recursal/Fanatic-Fandom huggingface dataset:
E2M7: Lab Sector B

* E2M2: The Slough
* E2M3: Administration
* E2M4: Hallowed Halls
* E2M5: Maintenance Tunnels
* E2M6: Mess Hall
* **E2M7: Lab Sector B**
* E2M8: Lab X

**E2M7: Lab Sector B** is the seventh map of Breakdown in SIC. It has a partime of 2:00 and uses the track "Waltz of the Demons".

## Overview

This map contains a variety of areas, including computer stations, tunnels, and outdoor courtyards.

## Walkthrough

**Yellow key**
You will begin a room with three openings. Take the one to your right and kill the sergeants in the room. Press the left switch to open the nearby door. Quick walk across the room, or else it will hurt you. Open the door into an outdoor area. Take the door to your left and walk up the stairs. Open the door and press the switch immediately behind the nukage pump. Walk back to the staircase and drop down to a room with two switches. Press both of them. Once you’ve teleported back, take the door in the south of the nukage room and turn around to reach the room with the yellow key. Drop back down into the starting room.

From here, there are two paths to reach the blue key. The quickest way is as follows:

**Blue key**

*Quickest route:*

Take the hallway (the one with several lights) to the east. Kill the enemies and head up the stairs. Take the door to the east at the top of the stairs and press the switch. Jump out of the window and get on the lift before it comes back up. Pick up the blue key.

*Regular route:*

Head back to the outdoor area and take the yellow door. Head around the hallway into a large room with three computers and a nukage pit. Walk over the blue light from all directions (a total of four times) to raise a platform to an eastern door. Open the door and follow the hallway around the blue lights to a door. Behind the door is a lift that leads to the blue key.

**Red key**

Once the blue key is collected, take a hallway to the east. Kill the Zombiemen and the cacodemon before opening the blue door. Inside is the red key and a large star-shaped teleporter that will send you to a computer room near the first hallway. Return to the southern computer room and take the lowest door. Open the red door and kill the enemies in the hall. Open the penultimate door and press the switch... only to be greeted with a trap. Kill the enemies and then press the real exit switch.

## Trivia

This is the largest map in Breakdown, by both size, and by number of lines, vertexes, sidedefs, sectors, and things.
"Reprobate"

## Attributes

* Single Shots
* Silent
* 10X Zoom
* Bipod

## Gameplay Information

The **"Reprobate"** is a Sniper weapon introduced in the 17.9.0 update.

## Appearance

It is a semiautomatic sniper rifle with a somewhat bulky build. It consists of a sniper scope, 12-round magazine at the back, bipod, and a suppressor.

## Strategy

It deals great damage, and has good fire rate, average capacity and above-average mobility.

### Tips

* Its 10X scope makes it a devastating weapon from a long distance.
* Use this in long range maps to make use of the scope.
* The usable bipod allows you to stand still sniping enemies with the reduced recoil, but be sure to move frequently though since the recoil reduction is quite tempting.
* This weapon offers a larger margin for error due to the high rate of fire, allowing more freedom to fire.
* Since its accuracy cannot lose even when firing continuously, you can no-scope this weapon, provided you are experienced enough to do so.
* As always, aim on the head for max DPS.
	+ This is true since doing so guarantees the **2x** damage multiplier.
* It is useful for overwhelming low-fire rate weapon users.
* Strafe when you are sniping since staying in one place will render you vulnerable to all kinds of counterattacks.
* Use the scope if you want to be more accurate.
* This weapon is useful for long range crowd control, due to its fair reload speed for a sniper weapon. Just make sure you're hidden.
* Use the suppressor to your advantage and engage enemies behind cover or out of sight.

### Counters

* Pick off its users from long range when unnoticed.
* Jump around to lure the user to waste its ammo.
* Its relatively small amount of ammo can be a hindrance to the user, use the time to attack when he or she reloads.
* Engage the users using high mobility and high-efficiency weapons.
* Rush the user using a deadly close quarters weapon such as Frozen Dragon or Gas Launcher. However, do not rush them head-on, as experienced players can kill you without using the scope.
* A semi-effective counter to this weapon is using weapons or gadgets with the Slowing Targets down attribute. However, be aware that skilled users would know how to counter this counter, especially when the user in question has anything with  Protection Against Negative Effects.
* Use a shotgun, sub-machine gun or assault rifle to take him or her out from close range. This weapon is not as effective at close range, especially when the opponent has high movement speed. Be aware of highly skilled players, as they still can kill you regardless of range.
* Avoid its users's sight if all else fails.
* Area damage weapons will easily mess up the user's aim.

## Performance Analysis

 Fire Rate
 Capacity
 Mobility
 Accuracy
 Range
 Cost to buy

*Cost to buy is dependent on the ease of obtaining*

## Trivia

* It looks like the second generation counterpart of the Deadly Guerrilla, due to the design.
* The word "Reprobate" means "an unprincipled person" (noun) and "express or feel disapproval of" (verb).
* It is one of the Sniper weapons with a usable bipod.
* It is one of the bullpup sniper weapons in the game.
"Banshee"

The **"Banshee"** is the Primary weapon by MatthewGo707.

