recursal/Fanatic-Fandom huggingface dataset:
Part VII: A challenging time

“I swear you’re more trouble than it’s worth sometimes,” groaned Trogdar, stretching his back as he walked along the corridor. The ice had performed its duty and knitted his wounds back together, but the effort of fighting the Black Orc warband had taken its toll.

“I shall move forward and prepare to cast a spell. I shall move forward…” muttered the Wizard as he walked along behind.

“Agreed,” chimed in Short-arse, limping slightly as she walked.

“I shall move forward and prepare to cast a spell. I shall move forward…”

“What did you see?” asked Jandyr politely.

“I shall move forwards and… nothing…” said the Wizard, his train of thought interrupted.

Jandyr looked at him as if a Hawk examining his meal but said nothing further.

A wave of heat washed over the warriors as they entered a large chamber. Flickering flames rose from a large crack across the centre of the room, a small wooden bridge the only route across. A large statue of a dragon gleamed in the far distance, and shapes moved in the shadows beneath its fiery glow.

A particularly large shape strode forward, resolving into the form of an immense Orc Warrior, clad in heavy chainmail armour and brandishing an axe in one hand and a glowing blue sword in the other.

“WHICH ONE UV YOOZ IZ GONNA FITE ME, SKULLBASHA!?” shouted the Orc over the broiling sounds of the molten river below. He walked to the bridge and stood at the far end, awaiting his victim.

The warriors looked at each other sullenly, their wounds fresh in the memory.

Suddenly, the Wizard walked forward and planted his staff in the bridge.

“YOU SHALL NOT PASS!” he bellowed.

The Orc looked at the Wizard with bemusement before bursting into a guttural laugh. A chorus of laughter came from the darkness behind him.

“Err, it’s us that wants to pass,” said Short-arse plainly.

The Wizard stood motionless, waiting for the Orc to join him on the bridge.

“SO, DIS IS OO YOUZE SEND!?” bellowed Skullbasha. He began to stride across the bridge which swayed wickedly with each step.

The Wizard grinned as he walked. His eyes turned white as he raised one arm towards the Orc, crystal shards of white ice forming from his fingers.

“FREEZE!”

A cone of white ice shot towards Skullbasha’s face. At the last second however, the spray was drawn sharply upwards towards the glowing sword, raised high above the Orc’s head. The ice formed on the sword for a second, then melted into steam.

“Eep!” exclaimed the Wizard, who produced a firebomb from his tunic, lit it, and dropped it at the Orc’s feet before turning and running back to the others.

“COWARD!” shouted Skullbasha, shrugging off the blast as the bomb went off beneath him. “FACE ME OR FACE DEM!”

He gestured to the darkness behind him as shadows resolved into the hulking shapes of Orcs. Each carried a heavy wooden bow the height of a man which they drew back in unison, firing a volley of hooked arrows towards the Warriors.

“Oh for fu…” began Trogdar.
Condemnation

**Condemnation,** also known as **Prison**, is one of the Multiplayer Maps in Sinister Turmoil.

Condemnation takes place within an abandon prison, but other than that, not much is known about this map.

## Trivia

* It is unknown if this map will be included in the final game, due to it not being related to any Five Nights at Freddy's games
JRPG-style NPC following

AC's Character: NPC follow Action can be used to make an NPC follow the Player, but this works by having the NPC stay within a certain distance - regardless of direction.  The script below allows for movement that's similar to JRPGs, where companions stick more rigidly behind the Player, following the Player's exact motion.

To use it:

1. Create a C# script named RigidFollow, and paste in the code below.
2. Add the new Rigid Follow component to an empty GameObject in the scene.
3. Fill in its Inspector, assigning both an NPC, and the distance they should keep from the Player.
4. To stop/start following in-game, use the Object: Call event or Object: Send message Actions to trigger the component's StartFollowing and StopFollowing functions.

RigidFollow.cs:

```
using System.Collections.Generic;
using UnityEngine;
using AC;

[RequireComponent (typeof (Paths))]
public class RigidFollow : MonoBehaviour
{

 public NPC npc;
 public float distance = 2f;
 public bool followPlayer;
 private Paths path;

 private List<Vector3> lastPositions = new List<Vector3> ();
 private const int MaxPositions = 100;
 private const float MinSqrDistThreshold = 0.1f;

 public void StartFollowing () { followPlayer = true; }
 public void StopFollowing () { followPlayer = false; }

 void Start ()
 {
 path = GetComponent<Paths> ();
 if (path == null)
 {
 gameObject.AddComponent<Paths> ();
 path = GetComponent<Paths> ();
 }
 }

 void Update ()
 {
 Vector3 position = KickStarter.player.transform.position;
 if (lastPositions.Count == 0 || (position - lastPositions[lastPositions.Count - 1]).sqrMagnitude > MinSqrDistThreshold)
 {
 lastPositions.Add (position);
 if (lastPositions.Count > MaxPositions)
 {
 lastPositions.RemoveAt (0);
 }

 path.nodes = lastPositions;
 path.transform.position = lastPositions[0];
 while (path.GetTotalLength () > distance)
 {
 path.nodes.RemoveAt (0);
 path.transform.position = path.nodes[0];
 }

 if (!followPlayer) return;

 if (path.nodes.Count > 1)
 {
 npc.MoveToPoint (path.transform.position);
 }
 else
 {
 Vector3 relativePosition = npc.transform.position - KickStarter.player.transform.position;
 if (relativePosition.magnitude > distance)
 {
 Vector3 newPosition = KickStarter.player.transform.position + (relativePosition.normalized \* distance);
 npc.MoveToPoint (newPosition);
 }
 }
 }
 }

}

```
Ar-Ulric

Kreistov Vanderson is the Ar-Ulric (chief priest of the cult of Ulric). He first encountered the Warriors after their initial quest, Death Below Karak Azgal, when the emerged from the local tavern, The Fusty Duck.

