around the room and occasionally perform one of the following attacks:
	+ Releases a swirl of twelve projectiles split into groups of four each. In each group, there will be a larger projectile which does a full heart of damage.
	+ She can spawn various bee-related enemies, which are as follows:
		- Beeter
		- Zingling
		- Three or four Swarm Flies

### Phase 2

* After taking enough damage, Honeydrop will stop and lie on the ground and then eject her stinger, spawning two Beeters, 3-4 Swarm Flies, and Bella, and making a puddle of slowing honey creep.
	+ After performing this she will be stunned for a considerable amount of time, giving Isaac time to kill the swarm of spawned enemies.
* Once she is finished being dazed, she will then quickly chase Isaac while leaving a long-lasting trail of honey creep.
	+ Honeydrop will move fast but cannot change direction quickly.
	+ Honeydrop will occasionally charge at Isaac and not change direction until she hits a wall.
	+ If Honeydrop ever hits the sides of the room while chasing him, she will crash into it and stun herelf, while spawning a large pool of honey creep which lasts for much longer than her creep trail.
	+ Beeters will periodically join the battle by flying in from the edges of the room.

## Bella

### Entity ID

666.161

**Bella** bounces around the room diagonally starting in Honeydrop's second phase. She cannot be killed, and will spawn a single Swarm Fly each time she is hit by the player.

## Champion Variants

### Red

* Red champion Honeydrop can be identified by her red color and having four eyes instead of three.
* Honeydrop's attacks in her first phase are enhanced.
	+ Her bullet swirl attack has six bullets in each group, and as they travel their speed accelerates and their trajectory curves.
	+ She will spawn a Homer or a Honey Eye.
* When ejecting her stinger, she will spawn two Honey Eyes and a Hover, along with a champion variant of Bella.
	+ In her second phase, she will leave a narrower honey trail while chasing Isaac, and Hovers will periodically join the fight instead of Beeters.
	+ When crashing into a wall, she leaves no creep but instead spawns a rock wave that travel outward.
	+ Red Bella moves much faster but will not spawn any Swarm Flies.

## Trivia

* Honeydrop was originally a boss in the Devil's Harvest MOD.
* There is an Unused boss named the Heiress that is presumed to be a post-humous version of Honeydrop.
* Delirium is able to transform into Honeydrop, and has a unique coloration when doing so.
* Red champion Honeydrop is also called Cherrydrop.

## Gallery

Honeydrop stunned after ejecting her stingerHoneydrop in her second phaseHoneydrop hitting her head into a wall (idiot)Red champion HoneydropDelirium transformed into HoneydropRed and Delirium variants of BellaPlaceholder sprite of Honeydrop.Beta portrait of Honeydrop.Beta Honeydrop.
Banshee

**Banshees** are invincible ghosts that move along the walls, similarly to Guts or Wall Huggers. When left alone, they will grow increasingly more agitated until they begin endlessly spewing out close range spectral tears vaguely towards Isaac. They can only be calmed down by being hit by tears or clearing the room (which will cause them to disappear).

#### Notes

* Banshees have 4 "levels" of distress, with the first being its normal state and the fourth when it's attacking.
* Each hit by a tear will lower it 1 level.
* Non standard tear effects like Brimstone or Mom's Knife will have no effect on it, although piercing will work just fine.

## Gallery

Banshee's 4 different forms.
Griddle Horn

**Griddle Horn** is a scorched version of Little Horn who can be found in the Burning Basement.

## Behavior

Griddle Horn starts the fight by emerging from a flaming pit and screaming. He has a wide variety of attacks he can perform, and will often "combo" his attacks together to create dangerous chain reactions which fill the room with flames.