## Appearance

It is similar to the Simple Machine Gun, but with the curved magazine clip and the steel stock.

## Strategy

It deals good damage, high fire rate, average-low capacity and proficient mobility.

### Tips

* Aim at the head to maximize its damage
* Conserve its ammo as it has somewhat low ammo, but high reserve capacity.
* This weapon is fairly accurate, back off to avoid anyone attacking back.
* The Simple Machine Gun has a small magazine size. Take cover when reloading or finish off the target with a secondary weapon.
* Its sheer fire rate allows you to tear down enemy armor easily.
* The high mobility can be used by outmaneuvering the enemy at a close range.
* If you want this weapon to be even more efficient, use the maximum upgraded Storm Trooper Cape, and the Burning Tiara and get headshots.
* Strife around the enemy while firing to minimize damage.
* Do not stop moving while chewing your enemy's armor and HP.

### Counters

* Pick off its users from long ranges.
* Area damage weapons easily pick off its users.

## Golden skin

* Requires the Crystal League
* Cost: 90
* Required trophy level: 1800

## VS Simple Machine Gun

* Advantages
	+ Has high damage
	+ Has 100 fire rate, firing 13 rounds/second.
	+ Has a higher mobility.
	+ Has a higher capacity (for upgrades).
	+ Very accurate.
* Neutral
	+ None
* Disadvanatages
	+ Edgy name.

## Trivia

* As with its regular counterpart, the Golden Friend is based on the real world Heckler & Koch MP5A2, as evidenced by the weapon's steel stock.
* The word "banshee" means a female spirit in Irish mythology who heralds the death of a family member, usually by shrieking or keening.
	+ In informal term, it is a contemptuous term for a woman who is ill-tempered.

Weapons=
Plasma Rifle

The **Plasma Rifle** is a weapon found originally in Doom and also in SIC. It shoots out rapid, highly damaging balls of plasma. It is often noted as glorified version of the Chaingun.

## Appearance

The plasma rifle is as a futuristic weapon. It has a tan barrel which roughly resembles an accordion. A black, vaccum-like attachment at the end moves back and ejects the cells when the gun is fired. A set of wires can be seen in first person on the back of the barrel.

In the side sprite, the plasma rifle appears to have a pistol grip, and a small handle that slightly resembles that of a M16.

## Characteristics

When the trigger is pulled, the plasma rifle fires like a machine gun, but shoots small blue and white balls of plasma. Each plasma burst inflicts 5-40 points of damage. The rifle fires continuously until the trigger is released, which causes a delay for about 0.5 seconds before it can be fired again.

## Tactical analysis

The plasma rifle has a high damage rate, about three times that of the chaingun. The plasma rifle is useful against almost any enemy. A continuous burst of fire can bring down a Baron in about 50 shots, and tear down most weak enemies in less than 12 (notably the Pinky). The Plasma Rifle is bets used at short to mid range, since enemies can move away from the bursts at long distances. The Cacodemon is also somewhat resistant since they are pushed back by the bursts (this can be averted by firing in bursts instead of full auto).

The plasma gun requires some aiming accuracy when used, especially in close ranges. The bursts will move most enemies backwards, which causes their flow to be disrupted. An example in Doom is in E4M2, when the Cyberdemon’s erratic movements require the gun to fired slightly left of the monster.

The plasma gun, along with the Dual Laser and Gatling Laser, are useful for lighting up dark areas.
"Supermax"

The **"Supermax"** is a Primary weapon released in the 13.5.0 update.

## Attributes

* Automatic
* 4X Zoom

## Appearance

It is a bullpup machine gun with the 4X scope.

It deals great damage, fire rate, average capacity and good mobility.

* It can drain its ammo quickly at a fire rate and capacity like its, so try using the burst method or weaken the enemy first to save enough ammo.
* If you're in close combat, run and get a bit of range so you can hit the target more easily.
* It is very effective against mobile targets long the shots were paired with precision.
* When using the scope, it is great at long ranges as long as you're not too close.
* If fighting a target with an area-damage weapon, keep a distance from them so their projectiles are easier to dodge.
* When engaging in long ranged battles, use the scope for maximum accuracy and more effective shots.

### Counters

* Strafe at medium range for easy and up-close shots against the enemy.
* Explosive weaponry can easily defeat its users.
* Due to its average ammo capacity, wait till the user is reloading, then gun them down.

## Trivia

* It is based on the Seburo MN-23 from *Appleseed* or *Ghost in the Shell* series.
* Its name is a reference from the Supermax (super-maximum security or administrative maximum (ADX)), a term used to describe "control-unit" prisons, or units within prisons, which represent the most secure levels of custody in the prison systems of certain countries.
* It is somewhat similar to Marksman.
E3M8: Cauldron

* E3M2: The Visage
* E3M3: The HAAK
* E3M4: Leaning Tower of Death
* E3M5: Hill Of Hatred
* E3M6: Merde!
* E3M7: Growth Spurt
* **E3M8: Cauldron**

**E3M8: Cauldron** is the eight and final level of Hellish Hatred in SIC. The player comes to battle the Cyberdemon, the strongest demon in Hell. It was designed by Adam and uses the track "Facing the Spider". It has a partime of 1:00.