Incredulous of their tale, the Ar-Ulric sentenced the Warriors to death, suspecting them of being spies for the forces of Chaos. It was only when word was received from Grimcrag Grunnson himself that the Ar-Ulric was convinced to release the Warriors.

Having heard of their exploits in defeating the Orc Warlord Gorgut, the Ar-Ulric hired the Warriors to defeat the Skaven infesting the sewers below Middenheim.
Official Sinister Turmoil Wikia

This is the official wiki for the Five Nights at Freddy's Fangame "Sinister Turmoil"! Here you will find information on everything from the story, to different game modes, to all characters!

And I (Scientedfic) will work my hardest to update this page as frequently as possible.

Welcome to the Sinister Turmoil official Wikia!

Here you can get all the information you want to know about Sinister Turmoil! This Wikia is licensed as the official Wikia of the game!

Do you have any questions? Ask any admin!

**Please wait. We are working on the content.**

Sinister Turmoil is a Fangame of the popular series Five Nights at Freddy's by Scott Cawthon (also known as animdude) this game features everything you want from a free roam fangame from FNAF. Incluiding: Multiplayer, your favorite characters from others fangames (Like Popgoes and Ignited Freddy). The game is still a Work In Progress, and the release date is currently unknown. But there are some demos and tests published in the game's page.

http://gamejolt.com/games/sinister-turmoil/254102
Sinister Bonnie

* Singleplayer
* Multiplayer
* Images

* New
* Old

**Sinister Bonnie** is one of the main antagonists in Sinister Turmoil.

## Appearance

Sinister Bonnie is a large, bipedal animatronic rabbit.

His main color pallet is a dark blue/violet, with a lighter shade playing into some parts of the body.

He has two long ears.

He was created from some parts salvaged from the Fazbear's Fright Incident, but mostly constructed from nearby elements.

However, this makeover came with some practical adjustments as well. These include sharp teeth and a lack of eyes.

## Trivia

* Contrary to popular belief, Sinister Bonnie has green tinted teeth, unlike his other Sinister Counterparts

## Abilities

### Crunch

Crunch allows you to crush your enemy if your strength and power bars are full.

Due to Sinister Bonnie (FNaF 1) having this ability, it is assumed that Bonnie (classic) will also possess this ability.

More to be added.

## General

This shows a poster of Bonnie before being modified.Sinister Bonnie's old teaser.Sinister Bonnie's teaser from Dawko's stream.Sinister Chica in the Sinister Turmoil Christmas teaser.
Sinister Funtime Freddy

Sinister Funtime Freddy is one of the upcoming multiplayer antagonists in Sinister Turmoil.

## Appearance

Sinister Funtime Freddy looks a lot like normal Funtime Freddy, with the only difference being that he doesn't posses any sort of eyes and he now owns a pair of sharp teeth.

Currently, he isn't in the game, but will be in the full version and possibly demo
Genesis

* Map
* Images

**Genesis** is one of the Multiplayer Maps in Sinister Turmoil

Genesis is a map based inside of a home on a clear night.

You will be able to travel inside the home and on portions of the outside.

## Trivia

* This map is heavily based on the home of the protagonist of Five Night's at Freddy's 4.
* The name **Genesis** means "Beginning"
	+ This could be another reference to Five Nights at Freddy's 4, as it is canonically the first in the series.

<gallery>

File:Bedroom.png|The FNaF 4 Bedroom
Syncing blendshapes between multiple models

When lipsyncing or animating facial expression via blendshapes, AC only allows for one Shapeable component per character. This script allows you to synchronise blendshape values between two SkinnedMeshRenderer components, and can be adapted to work with multiple.

To use it, have two SkinnedMeshRenderers with the same set of blendshapes on each. Attach the script below and fill in the fields. Make sure that the model you are copying blendshapes to does not have a Shapeable component of its own, as this will intefere with it.

SyncBlendShapes.cs:

```
using UnityEngine;

public class SyncBlendshapes : MonoBehaviour

{

        public SkinnedMeshRenderer meshToCopyFrom;

        public SkinnedMeshRenderer meshToCopyTo;

        private void LateUpdate ()

        {

                int numBlendshapes = meshToCopyFrom.sharedMesh.blendShapeCount;

                for (int i=0; i<numBlendshapes; i++)

                {

                        float shapeWeight = meshToCopyFrom.GetBlendShapeWeight (i);

                        meshToCopyTo.SetBlendShapeWeight (i, shapeWeight);

                }

        }

}

```
Sinister Balloon Boy

* Singleplayer
* Multiplayer
* Images

## Sinister BB

**Sinister Balloon Boy**, also known as Sinister BB, is an upcoming antagonist in Sinister Turmoil.

## Appearance

Sinister BB has many visual similarities of the Balloon Boy of Freddy Fazbear's.

This is mostly due to Sinister BB being a modified version of Balloon Boy, where unlike his original counterpart, they lack teeth and possesses extended arms. It is currently unknown what Sinister BB's endoskeleton is like (assuming he has one).

## Behavior

TBA
TBA

## General

Sinister BB's arm hanging from the ceiling.
Link Items and Documents

Inventory items and Documents, while both defined in the Inventory Manager, are treated as separate entities.

This script allows you to link the two together - so that adding a given Item to the Player's Inventory also gives you a specific Document, and interacting with that Item optionally opens the Document.