While not attacking, Griddle Horn keeps a certain distance from the player, not straying too close while also not traveling far away. The attacks he can use are as follows:

* Dives into a flaming pit, scattering six short ranged flames, and then teleports to somewhere else in the room.
* Coughs up a Mote towards the player.
	+ If there is ignited gunpowder nearby, Griddle Horn will instead launch the Mote towards it, which will instantly ignite the Mote.
* Throws 1-3 hot coals in an arc towards the player which scatter six short ranged flames around their point of impact.
* Coughs up 3-5 coal clumps in an arc around himself which spawn piles of flammable gunpowder where they land.
* Can snap his finger to ignite any flammable gunpowder within the room.
	+ Griddle Horn uses this attack most frequently after coughing up coal clumps to spread gunpowder around the room, rendering a large portion of the room hazardous to the player.
	+ If there is no flammable gunpowder in the room, when he snaps his finger he will instead spawn gunpowder beneath the player in a cross or X pattern.

## Trivia

* Delirium is able to transform into Griddle Horn, and has a unique coloration when doing so.
* He is Gay and Homophobic. This was confirmed by one of the devs on their Discord.

## Gallery

Griddle Horn snapping his fingers (smug ass)Delirium transformed into Griddle HornGriddle Horn on Isaac's last will
Nuchal

**Nuchals** are fetuses that can be found in the womb, still attached to their umbilical cord. They float slowly towards Isaac, but will detach from their cord once their HP is depleted.

## Detached Nuchal

### Entity ID

750.151

**Detached Nuchals** will be spawned when Nuchals are damaged enough, but can be found on their own as well. Letting out a screech, they will begin chasing Isaac at a rapid pace.

## Nuchal Cord

### Entity ID

750.152

**Nuchal Cords**, like Detached Nuchals, are spawned when Nuchals die and can be found alone too. They will constantly float after Isaac, dripping bloody creep and tears on the ground beneath them all the while. Without the Nuchal to weigh it down, they will move at a faster speed than normal. They cannot be damaged and will disintegrate when all other enemies in the room are killed.
Deadfly

**Deadflies** are large, holy flies that can be found in the Cathedral. They move slowly in an aimless direction and come with three personal Eternal Flies. Periodically, they will spawn Eternal Flies for other enemies, with a maximum of one eternal fly per enemy. If no targets are available in the room, the Deadfly will spawn three Attack Flies.

If Isaac gets too close or damages the Deadfly, it will fly into a rage and being moving at tremendously increased speed in a diagonal pattern. While flying, it will rapidly fire out homing tears in random directions. After a moment of flying, it will calm down and resume its normal pattern.

#### Notes

* Enemies that already have Eternal Flies such as Hangers or Danglers will still be able to be targeted by the Deadfly, bringing them up to two Eternal Flies.

## Gallery

Deadfly attacking
Unused, Unimplemented and Secret Content

## Unused Content

As with any project, not everything can make the final release, and a few things have to be left on the cutting room floor.

Click the following link if you want to dive into the deepest corners of Fiend Folio...

Main article: Unused Content

## Unimplemented Content

Some stuff, on the other hand, exists in the game but is either unfinished or simply cannot be found during a regular, fair run.

Click the following link to check what is hidden behind the curtain!

Main article: Unimplemented Content

## Secret Content

There is also stuff that is hidden on purpose and works as a form of an easter egg.

WARNING! THE FOLLOWING LINK CONTAINS SPOILERS THAT YOU MIGHT WANT TO DISCOVER BY YOURSELF.
If you feel, however, that you want to spoil it all, go ahead!

Main article: Secret Content

## Teasers and Leaks

Since mods have been enabled for Repentance, Team Folio has been sporadically sharing various teasers and leaks of the upcoming update for Fiend Folio. The following link will lead you to a collection of all these teasers from all around the Internet...

Main article: Teasers and Spoiler Content
Primemind

**Primeminds** are floating, psychic brains who can be found in the Cathedral. They will support enemies by connecting them with lasers, but have no attacks on their own.