## Walkthrough

You've traveled through the fleshy corridors and gag-inducing pits of Hell, finally reaching the entryway to Hell's Cauldron - The machine that spits demons onto Earth and the moon bases. It's time to bring down the guardian of the cauldron - the Cyberdemon.

Walk forward, and the door will open automatically. The next hallway contains several boxes of rockets, a Rocket launcher (two on easy), and the final door. Walk forward to reach the arena. To your left is a strange structure as well as a wooden room barricaded by unbreakable windows. To the right is the cauldron. DO NOT FALL IN, or else you will instantly die.

Four Cacodemons will notice you. Walk forwards and the structure housing the Cyberdemon will open. If you have a Gatling Laser, a Dual Grenade Launcher, or a Rocket launcher, use that, and preferably nothing weaker. If you are low on ammo or need items, run to the left to find the safe space - inside is a blue armor, a Gatling laser (easy/medium only), a Plasma Rifle, and several cells. The cyberdemon's rockets will not puncture through the red glass, but the sides are open and vulnerable, so be cautious!

The best way to kill the cyberdemon is to use a strong weapon, and strafe around him. Do NOT get close to the cyberdemon, unless you're feeling risky. Circle around the demon, careful not to fall into the cauldron, and fire at him. The Cyberdemon goes down in about 55 rockets, and 43-200 blasts from a Gatling Laser/Dual Laser.

## Secrets

1. Behind the starting position is a hallway with some decorations but no goodies. The hole in the roof suggests this was where the player fell to after leaving the previous level.
E4M1: Mors Expectet

* E4M2: Effugium
* E4M3: Turmoil
* E4M4: Odium Perfectum
* E4M5: Visus Labs
* E4M6: Interstate
* E4M7: The City
* E4M8: Sheath

**E4M1: Mors Expectet** (English: Death Awaits) is the first level of Home at Last in SIC. It was designed by Adam. It has a partime of 1:25 and uses the track "Waltz of the Demons".

## Walkthrough

Welcome to Earth. Start by walking forward and open the door. Take the stairs ahead of you (ignore the left and right pathways) and a lift will automatically lower. Take it across and walk across the bridge. Below you is a nukage pit and several demons (on high difficulty), but you won't fall through the holes in the bridge. Open the door and take the blue key.

Jump down to the ground floor in the big room and find a small hallway with a door. This door is opened with the blue key. Follow the hallway and turn to your left to reach the exit door. Open it and walk through the hallway. As you corner around, an earthquake will begin, which damages the player somewhat. Walk down the stairs to automatically end the level.

### Other points of interest

The outside area around secret #1 and #5 has a large blood river. It hurts the player's health by 10% per hit, so don't stay in too long. It's not possible to swim under the gate in the blood river to the other side.

Secret #3/4 has a pool to the south. At the bottom is a lone armor bonus.

The door after the blue key has two paths. The one to the south leads to a teleporter with a Spectre. The path to the north goes to a switch, which lowers an elevator. This elevator goes up to a long hall with lots of health bonuses. It loops around and drops you to the large room.

The final room before the exit hallway is a tribute of the final room in Doom 2's MAP01.

Judging by the large area and the helipad, this could have been a sort of Hangar.

## Secrets

1. Turn around at the start point. Open the door to be greeted to an outdoor area with lots of items and enemies.
2. In the pitchfork hallway, take a left. Before the door is a misaligned wall. Open it and walk forward, where you will be shot up to another area. The next room is a secret vent leading to a walkway in the large room.
3. From secret #2, walk up the stairs and press the lion switch. Jump down and walk east of the nukage pit. One of the lights is flickering. Walk to it and a door will open. The two passages behind it are secrets.
4. See secret #3.
5. In the area before the exit door, walk outside. Next to the blood river is a large pad with an H on it. Step on the pad to trigger the secret.
Spider Mastermind

The **Spider Mastermind** is a large, spider-like demon that serves as the boss of Breakdown.

## Appearance

The Spider mastermind is a very large demon, only exceeded by the Cyberdemon and the Unholy Sheath. It walks on four large, metal legs, which serve as the base for its body. A very powerful chaingun-type weapon is attached in the middle between the two front legs. A large brain sits atop the legs, which includes the Spider’s face and several wires.

When it spots the player, it emits a mechanical screech that gets progressively higher-pitched. Many people believe this to sound like the words "Where were you?". Once it is active, the Spider makes a "clunk" noise as it moves, very similar to the Cyberdemon. The Spider takes about 28 - 40 rockets to kill, 130 shots from a Plasma Rifle, or one point-blank BFG9000 blast. In SIC, it will take about 26-27 extra shots since its health has been changed from 3000 to 3600.