To use it:

1. Create a Document, and an Inventory item to associate with it, in the Inventory Manager.
2. In the Inventory Manager's Properties tab, define an Integer property named "Document ID"
3. In the Inventory item's properties panel set the value of its "Document ID" property to match the ID number of the Document to associate it with (set to -1 to have no association)
4. Create a new C# file named ItemDocument, and attach it to an object in the scene.
5. Enter the ID of the "Document ID" proerty created in step 2 into the Item Document component's Inspector.
6. (Optional) To have the Document automatically open when interacting with the Item, check **Open On Interact**, and assign an empty ActionList asset in the Item's "Standard Use" Interaction field.

ItemDocument.cs:

```
using AC;
using UnityEngine;

public class ItemDocument : MonoBehaviour
{

 public int documentIDProperty = 0;
 public bool openOnInteract;

 private void OnEnable ()
 {
 EventManager.OnInventoryAdd += OnInventoryUpdate;
 EventManager.OnInventoryRemove += OnInventoryUpdate;
 EventManager.OnInventoryInteract += OnInventoryInteract;
 }

 private void OnDisable ()
 {
 EventManager.OnInventoryAdd -= OnInventoryUpdate;
 EventManager.OnInventoryRemove -= OnInventoryUpdate;
 EventManager.OnInventoryInteract -= OnInventoryInteract;
 }

 private void OnInventoryUpdate (InvItem invItem, int amount)
 {
 int documentID = invItem.GetProperty (documentIDProperty).IntegerValue;
 if (documentID >= 0)
 {
 bool isCarryingItem = KickStarter.runtimeInventory.GetCount (invItem.id) > 0;
 bool isCarryingDocument = KickStarter.runtimeDocuments.DocumentIsInCollection (documentID);
 if (isCarryingItem != isCarryingDocument)
 {
 Document document = KickStarter.inventoryManager.GetDocument (documentID);
 if (isCarryingItem) KickStarter.runtimeDocuments.AddToCollection (document);
 else KickStarter.runtimeDocuments.RemoveFromCollection (document);
 }
 }
 }

 private void OnInventoryInteract (InvItem invItem, int iconID)
 {
 if (openOnInteract)
 {
 int documentID = invItem.GetProperty (documentIDProperty).IntegerValue;
 if (documentID >= 0)
 {
 KickStarter.runtimeDocuments.OpenDocument (documentID);
 }
 }
 }

}

```
RememberParticle script

```
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace AC
{
		[RequireComponent (typeof (ParticleSystem))]
		public class RememberParticle : Remember
		{
				public override string SaveData ()
				{
						ParticleData particleData = new ParticleData ();
						particleData.isOn = GetComponent <ParticleSystem> ().isPlaying;
						particleData.objectID = constantID;

						return Serializer.SaveScriptData <ParticleData> (particleData);
				}

				public override void LoadData (string stringData)
				{

						ParticleData data = Serializer.LoadScriptData <ParticleData> (stringData);
						if (data == null) return;
						if(data.isOn) GetComponent <ParticleSystem> ().Play();

				}

		[System.Serializable]
		public class ParticleData : RememberData
		{
				public bool isOn;
				public ParticleData () { }

		}
}
}

```

themightyzq
Hunt

**Hunt** is one of the Multiplayer Game modes for Sinister Turmoil

Hunt is a very basic game mode in concept.

Hunt consists of four animatronic characters attempting to hunt down two human players.

This game mode promotes teamwork between both the animatronics and the humans.

If the animatronics can kill the humans, than their team wins, but if the humans outlast the animatronics, then they win.
Unused Content

This page is for content that was originally intended to be in the game; however, they never made the cut.

## Original Sinister Turmoil

Originally, Sinister Turmoil was going to have a completely different story.

However the entire original story had to be scrapped due to the final outcome not being great, and all environmental files for that previous story being lost.

The original story was meant to take place in a location known as "Fazbear and Friends", 29 Years After its shutdown.

The entire floor plan was meant to be the main floors, the animatronic factory underneath the facility, and the back areas.

While the new story does take a few parts from the original story, like the main character and animatronics, most of that previous story was left behind.

There will soon be a full page about this abandoned story...
Megumi Nishitori

Megumi Nishitori is one of the main characters of Miss Komori Can't Decline!.

## Appearance

Megumi wears her hairs in pigtails. She keeps one eye covered with her hair (because she thinks it looks cool). When she was younger, both of her eyes were covered.

## Personality

Megumi is a very energetic person and often described as "bright" by her friends. She often forgets to do her homework, leading her to ask  Shuri if she can copy hers.
Bonnie

* Character
* Images

## Classic

**Bonnie** is an upcoming multiplayer antagonist in Sinister Turmoil.

Bonnie is a purple-colored animatronic rabbit, with magenta eyes and a squarish muzzle. The color from their muzzle, stomach, and insides of their ears is lighter. They sport articulated ears that are capable of bending backwards and forwards (similar to several other animatronics' ears) and wears a red bow tie, which is partially obstructed by their chin. Onstage, they carriy a dark red guitar. Unlike the other characters, they have round teeth and lacks eyebrows.

Excluding their head, most of Bonnie's body appears identical to Freddy's, apart from the latter's color. This version of Bonnie, like most of the animatronics in the first game (except for Foxy), has no visible teeth on their upper jaw.

## Withered

**Withered Bonnie** is a variation of Bonnie that will only appear in Multiplayer.

They are a Withered version of the Five Nights At Freddy's 1 version of Bonnie, they are missing a face, and an arm.

## Phantom

**Phantom Bonnie** is a variation of Bonnie exclusive to Sinister Turmoil multiplayer.

They are the Phantom version of Bonnie from the hit game, "Five Night at Freddy's 3", However they don't make any appearance in the said game, So this is a fan version of how would it look.