If other enemies are within a certain distance, Primeminds will link themselves to the closest enemy with a purple laser. From that linked enemy, up to 3 more links can be established to unlinked enemies. The Primemind will slowly follow linked enemies.
If any of the enemies within the link are killed, the link will be broken completely.
Madclaw

**Madclaws** dive underwater to attack Isaac with one of two techniques. Underwater, the Madclaws are only visible by their shadow which will clue in the player to which attack it will use. If the Madclaw moves away from Isaac, it will charge at Isaac while leaving a wake of tears from both sides. If the Madclaw's shadow chases Isaac, it will attempt to snap at Isaac with it's claw three times from underneath him.

If there are any Bubble Blowing Double Babies in the room, the Madclaw's second attack will target them first and separate them.

## Gallery

Old version of Madclaw.Madclaw performing a snap attack.Madclaw performing a charge attack.
Sackboy

**Sackboys** slowly pursue Isaac, rarely spawning spiders. They will cough up 1-2 Spiders along with a smattering of Baby Spiders. On death, they will also spawn spiders, with a chance of not spawning any normal Spiders at all.

## Trivia

* Sackboy's name may come from the character with the same name from the LittleBigPlanet series.
Slammer

**Slammers** are one of the Fiend Folio MOD's most iconic enemies! Being quite simpleee, multiple variants of them appear throughout the game!

The Slammer will jump off-screen, with the shadow remaining, indicating its position while it jumps. Eventually the Slammer will fall back down, hurting any players that may be underneath them.

## Wimpy

### Entity ID

951.1

**Wimpies** act very similarly to regular Slammers, hopping more often, but remaining in the air for a shorter time, making their jumps move a shorter distance.

## S'More

### Entity ID

951.5

**S'Mores** are a bit different than the normal Slammers, instead opting to hop towards random points in the room. They leave a trail of black powder while leaping, igniting the line upon landing.

## Smasher

### Entity ID

951.4

**Smashers** are a more aggressive version of Slammers, hopping faster with additional effects. Upon landing, they will leave a small puddle of creep and splash bloody tears nearby.

## Cracker

### Entity ID

750.140

**Crackers** are another upgraded form of Slammers. Upon landing, they fire 4 boomeranging ribs around them.

## Stoney Slammer

### Entity ID

951.2

**Stoney Slammers** are an invincible version of Slammers that die when the room is cleared. Upon landing, they create a short ranged shockwave of rocks.

## Trivia

* Slammers took inspiration from the Thwomp, an enemy from the Mario series.
	+ Wimpies consequently take inspiration from Thwimps, a smaller variant of the Thwomp.
* The Slammer was originally created for a mod known as REM, or Random Enemy Mod, before being incorporated into Fiend Folio MOD.

## Gallery

Early concept art of SlammersPlaceholder sprite for Slammers.Temporary sprite used for SlammersFirst iteration of the Slammer spriteFirst iteration of Wimpy.First iteration of SmasherSecond iteration of Smasher.First iteration of Stoney Slammer3D Render of Slammer
Gary

**Gary** is a large worm that will burst out of the walls once the room is "cleared". Preempted by a couple tremors, Gary enters from a wall and immediately spawns three maggots in quick succession. Once defeated, he will retreat back through his hole which will then seal up with rocks.

#### Notes

* Gary has a limit of three maggots out at once, but killing a maggot will set the count to two and Gary will then spawn three more and bring the total to five.
* Gary can spawn Maggots, Chargers, or Spitties.

## Gallery

Hole that remains after Gary has been defeated.
Maws

Maws are considered stronger versions of Horfs. Their behavior is very similar but what differs them from Horfs is their ability to move, constantly drifting slowly towards Isaac.

## Gob

### Entity ID

960.911

**Gobs** are Maws found in the Dank Depths. Periodically, they will begin firing out a constant stream of tar shots from their mouth towards Isaac in a slightly arced trajectory. While firing, they will be sent backwards from recoil and end up moving away from Isaac.