## Combat

The Spider Mastermind uses a weapon similar to a Chaingun. This gun fires at an exceptionally fast rate, which is faster than the player’s Chaingun. It fires three bullets every time it fires, which is the same amount of pellets that a Shotgunner’s weapon fires. It moves slower than most common monsters, but is still moderately fast.

Once the Spider opens fire on a target, it will not stop until the target is dead or out of sight. This is a trait seen by all hitscan-enemies in Doom II, excluding the Zombieman and the Shotgunner.

## Gallery

The Spider Mastermind in Doom.The Spider Mastermind opens fire
Pinky

The **Specimen-H6-66P**, also nicknamed the **Pinky**, is an enemy that appears in SIC. It was introduced as the **Demon** in Doom. The specimen name is exclusive to SIC. It has a counterpart, the Spectre.

## Appearance

The Pinky is a large pink monster that has a very hunchbacked structure, indicating a very weak spine or the lack thereof. It has yellow eyes and a very large mouth.
Spectre

The **Specimen ST-66-O**, aka the **Spectre**, is a monster that first appears in Doom and later in SIC.

## Appearance

The Spectre is literally a partially invisible Pinky. The Spectre can be recognized since it has a static-like body, therefore making it not completely invisible. However, the Spectre is very difficult to see in dark areas, making them a challenge for a unsuspecting player.

## Attack

The Spectre attacks the exact same as the Pinky, in that it erratically runs torwards the player and bites them.

## Gallery

A spectre in Doom 2. It is located in the center. A Cacodemon resides in the background.
Eden

**Eden** is a moon of Earth and the location of the main SIC research facility. It houses the majority of the SIC minor research and is the largest facility. It also serves as a secondary processing, mining, and filtering base. Eden was very prosperous until the infamous Eden Incident, which heavily damaged a part of the base and forced the SIC to move most of its research to Titana. In 2134, it remains the primary base, but the destroyed part is now sealed off and considered the most radioactive place in the Solar System.

It might be visited in an extra part of Prey.

## Appearance

Eden looks very similar to the real-life Earth’s moon, but is slightly larger and darker.

## Layout

The Eden base is composed of four sectors - A, B, C, and D. Each letter is devoted to one activity. Two sectors sometimes work together, but all four working beside each other is rare.

The other part is the Entryway, which is the gateway to and from Eden.

### Sector A

Sector A is devoted to creating the SIC’s advanced tech and weaponry. Many of the weapons seen in SIC and Prey are created here. The Weapons Factory is heavily guarded and secured. Many computer stations are set here, including most testing structures.

### Sector B

Sector B is devoted to processing and filtering in the base. This includes water, sludge, lava, and before the Eden Incident, toxic sludge. The water is filtered and served to the employees for free. A small section is used for creating soda and cola, which is sold under the brand SpaceSoda.

### Sector C

Sector C is the primary research facility on Eden. This houses scientific labratories, board and administration areas, and the giant conveyor system which carries various things across the facility. There are two main labs in the sector - The NeXT Labs and the Bravo Labs. The NeXT Labs focuses on energy and usage while the Bravo Labs focus on biology and chemistry.

### Sector D

Sector D is the main quarters and convenience area. Most workers sleep and reside here when they are not working. The area includes multiple lounges, a sit-down restaurant, a mall area with food and souvenir shops, and the quarters. The informal gateway to the base is here.

### Entryway

The entryway contains a large assortment of hangars, landing pads, and terminals. The main gateway leads to the base, but the service elevators lead to the subsystems of the base, which contain the maintenance and power structure for the base. Each sector has two elevators to and from these subsystems.
Home at Last

**Home at Last** is the fourth and final episode of SIC. It takes place in Stoce on Earth.

Designed exclusively by Adam, these maps are unique in that they are both cramped and very open in space, specifically the last three maps.

Home at Last contains secrets of similar sophistication to that of Hellish Hatred, though the ones in the city levels are particularly easier.

The boss of this episode is the Unholy Sheath, a unique monster with more health than the Cyberdemon.

## Levels

The first five levels are in Latin. Their English name will appear on the right.

* E4M1: Mors Expectet (*Death Awaits*)
* E4M2: Effugium (*Escape*)
* E4M3: Turmoil (*Turmoil*)
* E4M4: Odium Perfectum (*Perfect Hatred*)
* E4M5: Visus Labs (*Visage (or Appears) Lab*)
* E4M6: Interstate (exit to secret level)
* E4M7: The City
* E4M8: Sheath
* E4M9: Mortal (secret level)
E4M5: Visus Labs

* E4M2: Effugium
* E4M3: Turmoil
* E4M4: Odium Perfectum
* **E4M5: Visus Labs**
* E4M6: Interstate
* E4M7: The City
* E4M8: Sheath

**E4M5: Visus Labs** is the fifth level of Home at Last in SIC, and the last map to take place in the Earth base of the aforementioned episode. It was designed by Adam. It uses the track "Suspense" and has a partime of 2:10.