<gallery>
WitheredBon.png|Bonnie (Withered Form) as shown in the Devlog Teaser.
Phantombon.png| Bonnie (Phantom Form) as shown in the DevLog teaser.
Bonnie Ability.png|Bonnie on the Character Select Screen (Sinister Form)
MultiRender1.jpg|A full-body render of Bonnie (Classic Form) along with Ignited Chica (Sinister Form).
Bonnie.png|A close-up of the mentioned render.

</gallery
Multiplayer

**Multiplayer Mode** is an upcoming and primary gamemode in Sinister Turmoil.

It is unknown when it will be released.It will likely be available in the full game and/or possibly Demo

## Mechanics

Not much is known about it's mechanics.

Animatronics will have the following:

**-Speed**

**-Weight** (likely determines how slow the animatronic will be)

**-Strength**

**-Power** (it is unknown what this will do)

**-Abillity** (it is unkown what this will do.Most likely is that the animatronics will have special abillity(es))

There will also be **Variants**,which are likely different variants of an animatronic (player will be able to choose between normal,nightmare and etc.)

**Customization** will also be a mechanic in multiplayer.It will allow the player to customize animatronics's Eyes,Teeth and more.

## Animatronics

These animatronics are only ones available in multiplayer:

Freddy

Bonnie

Chica

Foxy

Sinister Funtime Freddy

Phantom Foxy

Candy the Cat

Sinister RAT

Ignited Freddy

Ignited Chica
Games

During the Development of Sinister Turmoil, many different versions of the game / teaser games were released to the public.

Here you can find a full record of all of the games we could find.

## Freddy Demo

This demo allows you to play as Sinister Freddy walking around an asylum, getting used to animatronic controls.

## Awaiting Input\_

**Awaiting Input\_** was a teaser game solely developed by the co-dev on Sinister Turmoil, TheSparky556.

**Awaiting Input\_** is a game about solving ciphers to unlock different codes that you can use to unlock Concept Images, Unused Audio Files, BTS Renders, and new Renders of characters unseen before.

This game doesn't exactly have much to offer, but it is said that the events of the Secret Ending are canon.

On a later date, it will be revealed in a video how to get to the secret ending.
Prototype Chica

* Singleplayer
* Multiplayer
* Gallery

**Prototype Chica** is one of the antagonists in Sinister Turmoil.

## Appearance

Prototype Chica is a bipedal animatronic chicken with sharp teeth, claws and glowing blue eyes.

Her main color is yellow, while the only deviations are in her orange beak, pink cheeks, and white bib. However, due to deterioration, the words "Let's Party!" that once occupied that space are now merely illegible scratch.

Prototype Chica has an outer shell in the style of Toy Chica.

This is due to Chica being made from a Toy Chica shell recovered from the Fazbear's Fright Incident. However, this model uses a completely unique endoskeleton structure, causing its movements to be more free and sharp.

## Behavior

Toy Chica's shell was more damaged than the other toy animatronics, this made the endoskeleton's base energy output too much to handle.

This was alleviated by causing the base energy produced from her endoskeleton to be siphoned to her cupcake, which cannot be moved long distances due to it being attached to wires.

This can make her more unpredictable than her fellow Prototype Animatronics, yet more prone to fall for simple ruses.

## Trivia

* She and her fellow Prototype Animatronics have been wrongly called "Nightmare Toys" and "Sinister Toys", even after the name was confirmed.
* She appears on the cover of "Sinister Aspiration".

TBA

## Gallery

Prototype Chica's old teaser.A new teaser from GamejoltThe new Gamejolt teaser, brightened.
Prototype Bonnie

* Singleplayer
* Multiplayer
* Gallery

**Prototype Bonnie** is one of the antagonists in Sinister Turmoil.

## Appearance

Prototype Bonnie is a bipedal animatronic rabbit.

Their main color is a light blue that takes up a considerable amount of the body, which is then broken by the inner patches and snout being colored a solid white.

They possess red cheeks on both sides of the face and a red bow tie being sported right below the neck.

Prototype Bonnie is a modification to a base Toy Bonnie shell with replaced endoskeleton salvaged from the Fazbear's Fright Incident.

However, the suit has been modified to possess neon green eyes, sharp tipped fingers and increased speed on jaw movements to make the sharp teeth far more than a menacing exterior.

## Trivia

* Many people mistook the names of these characters as "Nightmare Toys" or "Sinister Toys" even after the name was confirmed.
* They appear on the cover of "Sinister Aspiration".

TBA

## Gallery

Prototype Bonnie's old teaser.Prototype Bonnie's new Gamejolt Teaser, showcasing a new design.Ditto, Brightened.
Freddy

* Multiplayer
* Images

## Freddy Fazbear

**Freddy Fazbear** is an upcoming multiplayer antagonist in Sinister Turmoil and the main antagonist in Five Nights at Freddy's.

## Appearance

**Freddy** is a brown animatronic bear with a light shade of brown on both his stomach and puffy muzzle. On stage, he wears a black top hat, black bow tie and wields a microphone with his right hand. He has thick black eyebrows, three-toed feet, and three blackish freckles on both sides of his muzzle. From his palms and underneath his fingers he has what appears to be paw-like prints. His round ears are articulated and are thus able to move backwards and forwards (Similar to the ears of several other animatronics). Freddy sports squarish, human-like teeth from his lower jaw, and, like most of the animatronics at the pizzeria (except for Foxy), has no visible teeth on his upper jaw.

He has human handprints on the right side of his face and chin from the left though they are difficult to locate. His irises are normally of a light blue color.
TBA
Big 'Uns

Orcs value size and strength above all else in their warrior caste. The largest among a tribe tend to band together to bully and boss the other Orcs around. These Orcs are known as Big 'Uns.