## Gunk

### Entity ID

960.100

**Gunks** are very mobile maws, chasing after Isaac with a greatly increased speed. Upon drawing near, they will fire out a large tear that leaves a trail of black creep as it travels. This tear deals a full heart if damage if Isaac is hit by it.

When firing, the Gunk will be launched backwards from recoil.

#### Notes

* There is a graphical variant named "Punk" that is spawned by Pollution. It may also appear in rooms.

## Gleek

### Entity ID

960.110

**Gleeks** are tricky enemies that only appear in the Scarred Womb. They move in jerky bursts towards Isaac, leaving a trail of creep all the while. They have two different attacks that they will use when close to Isaac, alternating which one every time it attacks. The first attack has the Gleek fire 2 large tears in a V, travelling slowly and leaving a trail of creep. The attack can easily trap the player unless sidestepped, leading up to its other attack.

The second attack will have the Gleek fire three shots in a fairly wide spread and can be difficult to dodge with all the creep from its previous attacks.

Gleeks are also heavily susceptible to knockback, allowing Isaac to make some room to avoid its difficult attacks.

## Gallery

Old version of Gunk.A bubble of tar left by Gunk.
Bifurcated Stars

## Effect

* **Bifurcated Stars** passively reveals the Boss Room on the map.
* After defeating the boss, its entrance will transform into a Treasure Room door that will lead directly to the current floor's Treasure Room.
	+ The door will not revert if the Boss Room is left (if player enters the Devil/Angel Room first for example). It will revert only after it is used.
* While used on an XL floor (Curse of Labirynth), the Treasure Room door will appear only after defeating the first boss and it will lead to one of two Treasure Rooms, chosen randomly.
* The Treasure Room door won't appear after the Mom fight.
	+ This also does not work on chapter 4 onwards, since no Treasure Rooms generate there.
* Trinket will create a Treasure Room entrance on the Blue Womb but it won't redirect you to a Treasure Room at all.

## Synergies

* Bloody Crown: Bifurcated Starts will create Treasure Room entrance on chapter 4.

## Interactions

* Mom's Box: Mom's Box has no effect on Bifurcated Stars.

## Trivia

* Bifurcated Stars cannot be found, while playing on Greed Mode.

## Gallery

Bifurcated Stars - FIEND FOLIO Trinket Guide - The Binding of Isaac Mod
Cordify

**Cordifies** are support enemies, infecting other enemies with spores that cause them to explode on death. They will target vulnerable enemies closest to Isaac, marking them with a green spore cloud over their heads. Marked enemies explode on death with green gas, dealing damage to nearby enemies and also destroying rocks. If Cordifies are the only enemies left in a room, they will die in a large explosion after a short delay.

## Trivia

Cordifies May be inspired in parasite fungies, in this case, using other enemies as hosts to add their spores.

## Gallery

<gallery widths="185">
Lol
Pillars

Pillars are invulnerable enemies that can be found in the Womb and Utero respectively. When Isaac gets too close, or they are damaged, they will perform an attack.

## Womb Pillar

### Entity ID

808.110

**Womb Pillars** are found mostly in Womb, as their name suggests but rarely can be found in Utero as well. When shot at or approached, they will create a puddle of red creep and spray a couple blood shots nearby for a short period.

They will continue attacking in this manner even when the room is cleared.

## Utero Pillar

### Entity ID

960.800

**Utero Pillars** act similarly to Womb Pillars, but lob 1-2 Organelles nearby. Unlike Womb Pillars, they will not attack once the room is cleared.

## Organelle

### Entity ID

801.378

**Organelles** are primarily spawned by Utero Pillars, but appear in some room layouts alone. They will die to any attacks, or even stepping on them. However unlike Spider Eggs or Tar Bubbles, they will damage Isaac when doing so.

Upon dying, they will fire a large shower of blood shots into the air nearby, which creates puddles of damaging blood creep where they land.