## Walkthrough

This level is arguably the easiest in Episode 4 and also the shortest.

Start by walking forward and lowering the lift. Once on top, open the door and head into the courtyard. There will be three lab rooms, the one to the north being the only one open. Inside is a switch, which will open up the southwest room. The switch in the Southwest room will open up the room to the east. Finally, the switch in the east room will open up the demon door, containing the blue key and some demons.

Return to the room atop the lift. Go to the west and you will notice a floor with a different texture. Walk over it to open a hidden door, allowing access to the mandatory secret #1. Walk across the bridge around the starting room. The door at the opposite side will need to be opened with a blue key. Inside is a green tinted room that slowly damages the player. In the middle is a pool with the red key, that the player must walk over (not necessary to get in). The door at the end leads to the final room of the base.

Kill the Z-Secs and open the airlock door. Kill the imps in the veranda out here and enter into the city. Walk down the road to automatically exit the level.

## Secrets

1. When opening the door to access the bridge leading to the blue door, the alcove behind it is a secret. It cannot be missed.
2. In the area with the three labs, there is a secret passageway between the north and east, allowing you to skip the other room. It can be noticed by a slightly translucent wall.

## Inspiration and Development

This map was inspired by Doom's E4M4, E4M6, and E4M9.
Stocean Interstellar Committee Wiki

**Here are some teasers for the remake of SIC, SIC Remade.wad!**

**Contact me: itsamedoomguy@gmail.com.**

**SIC****SIC Remade****Prey**

* All categories

WADs 'n' Stuff* SIC
* Prey
* Prey 2
* The creator/inspiration
* SIC Remade levels
* Prey levels
* Weapons
* Monsters and Enemies
* New Items
* Skill levels
* Easter Eggs

 The Stocean Interstellar Committee is the largest corporation in the world and beyond. Focused on space exploration, teleportation experiments, and overall better understanding of our universe, the SIC is dedicated to research and embellishes on its priorities and military sponsorship.

 The SIC is a Ultimate Doom wad created by I'm a Zombieman (aka Adam). The wad features a total of 36 maps and four extra maps and was released on March 11, 2019. The wad features new weapons, new music and new textures. For more info, visit the Q&A.
SIC.wad features: 40 maps!

 SIC Remade is the remaster of the original SIC, with much better gameplay and features.
Unlike SIC, SIC Remade contains larger, more detailed maps with advanced features designed for GZDoom. Furthermore, new weapons, ammo, and enemies have been added, all of which are handmade by me instead of Realm667 assets. Even more, original weapons have been edited to make them have various new functions, such as alt fire and being overall more balanced.
SIC Remade.wad will feature: 42 maps. All of the original 36 levels will have the same name as their original counterparts. There are 6 new bonus maps, all of which are completely new.

 Useful tools
* Images and Uploading files
* Update blogs

 Create a new article if you want
<createbox>
width=12
break=no
buttonlabel=Create an article
</createbox>

**FreddyOfAxes' Wikis**

FreddyOfAxes' Epic Mickey • SIC and Prey • World War I Wiki • Super Mario 64
Skill level

In Doom, there were a total of 5 skill levels. Each skill level set the difficulty of the game, which changed ammo count, monster count, damage taken, and monster speed. In SIC, there are 6 skill levels, and 1 joke skill level (not present in final release).

Picking I am a God! or True God will cause the messages "Click esc if you wish for mercy" and "Don't." to appear, respectively.
"Constabulary"

The **"Constabulary"** is a Sniper weapon by MatthewGo707.

## Attributes

* Single Shots
* 10X Zoom

## Appearance

* It is a large sniper rifle similar to that of the Impulse Assault Rifle. It features the 10X scope, and the 10-round cartridge.

## Strategy

It has devastating damage, average-low rate of fire, good ammo and good mobility.

### Tips

* Use this weapon in long ranges.
* Aim through the head to deal additional damage.
* Use this in long-medium range.
* Take advantage of its 10X scope.
* Use this to encounter Ghost Lantern users.
* Its good mobility can be used for fleeing purposes and that this allows you to jump around.
* This is good in tandem with other weapons.
* Its devastating damage allows you to score many kill streaks.
* Don't be fooled by its efficiency, as this is a one full headshot kill.
* It's not silent, so you must fire sparingly.
* This weapon can be used for ambushes or 'camping'. As it can fire for long without reloading.
* If used in close ranges combined with precision, it heavily damages your target. Tearing the bulk of their health and armor away, making them easy to finish off.
* As the scope heavily decreases your field of view, occasionally unscope and look at your surroundings to look for any potential attackers.