The Black Fang Orcs tribe was no exception. A number of these Big 'Uns became Warboss Gorgut's loyal bodyguard, and were given the best armour and weaponry the tribe could scavenge.
Sinister Freddy

* Singleplayer
* Multiplayer
* Images

* New
* Old

**Sinister Freddy** is one of the main antagonists in Sinister Turmoil.

## Appearance

Sinister Freddy is a large, bipedal animatronic bear.

He bears a main color of brown, while it is broken up by a secondary, lighter brown on his stomach area.

Sinister Freddy is actually an edited creation both from pieces of recovered Fazbear pieces from Fazbear's Fright and anything on hand.

Sinister Freddy was modified from his original form by receiving a sharp set of teeth and a lack of eyes.

However, a majority of his adjustments came from the inside, as a completely new endoskeleton was put inside the suit so movements will be more fluid and quick, causing them to really be able to do harm if necessary.
TBA

## General

The Full Sinister Freddy model during it's creation process.Sinister Freddy's first teaser.Sinister Freddy's Head (Nightmare form)Sinister Freddy in the Sinister Turmoil Christmas teaser.
## Gameplay

The human hiding from Sinister Freddy.Sinister Freddy's nightvision. (Possibly Outdated)The human escaping from Sinister Freddy. (Possibly Outdated)Sinister Freddy, Sinister Bonnie & Sinister Chica on the Stage. (Possibly Outdated)
## Singleplayer

A poster showing the original Freddy, before modification.A poster showing Freddy in the ruined pizzeria, before modification.
## Multiplayer

A multirender for Multiplayer showing Sinister Freddy's full body.Sinister Freddy's full body. (Zoomed)Sinister Freddy's character select screen.
Epilogue: Painful employment

The mountain road had been long and arduous. He was barely able to keep walking, his legs leaden beneath him. The howl of Wolves was ever-present in the area, and he wondered how long it would take for him to be discovered and devoured.

Curse those rotten gits! He'd nearly managed to obtain the gem from the Chaos Warrior. He didn't know exactly what it did, but if the stunty had come to search for it, it must have been pretty powerful and probably pretty valuable. Still, at least he'd managed to nick an amulet from the dead stunty on the way out of Karak Azgal.

His back still ached from where he'd been struck as the roof caved in on top of him. He'd been lucky to escape really, his magic ring saving him once again. He didn't know any cure spells, and he couldn't find the mushrooms he needed to make up some firebrew, so he'd had to rely on chewing plants he found along the way, hoping one would soothe him. None did.

As he rounded the next bend in the path, he came across a scene of battle. The field was littered with the fresh corpses of Orc and Skaven ratmen alike. Thousands lay dead here. It was the kind of scene those poncy oomans would like to paint for their fancy halls. Skabnoze took a different view on it.

"Zoggin' 'eck!" he said aloud, his voice echoing through the mountains.

At the periphery of his vision he saw a commotion followed by a rumble which echoed back at him. Instinctively, he reached for the ring and put it on, taking cover behind a small cluster of rocks. Peering over the top, he saw a rabble of swift Goblin Wolf Riders careering towards him followed by a brutish horde of Orc Boar Boyz.

He glanced around furtively, wondering if he'd left any trace. His heart sank as he saw bloody footsteps leading to his hiding place.

"Buggrit!" he cursed under his breath.

The Wolf Riders slowed as they approached, parting left and right so as not to be trampled by the much larger Boar Boyz. The Boar Boyz also came to a stop, though not as gracefully as their smaller companions.

A particularly large Orc clambered from his mount and walked towards the rocky outcrop, looking intently at the floor.

"WE KNOWZ YOOR 'ERE!" he shouted, "MITE AS WELL GIV YOORSELF UP!"

Skabnoze sank back against the rock, anxiety growing within him.

"I'M GONNA GIV YOO TO DA COUNT OF FIVE!" the immense Orc shouted. "WUN!"

Skabnoze looked around for a weapon of some sort, anything he could use to clobber those who pusued him.

"TOO!"

What was the use, he couldn't take on this lot by himself.

"FREE!"

He longed for his little den back in Karak Azgal.

"...WOT COMES AFTER FREE!?" the Orc shouted, looking back at his mob. There was a general shaking of heads. "RITE, TIME'S UP DEN!" he concluded.

"Alrite!" said Skabnoze, stepping from behind the rock and removing his ring, "'Ere I am, 'appy now?"

The huge Orc looked Skabnoze up and down.

"Yooz a Shay-min?" he asked.

"Mite be," replied Skabnoze coyly.

"'Ee's a Shay-min, innee?" he asked his mob. The shaking of heads continued.

"Da boss'll wonna speak to yoo," the Orc said, "'ee mite 'ave a little job for ya. 'Ee's got a rat problem see..."
Combining PointAndClick with Direct Movement Methods

In my game, I want to move my player with Keyboard/Joystick Input but also support "point and click" movement method so that the user may choose whether they want to move with keyboard button or clicking the mouse.