## Gallery

A different variant of an Organelle.A different variant of an Organelle.A different variant of an Organelle.
Spinny

**Spinnies** are floating heads with spines attached who float around the room diagonally. They will constantly spin in a counter clockwise direction, firing shots all the while. They are also very strongly affected by knockback, changing directions and flying through the room when hit. As they are knocked back, they will spin and fire more rapidly.

## Gallery

Old version of Spinny.
Zapbladder

**Zapbladders** will always be accompanied by up to six Wires orbiting them in a room, and slowly drift towards Isaac. Occasionally they will electrify all Wires orbiting them, causing them to orbit further away and become connected to each other by chains of electricity. If two or less Wires remain, the electricity will connect directly to the Zapbladder itself.

## Wire

### Entity ID

960.641

**Wires** typically are found orbiting Zapbladders, but if they are on their own they will attempt to drift towards Isaac in tiny, pitiful bursts.
Spicy Dip

**Spicy Dips** are late-game variants of Dips found primarily in the Womb and Utero. They attack Isaac by curling up and rolling towards him at high speeds, though they struggle to make sharp turns.

## Berry

### Entity ID

960.2003

**Berries** are the Squirt-equivalent to Spicy Dips, and attack in the same rolling fashion as they do, though they are larger and have more HP. They spawn two or three Spicy Dips upon death.

## Gallery

Old version of Berry.
Gnawful

**Gnawfuls** like to hide, disappearing from view moments after Isaac enters the room. When invisible, they can only be identified by their shadow and tiny puddles of ectoplasm that they occasionally create. If Isaac gets too close or damages the Gnawful, it will spring into action and make three concurrent lunges at Isaac before hiding from view again. When hiding after attacking, Gnawfuls will move to a random point in the room while invisible.

## Gallery

Old version of Gnawful.
Randy the Snail

## Effect

* Spawns a snail familiar that slowly crawls across the room.
* Walking into the snail or shooting it with tears will cause it to hide in its shell and begin to bounce around the room, ricocheting off walls.
	+ Randy will start bouncing if it gets hit by enemy projectiles as well.
	+ While in shell, Randy deals contact damage to enemies.
* Hitting an enemy causes Randy to bounce even more which can lead into chain reactions.
* Randy cannot pass over gaps or rocks and other obstacles.
* Velocity at which Randy bounces around is fixed and is not affected by Isaac's shot speed or movement speed.
	+ If the player moves too fast, Randy might ignore them and not hide in its shell.
* Randy's contact damage scales both with player's damage and their fire rate, meaning if player's damage is doubled, Randy's damage will also be doubled.
	+ Meanwile cutting fire rate in half will result in doubling Randy's damage.
* Getting multiple copies of Randy the Snail will spawn additional familiars. They will not bounce off each other however.

## Synergies

* BFFS!: Unlike other damaging familiars, Randy the Snail will get its damage tripled instead of doubled.
* Box of Friends: Randy will be copied as expected.

## Interactions

* Sacrificial Altar: You cannot sacrifice the familiar spawned by Randy the Snail.

## Trivia

* Randy the Snail could be a reference to a popular meme with Randy Orton.

## Gallery

Randy the Snail - FIEND FOLIO Item Guide - The Binding of Isaac Mod
Looker

**Lookers** are psychic enemies found within the Cathedral. They fly around in erratic, circular patterns while periodically firing at Isaac. Their shots linger in place for a moment, before rocketing towards Isaac at a rapid speed. Lookers will always synchronize their attacks with other Lookers.