### Counters

* Pick off its users from short ranges.
* Attack its users with low-range weapon.
* Get close with a powerful weapon, however, if you approach head-on, experienced users can kill you whilst excluding the scope. Ambush the user or attack from behind for the best results.
* A fast-firing weapon with a scope such as the Guerrilla Rifle will make the most of the weapon's slow firing speed.
* Skilled player is always a problem. As the slow reloading time will no longer be a problem to them. So always get covered and get an ranged area damage weapon and fast mobility primary weapon to increase the chance of taking down the users.
* Avoid routes which other users are known to frequent.
* If you can, then sneak up behind the user and kill the user with a powerful weapon.
* Keep out of this gun's users' sight.
* Rush the user using a deadly close quarters weapon such as Frozen Dragon or Gas Launcher. \*However, do not rush them head-on, as experienced players can kill you without using the scope.
* Engage the users using high mobility and high-efficiency weapons.
* A semi-effective counter to this weapon is using weapons or gadgets with the Slowing Targets down attribute. However, be aware that skilled users would know how to counter this strategy.

## Trivia

* It is based on the Swiss Brügger & Thomet APR (Advanced Precision Rifle).
* The word "Constabulary" means "an anrmed police force organized on military lines but distinct from the regular army.
* Its efficiency was changed from 30 to 33 in the 15.3.0 update. However, it was updated again in the 15.8.0 update.
* This is one of the few weapons that has unusable bipod.
Flametrooper

The **Flametrooper** is a very rare and dangerous enemy encountered only in E3M9: Throwback.

## Appearance

A Flametrooper appears almost identical to a Sergeant, but his armor is tan and he still has some hair.

## Attacks

The Flametrooper attacks by firing his flamethrower in a burst at the player.

Even with heavy protection, the fire is *incredibly dangerous* and will whittle a player’s heath in seconds. In a room with these guys, they must be killed first so the player can focus on the other monsters.
E3M9: Throwback

* E3M2: The Visage
* E3M3: The HAAK
* E3M4: Leaning Tower of Death
* E3M5: Hill Of Hatred
* E3M6: Merde!
* E3M7: Growth Spurt
* E3M8: Cauldron

**E3M9: Throwback** is the secret level of Hellish Hatred in SIC. It is unique since it is made of human material rather than hellish material. It is based heavily off of MAP31 from Doom 2. It introduces two new enemies: The Flametrooper and the Heavy Support Dude.

It was designed by Adam, uses the track "Evil Incarnate", and has a par of 2:00.

## Walkthrough

You will start in a room with a desk and two flags - Voneya to the left, and Stoce to the right. Walk forward and press the switch. You will be teleported to a upside down “T” shaped hallway. The bottom of the hallway contains a “U”-shaped subsector with a switch. Press the switch to open a door to the north. The new room contains a window and introduces the new enemies. To the left is a tunnel area. Go through it to reach a tall room with another window, and a strange red symbol. To the left is another hallway with some Zombiemen and an invisibility sphere. The next door leads to an “H”-shaped hallway, coming from the northeast. The northwest leads to a room with the red key. Take it and open the red door in the southeast of the H. It leads back the starting room, and a new switch has been revealed.

The switch will teleport you to an outward area nearby the room with the symbol. There is a switch nearby. Pressing it will send you a new room with a diagonal hallway. Follow it to reach a large outdoor area, with a large fort in the center. Behind you to your left and right are ledges with enemies sniping you from atop, along with two more enemies behind some windows in the fort. To your right is the fort’s entrance, and to the left is a lake with an underground river, which you can swim in. Take the right and go up the lift to the second floor. Kill the enemies, then run across the bridge to the blue key. You are free to explore the first floor and the area. Open the exit door and walk to the exit hole, back to Hell.

## Symbol

The symbol is the (fictional) Bavarian *forza*, used by Bavaria in Blood War II. It symbolizes strength (it is the Galician word for strength. It is also “power” in Italian) and prosperity, and conquering above all. This symbol was officially shunned after the war ended (in which Bavaria lost).

## Secrets

1. In the outdoor area outside the forza room is a switch. The front-facing one leads to the next part, but the back part leads to a secret vent with goodies and some flametroopers.
Dual Grenade Launcher

The **E55 Dual Grenade Launcher** is a weapon found in SIC. It is an alternative to the Rocket launcher and deals more damage.

## Characteristics

The DGL is a large, green and gray colored weapon that launches two explosives at once. The explosives will bounce around before exploding. They will explode instantly when contact is made with a monster, similarly to Doom 3’s Grenade. The DGL will damage twice as much damage as a single rocket when both grenades strike the enemy, and will do more if both make direct contact.

## Tactical Analysis

Just like the Rocket launcher, the DGL will launch explosives which deal substantial damage against medium and high-tier enemies. Unlike the rocket launcher however, this weapon launches grenades, which are bouncy and can bounce back to the player. This can do serious damage to the player, so it is advised to fire the grenades in an open area without obstruction (i.e, without boxes or pillars).
E1M3: Power Plant

* E1M2: Computer Hub
* **E1M3: Power Plant**
* E1M4: Control Tower
* E1M5: Military Unit
* E1M6: Cargo Landing
* E1M7: Central Pumping
* E1M8: Teleportation Hub

**E1M3: Power Plant** is the third map of Bloodbath in SIC. It uses the soundtrack "Dark Halls" and has a par time of 2:00.