You can change the Movement method value in the Settings Manager through script or with the Engine: Manage systems Action. You can get an API reference to the Manager field by right-clicking its label:
*AC.KickStarter.settingsManager.movementMethod*

We will use a custom script but will need to modify 1 AC script first before it will work. Open PlayerInput.cs and go to the function *UpdateDirectInput()* at line 1151:

```
if (activeArrows == null && KickStarter.settingsManager.movementMethod != MovementMethod.PointAndClick)

```

We need this function to continue, even when the MovementMethod is PointAndClick, so modify this line so it only check for activeArrows:

```
if (activeArrows == null)

```

Now, in your own custom script and in the Update() function, you can toggle between PointAndClick and Direct based on whether or not the player is pressing a movement button:

```
void Update() {
        if (KickStarter.playerInput.GetMoveKeys() == Vector2.zero) {
            AC.KickStarter.settingsManager.movementMethod = MovementMethod.PointAndClick;
        }
        else {
            if (AC.KickStarter.settingsManager.movementMethod == MovementMethod.PointAndClick) {
                AC.KickStarter.player.Halt();
            }
            AC.KickStarter.settingsManager.movementMethod = MovementMethod.Direct;
        }
    }

```

    That's it! Now your can easily choose how to move your character at runtime, either by clicking with the mouse or pressing keyboard buttons.
An Old Friend

* Multiplayer
* Images

## Sinister Springtrap

Sinister Springtrap is an upcoming antagonist in Sinister Turmoil.

## Appearance

He looks like original Springtrap, being dirty colored with hanging wires from the head; the only two differences are that Purple Guy's corpse's head is clearly visible and he has long sharp teeth.

Currently, he is not in game, but will be in full game and possibly in the demo.

## Singleplayer

One of the first teasers of Sinister Springtrap.
## Multiplayer

A very early version of the character select with Springtrap. (Nightmare Form)An early full-body render (with Freddy) from a demo promo picture. (Sinister Form)A close-up at the previous picture. (Sinister Form)
Death Below Karak Azgal

The first adventure on the Warriors' path. The group was hired by King Ironbeard Grunnson to discover the fate of his father, Grimcrag Grunnson, and grandfather, Ungrun Grunnson, and to recover the long-lost Grunnson Axe, a mighty relic held sacred to the Grunnson clan.

###  Deep 1: Skabnoze's lair

1. Prologue: The adventure begins
2. Part I: The adventure continues beginning
3. Part II: Snot that easy being green
4. Part III: There and back again, and then over there and back... again
5. Part IV: Along came a Spid-aaaargh!
6. Part V: Greed is bad
7. Part VI: A beast in need is as good as dead
8. Part VII: A bridge too near
9. Part VIII: Tomb Raiders
10. Part IX: A hide-ing to nothing
11. Epilogue: Starry starry night

### Deep 2: Halls of the Dead

1. Prologue: Merry Cryptmas
2. Part I: Don't you open that trapdoor! (You're a fool if you dare)
3. Part II: Interview with the man (liar)
4. Part III: The breaking of the fellowship
5. Part IV: Barbarians are (mostly) armless
6. Part V: Blood and Sand
7. Part VI: (Gold)Dust and Bones
8. Part VII: Chaos Rocks!
9. Part VIII: Knowledge is (bad for the) power (phase)
10. Part IX: Return of the Necromancer... twice
11. Epilogue: Painful employment

### Deep 3: The Pit of Darkness

1. Prologue: The road from nowhere
2. Part I: A stony silence
3. Part II: Rat trap
4. Part III: Well I'm bushed
5. Part IV: Water disaster
6. Part V: A painful revelation
7. Part VI: Gold rush
8. Part VII: Return of the King
9. Part VIII: Roast chicken
10. Part IX: Judgment Day
11. Epilogue: Parting of the ways
Ministres de Atilas Ier

**Ministres de Atilas Ier**

.

#### **La secrétairerie d'État**

Il est chargé de suivre le travail de chaque départements ministériels, et la correspondance des ministres avec l'Empereur passe entre ses mains. Il rédige les comptes-rendus des conseils et suivait la mise en oeuvre des décisions impériales. Le secrétaire d'État réglait en quelque sorte le travail de la branche exécutive.

#### **Le département de la Guerre**

Le ministère de la Guerre est en charge de la formation et de l'organisation des forces armées avec notamment la répartition des unités militaires et la disposition des armées sur le territoire martien. Il contrôle aussi la gestion des écoles militaires, des fortifications et places de guerre, de la police militaire, de la solde et retraite des soldats. Il coordonne les troupes, les opérations militaires et gère les nominations et les promotions dans la hiérarchie militaire.

#### **Le département des Finances**

Ce ministère est chargé de préparer et d'appliquer des lois de finances, assure le recouvrement des impôts directes et des droits indirects, nomme les receveurs, il supervise les banques, les douanes, les postes, la loterie, la monnaie et il expédie les ordonnances de paiement de la dette publique et des pensions civiles.

Six directions générales lui sont attachées : La liquidation de la dette nationale, les impôts et les pensions, Les droits réunis, les allocations et la mutuelle, les caisses publiques et d'épargne sans compter les enregistrements publics.

#### **Le département de la Justice**

Le ministre de la justice dont le titulaire est également grand juge de l'Empire, il surveille l'organisation de l'ordre judiciaire, de la correspondance avec la juridiction et les procureurs, de l'examen des recours en grâce, des professions dans les affaires civils et pénales. Il coordonne les tribunaux, la cours d'assises, la cour de cassation et la haute cour impériale. Egalement. Il s'occupe aussi de l'impression et l'envoie du Bulletin des lois.

.

#### **Le département de l'Intérieur**

.

.

#### **Le département de la Police générale**

.

.

#### **Le département de la Culture**

.

.

#### **Le département des Relations diplomatiques**

.

.

#### **Le département du Travail**

.

.

#### **Le département du Trésor impérial**

.

.

#### **Le département de la Marine et des Colonies galactiques**

.

.

#### **Le département de l'Armement et de l'Industrie militaire**

.

.

#### **Le département des Manufactures et du Commerce**

.

.
MUSICA Y EVENTOS

**RESEÑA**

Esta área es buena porque es una buena forma de expresión frente a las otras personas, ademas la música es un arte y no tiene fronteras.