## Armored Looker

### Entity ID

960.870

**Armored Lookers** behave the same as Lookers, but come with 10 HP worth of armor. While this extra health remains, the Armored Looker will not attack and merely fly around.
Mod Compatibility

If you've enjoyed Fiend Folio, you'll be happy to hear we've worked hard to add compatibility with other mods! A list of compatible mods is as follows:

* External Item Descriptions: Fiend Folio has EID support for the new items and trinkets.
* True Co-op: Fiend has built-in True Co-op support.
* Revelations: Fiend Folio is compatible with the Revelations mod, and it also adds an option to use Revelations shaders on vanilla floors.
* Bertran: Fiend Folio is compatible with Bertran, giving him many unique synergies with Fiend Folio's new items.
* Retribution: Fiend Folio is compatible with Retribution, utilizing the Icarus upgrade/downgrade mechanic and causing FF enemies to get upgraded/downgraded into other FF enemies. Main article: Baptismal Font Mechanic

* Genesis+ Septic Shock: Fiend Folio is compatible with Septic Shock, which adds more rooms to the Septic that have special reskinned FF enemies. Main article: Septic Enemies

* Sewing Machine: Familiars in the Fiend Folio mod work with the Sewing Machine.
* Hardmode Major Boss Patterns: Fiend Mom champion has additional attack patterns added by HMBP. Main article: Fiend Mom

Fiend Folio requires two other mods to work properly. Make sure you have them installed as well!

* Stage API
* Mod Compatibility Hack
Cordend

**Cordends** are unique enemies that act more akin to obstacles. A brief moment after entering the room, they will extend towards the left and right, signaled by flashing red for a moment. In between their two ends, they will leave behind a cord that can be damaged. If their cord is "killed", they will retract for a period. Attacking their end pieces will also cause them to retract immediately. Once all other enemies are killed, Cordends will retract and then die.

## Gallery

Cordend's left half.Cordend's right half.
Smokin

**Smokin** orbit fireplaces, firing a single blood shot at Isaac if its fireplace is damaged. When its fireplace is extinguished, the Smokin will enrage and orbit Isaac instead at a much farther distance. It will move in spurts, leaving behind a flame trail when at its higher speed.

## Flamin

### Entity ID

960.442

**Flamins** are lit versions of Smokin that are invincible. They have variable distances of orbits, increasing in speed as they are further away. Damaging their fire will cause them to have an increased length and orbit faster. They are destroyed when the fireplace they are attached is extinguished.

Flamin will change colors to match their fire. Red and Purple flamins will fire tears at the player (normal and homing tears respectively).

## Trivia

* Flamin's effects and behavior is likely inspired by Fire Bars from the Mario franchise.

## Gallery

Flamin attached to a Red Fireplace.Flamin attached to a Blue Fireplace.Flamin attached to a Purple Fireplace.
Fiend's Horn

## Effect

* **Fiend's Horn** grants a 10% chance to spawn a Hollow Friend every time an enemy dies.
	+ Hollow Friends are transparent versions of Fiend's Friends that do not drop Black Hearts, when the room is cleared and instead, simply disappear in a puff of smoke. Main article: Fiend

* + The effect can trigger multiple times in the same room, but all Hollow Friends will despawn as soon as the room is cleared.
	+ Hollow Friends can be spawned regardless of how the enemy was killed, even if another Hollow Friend has dealt the final blow.
* Chance to spawn a Hollow Friend scales with Luck, reaching a cap of 40% at 7 Luck.
* Picking up multiple copies of Fiend's Horn will not increase the chance to spawn Hollow Friends nor will it spawn additional ones.

## Gallery

Fiend's Horn - FIEND FOLIO Item Guide - The Binding of Isaac Mod
Foreseer

**Foreseers** are psionic enemies who will try to predict Isaac's movement and block his path with psychic explosions. Foreseers will try to run away from Isaac when not attacking.

When attacking, the Foreseer will pry open its eye and predict three spots that Isaac is moving towards, marked with a purple eye reticle. It will then clap its tendrils, causing all three to explode. The Foreseer is not immune to these explosions and may kill itself with clever movement on Isaac's part.

## Gallery

An attacking Foreseer.