## Overview

This is the main energy source for the Cyla base. It contains large amounts of nukage and computers.

## Walkthrough

The player will start in a small room with a Colt 45 and a few pickups. Open the doors to your right to enter a hallway with several Sergeants and Imps. Head forward and into a four way junction. The door to the east is locked and needs a blue key. Take the door to the south to enter another hallway with some Zombiemen. There is a wall to the right that counts as a door. Inside is a staircase leading to a platform overlooking a large crater of nukage. Press a switch directly to your left and head downstairs. A door will have opened up containing the room with the blue key.

Return to the first hallway and take the passage to the north. Inside are several computers and bonuses. On the east side of the northern console is a switch. Press it and head to the blue key door. Open it and walk down the hallway to the easternmost door and press a switch. You will be teleported to a platform that leads to the exit.

## Secrets

1. In the four-way hallway, the north wall can be opened to reveal a room with a Berserk pack.
2. In the corridor leading to the large room full of nukage, there is another wall that can be opened, leading to a megaarmor.
3. Running to the direct center of the nukage pool will teleport the player to a ledge with a Rocket launcher.
4. In the room with the two overlooks, the western one contains an invisible line that can be walked over. It opens a door right behind you which counts as a secret.
5. Pressing the switch will teleport the player to a sealed room with a Chaingun, ammo, and other pickups. Pressing the switch teleports the player back to the overlook.
6. Rght next to the switch in the sealed room is another switch which is disguised as a wall. Pressing it will teleport the player to a ledge with a soulsphere.
Chaingun

The **M2130 Chain Gun** is a default weapon featured originally in Doom and found in SIC. It’s model designation is exclusive to SIC.

## Characteristics

The chaingun fires .45 caliber ammunition from a belt that holds up to 400 rounds. It fires two bullets per each pull of the trigger, and features six rotary barrels. The first two shots are very accurate, though if the trigger is held down, the bullets will begin to noticeably spread. It does the same amount of damage per bullet as the starting pistol, which is 5-15 points of damage.

## Tactical Analysis

The chaingun uses the same ammunition as the players’ pistols. It fires in a medium-speed rate of fire, which equals about 3-4 bullets per second. It does not consume as much ammo as the SAR15, but does less damage. The chaingun is very useful in bringing down groups of weak enemies, such as Zombiemen and Imps. It is also useful for stunning enemies such as Pinkies and Spectres. The chaingun is also useful for long-range firing, since its first two bullets lack spread.

## Trivia

Apparently, the chaingun can be bought by civilians, as it is found in the gun store in E4M7.
Phase I

**Phase I** is the first episode in Prey. It takes place on the dilapidated Cyla base between August 13 and 14 of 2042. The episode contains 7 regular levels and 1 secret level.

## Structure

The episode begins with the player landing at the entrance courtyard to the Cyla base. The player makes his way throughout the base before finding a secret tunnel in the Research Labs, which leads to an unexplained hellish cavern. This cavern will suck the player in after battling the boss. The player will be sent to the space station above Boudean, and subsequently beginning Phase II.

## Levels

* P1M1: The Courtyard
* P1M2: Reception Hall
* P1M3: Secondary Energy Plant
* P1M4: Cross Junction
* P1M5: Cyla Factory
* P1M6: Research Labs
* P1MX: Presence of Death
* P1MS: Storage Unit A-3
SAR15

The **SAR15** (short for *Stocean Assault Rifle, caliber .35, Model 2115*) is a weapon featured in SIC. It is an alternative to the chaingun and deals 20-40 damage.

## Characteristics

The SAR15 is a black polymer rifle that fires .35 caliber ammunition at fully-automatic pace. It fires at a very fast rate, with about 5-7 bullets per second, which is nearly twice as fast as the M2130 Chaingun. It fires either from a 45-round magazine or from a belt, the latter of which is used the in game.

## Tactical Analysis

The SAR15 is a lighter and faster alternative to the chaingun. Both guns use bullets, although the caliber is different. The SAR15 does more damage than the Chaingun, but fires at a considerably faster rate, which can very quickly deplete one’s ammo. Bullets are not scarce, but shotgun shells are more plentiful in comparison. The SAR15 is useful for close-range combat with weaker enemies, namely former humans and Imps. The SAR15 does not feature the "no-spread rule" like the chaingun does, and fires one bullet with a quick pull of the trigger. It’s spread is not large but it is recommended to be used in same-room combat.

## Notes

The SAR15’s sprite is based off of an M16.
Chainsaw

The **Chainsaw** is a default weapon in Doom and appears in SIC. It is the only melee weapon besides the fists and deals continuous damage.

## Characteristics

The chainsaw is a yellow chainsaw that is primarily designed for timber work or cutting down trees. It is basically a fist that fires at quadruple speed, which inputs damage much quicker than the fists.

## Tactical analysis

The chainsaw deals 2 - 20 damage per hit, which quickly adds up due to its rate of fire. It is very useful for conserving ammo, or if the player is already low on ammo. It is useful against almost every enemy except the higher boss monsters.
Rocket launcher

The **Blast-0 Rocket launcher** is a default weapon found originally in Doom and appears in SIC. It’s model designation is exclusive to SIC.