Con la música se puede hacer lo que quiera y se puede relacionar con muchas áreas de trabajo, como por ejemplo, ser cantante, dj, organizador de eventos, manejo de equipos, musico, etc

Lo necesario para acceder a esta área es que sea del gusto propio.

**PENSUMS**

1. UNIVERSIDAD EAFIT.
2. UNIVERSIDAD BELLAS ARTES

**VENTAJAS Y DESVENTAJAS**

1. En Bellas Artes se trabaja mas en la parte del canto, y no en la parte de instrumentos.
2. En EAFIT se trabaja mas los aspectos de lo instrumental que la parte vocal.
3. En las dos universidades se enfatiza mucho la historia del arte, como también de la armonía.
4. En Bellas Artes se pide un idioma adicional ya que mas adelante se pueden dar oportunidades en el exterior.
Prologue: (Not so) Bright guard

“Why ya fink we got dis “Gard dootee” fing den?”

“Cos we is da bestest!”

“Yood fink dose Black Orc boyz’d wanna be gardin’ dere own lair.”

“Dey obviously appreciate wot weez Orcs can do.”

“Den why did dey giv us a scrawny runt as backup?”

The two Orcs looked back at the Night Goblin archer, stood as far away from the Orcs as possible and quaking in his boots.

“Probly a snack in case we is ‘ungry.”

“Hur, yer.”

There was a faint whistling noise followed by a ‘thunk’ as an arrow came from the blackness and landed square in the chest of the first Orc.

“Ow!”

“Where did dat come from den?”

“I dunno, but it ‘urt.”

A second arrow appeared and struck the second Orc in the chest.

“Ow! I gon and got one now!”

“Summat not rite ‘ere.”

A light appeared from the darkness, dim at first, but rapidly growing brighter.

“Youse see sumfink?”

“Yer, I…”

The Orc was interrupted by the appearance of a huge Barbarian appearing from the pitch blackness. The human swung back his sword and then sliced at the first Orc’s neck, taking its head clean off.

“’Ere, wot yoo..?”

The second Orc was stabbed through the gut before the sword was wrenched forcefully upwards, ripping through bone and gristle before exiting at the shoulder.

“TROGDAAAAAAAAAAAAR!” shouted Trogdar as he stood triumphant, black blood dripping from his sword.

“Yes, very good,” said Jandyr as he casually walked into the light.

Trogdar heaved in enormous breaths, his chest expanding with each one as he revelled in victory, his teeth set in a rictus grin.

“I shall move forward and prepare to cast a spell.”

Trogdar eventually started to calm, his breathing growing shallower and his arm dropping to his side.

“Sorted yourself out laddie?” asked Short-arse, picking her way over the Orc corpses.

“No…” said Trogdar, his face falling into a frown, “Not quite yet.”

As he followed after the others, he noticed a lone Night Goblin pinned to the wall, an arrow jutting from its neck.

“Why’d they only have one Goblin?” he asked no-one in particular.

“Dunno,” replied Short-arse, “Maybe they’re in *short* supply.”

Trogdar laughed at the implied pun and strode off.

The vibrations of the human’s step loosened the Goblin who fell to the floor. On his back was carved a message, written through his robes with a knife and left to bleed.

“Black Orcs’ lair. STAY OUT!”
The Skaven under Middenheim

The Skaven have long inhabited the underground realms of mortal men, but the Imperial city of Middenheim has long stood alone, unimpregnable. That was until the forces of Quirrik, the half-insane Warlock engineer ascended through the basalt rock of the Fauschlag, a vast column of mountainous rock upon which the northern city stands.
Part III: Jester Precaution

"Stay away from me you little sh..."

"But I thought we were friends," whined Gubbinz, sobbing theatrically as he did so.

"You set your bloody dog on me!" shouted Trogdar, advancing menacingly on the diminutive jester.

"HELP! HELP ME!" screamed Gubbinz, cowering further into the corner.

"What is going on in here?" said Short-arse as she entered the corridor.

"Oh thank goodness!" said Gubbinz, running between Trogdar's legs and aiming a kick at his shin. "You'll be my friend, won't you?"

Short-arse looked from Gubbinz to Trogdar and back, her face a mask of bewilderment.

"Don't you, err", she began, "don't you have any Orc friends or anything?"

"As if that were possible," said Jandyr as he casually sauntered past the stricken Dwarf, the Wizard following closely behind stuffing troll parts into a large sack.

"They booted me out of court," said Gubbinz, miserably. "Warboss Gorgut has a mean streak when he wants to."

"And where is Warboss Gorgut?" asked Short-arse as kindly as she could manage.

"He's through there," said Gubbinz, pointing a bony finger to an unexplored end of the corridor.

"Let's go see him then," Short-arse said, shooting a severe look at Trogdar.

"Just keep the little bugger out of my way," said Trogdar, marching towards the darkened end of the corridor.

"You might not want to do that," said Gubbinz, tottering after the sulking Barbarian.

"What did you say?" said Trogdar, rounding on Gubbinz and aiming a mace swing at his head.

"Your funeral," muttered Gubbinz, neatly dodging the wild blow and sheltering next to Short-arse. "Stay back," he whispered.

"What?" asked Short-arse, puzzled.

"What's happened here?" said Trogdar, holding the lantern high to reveal a severely collapsed corridor with but a single narrow path remaining through it.

"Stay back!" whispered Gubbinz with more urgency, pulling the Dwarf away from the corridor.

The whistle of an arrow followed by a yelp of pain from Jandyr preceded a strange whipping sound which grew louder and more frequent.

"What in Grungni's name is that?" whispered Short-arse to her new best friend.

Emerging from the darkness came a small figure in black robes being dizzingly hurled round by a heavy ball and chain he refused to let go of.

"Goblins sometimes eat the purple mushrooms," replied Gubbinz as he cowered, pulling the recalcitrant Dwarf with him. "This is what happens if you give them a toy to play wiv."

Short-arse looked knowingly at the Wizard as she was yanked down, the surprised yelps of her comrades reverberating in the corridor beyond. "I must remember to try that later," she said.
Simple Touch Controller integration

This script demonstrates how AC can make use the free Simple Touch Controller asset. It allows for joysticks to override the Horizontal and Vertical axes, as well as free-aiming.

**Note:** If you are using **Direct** movement and **Touch Screen i**nput, you must set the Settings Manager's **Direct movement** field to **Custom Input**.

Attach the script to any active object in the hierarchy, and configure the fields. Note that the "CustomGetFreeAim" method is only useful in first-person, and can be removed if you're not using it.

ACInputSTC.cs:

```
using UnityEngine;
using AC;

public class ACInputSTC: MonoBehaviour
{

 public SimpleTouchController moveController;
 public SimpleTouchController aimController;
 public float runThreshold = 0.8f;

 void Start ()
 {
 KickStarter.playerInput.InputGetAxisDelegate = CustomGetAxis;
 KickStarter.playerInput.InputGetFreeAimDelegate = CustomGetFreeAim;
 KickStarter.playerInput.InputGetButtonDelegate = CustomGetButton;
 }

 private float CustomGetAxis (string axisName)
 {
 if (axisName == "Horizontal")
 {
 return moveController.GetTouchPosition.x;
 }
 if (axisName == "Vertical")
 {
 return moveController.GetTouchPosition.y;
 }

 try
 {
 return Input.GetAxis (axisName);
 }
 catch
 {
 return 0f;
 }
 }

 private Vector2 CustomGetFreeAim (bool cursorIsLocked)
 {
 return aimController.GetTouchPosition;
 }

 private bool CustomGetButton (string axisName)
 {
 if (axisName == "Run")
 {
 return moveController.GetTouchPosition.magnitude > runThreshold;
 }

 try
 {
 return Input.GetButton (axisName);
 }
 catch
 {
 return 0f;
 }
 }

}

```
Prototype Freddy

**Prototype Freddy** is one of the antagonists in Sinister Turmoil.

## Appearance

Prototype Freddy bears a strong resemblance to Toy Freddy.

This is due to Prototype Freddy being built from a recovered Toy Freddy shell from the Fazbear's Fright incident, as well as a modified endoskeleton.

Due to this, or despite this, Prototype Freddy includes certain modifications from his original form. These including blue eyes, sharp tipped fingers, and sharp teeth.

## Trivia

* Prototype Freddy, much like his fellow Prototype Animatronics, were initially wrongly tagged as the "Nightmare Toys", or "Sinister Toys" before the adjective was officially announced.
* He appears on the cover of "Sinister Aspiration".

## Gallery

Prototype Freddy's old teaser.*Sinister Turmoil is coming soon.**Returning to Gamejolt Tomorrow...*Ditto, brightened.One of Prototype Freddy's teasers from on Gamejolt.Gamejolt Teaser.Ditto, Brightened.
Epilogue: The Last Survivor

The throne room was near-silent, the battle long since passed. The only sound was the steady drip of Orc blood from the strong fingers of Gorgut the Magnificent, the Warlord perched upon his throne for the rest of time, his life spent.

The bodies of his most faithful servants were strewn around his court, bloody ruins left in place where they had fallen fighting the Warriors. Decapitated bodies and limbless torsos, faces frozen in rictus fear, all now still and restful… save one.

There was a clink of armour as the chest of one of Gorgut’s Big ‘Uns suddenly rose, its undulating form as if the Orc had suddenly taken a deep breath. It sank slowly as if exhaling, but did not move again.

A small hand grasped the floor as it appeared from beneath the armoured warrior, struggling for something to grip to free the rest of its owner. It finally found the leather strap strung across the quiver of a deceased Orc archer and pulled, the heavy body providing the leverage the small form of Gubbinz required to escape.

He drew himself slowly to his feet, his frail body belying the inner strength he had found to survive the assault. He cast around the room, wide-eyed in shock at the carnage that had been Gorgut’s court before settling on the lifeless form of a furred creature, matted with blood and viscera.

He stumbled across the chequered floor, overwhelmed with grief. Falling to his knees, great tears began to fall from his cheeks as he cradled Growler for the last time – the loyal squig hound finally defeated.

He sat there for some time, willing his pet to show some sign, any sign of life. Alas it was not to be. Arrows protruded from its side, a jagged red line carved across its neck.

Gubbinz stood and walked before his King, Gorgut’s penetrating gaze frozen on the ceiling, his eyes left open. He did a little jig, the bells jangling on his marotte; that usually garnered a reaction, even if it was for him to be told to sod off.

Nothing.

Crestfallen, Gubbinz walked out of the courtroom, his head held low in misery. With nothing of his former life remaining, he thought of the only thing he might do now.

Find his new friends.
Black Fang Orcs

The Black Fang Orc tribe inhabited the former Dwarf Hold of Mount Gunbad. Led by their Warboss Gorgut, the tribe held the fortress for over 50 years before their destruction at the hands of The Warriors .

Comprised mainly of a solid core of Orc Warriors led by a particularly vicious group of Big 'Uns, the Black Fang Orcs were notorious for their cruelty towards what they considered 'lesser' species. This basically meant all other races that were not Orcs, but most despised of all were their Goblin cousins.

Despite this considerable (and viable) threat a number of Goblin and Night Goblin tribes hung around the tribe, mostly for the protection the Orcs could provide, as well as a small cadre of Black Orcs led by Skrunch.