## Characteristics

The Rocket launcher fires a single rocket that deals heavy direct damage as well as splash damage. The splash damage will harm any thing nearby, including you. Firing the Rocket launcher in close quarters is very dangerous and suicidal for players with low health/armor. It deals 20-160 points of damage per rocket.

## Tactical analysis

The Rocket launcher uses rockets alongside the DGL and fires them continuously if the fire button is held down. The Rocket launcher is useful for clearing out mobs of enemies or taking down big monsters like the Baron.
Unholy Sheath

The **Unholy Sheath** is the final boss of SIC, and is seen in E4M8: Sheath. It is the second-in-command of Hell, only dominated by the Dictator of Hell. The Sheath is sent to Earth in Episode 4 after the player defeats Hell in Episode 3.

## Appearance

The Unholy Sheath appears as a large Baron. His skin is more crimson. The Sheath floats, and therefore has a burning flame instead of his legs. He will fly around similar to a Cacodemon.

## Attacks

The Unholy Sheath has several attacks.

His melee attack is scratching the player, as most monsters do. It does only about 3% damage with 200% armor.

He has multiple ranged attacks which involves his use of fire-

* An attack where he launches comet-like fireballs that are not guided
* An attack where he directly launches a fireball at the player
* A devastating attack where he spreads fire on the ground that can kill heavily-armored players in mere seconds

The final attack is incredibly dangerous and mimics the Flametrooper’s attack.
Colt 45

The **Colt 45** is a weapon in SIC. It is an alternative to the pistol and deals 10-25 damage.

## Characteristics

This pistol works identically to the regular Pistol, though it’s bullets deal more damage. The Colt 45 fires at a slightly slower rate since the firing animation is longer.

## Tactical analysis

The Colt 45 is a preferable alternate to the regular pistol, since it does more damage and has less spread. However, it is still weak, so if the player has a Shotgun or faster weapon they should use that. If the player is low on shells or lacks a chaingun, this pistol can do relatively well in a fight, especially in Episode 1.

The Colt 45 uses the same ammo as the pistol clip, although according to lore, this is wrong since the regular pistol uses 9mm and this pistol uses .45.

## Notes

* The pistol was submitted by JoeyTD on Realm667. Link to page

* + The sounds are taken from id Software’s *Wolfenstein* series.
Ammo Regeneration

The **Ammo Regeneration** is a Module Combination for an armor.

## Function

When equipped, your held weapons' reserve capacity in your Armory will be increased by adding the current reserve capacity and maximum capacity on use every 5 seconds. Example, 30/30 will be 30/60 later. However, upon death, the reserve capacity will be reset to its default initial values.

## Required modules

* Kinetic Shield
* Repair Kit
* Unloading
Special pages

These are wiki pages that are special or important in relation to SIC.wad or Prey.wad.

## Downloads

This page lists all the downloads for SIC.

## Tutorials

This page lists video tutorials for the wads, written by I'm a Zombieman.

## All Categories

This category contains every major category. Does not include subcategories (like Category:Boss maps).
Styxta

**Styxta** is a planet located in the XN-26272 Solar System. It is the sixth planet from the sun, located at 8.9 AU, or 827,306,685 miles. It is barren and has no known life.

It’s name is derived from “Styx”, which is part of “River Styx” a location in many versions of Hell. It is also the name of one of Pluto’s moons, discovered in 2012.

## Appearance

Styxta is a grayish-yellow rocky planet that has a 85% mass of Earth. It is devoid of many craters, but mountains are visible. It rotates around the sun every 22 years, and one day lasts 9 hours, 37 minutes and 1 second.

## Moons

Titana, the largest moon. It houses the SIC’s secondary research base.

Devaro, a small moon. It is riddled with craters and consists of icy mountains.

Goddard, a small irregularly shaped moon. It has yet to be landed on. The SIC hosts a monthly competition to space pilots to see who can land on Goddard first.
Ōkuninushi No Mikoto

Ōkuninushi, in full Ōkuninushi No Mikota, in the mythology of the Izumo branch of Shintō in Japan, the central hero, a son-in-law of the storm god, Susanoo.

Before becoming “Master of the Great Land,” Ōkuninushi underwent a series of ordeals, mainly at the hands of his many mischievous brothers. His compassionate advice to the suffering white hare of Inaba (who had been stripped of his fur by a crocodile) was rewarded by the hare, who helped to arrange his marriage with Yakami, the princess of Inaba. His chief consort was Princess Suseri, the daughter of Susanoo. They made their escape from Susanoo’s palace in the netherworld when Ōkuninushi tied the storm god’s hair to the rafters while he slept. Ōkuninushi took with him the storm god’s most precious possessions: his sword, lute, and bow and arrows. The lute brushed against a tree as it was being carried away and woke Susanoo, who followed in pursuit as far as the pass between the land of light and the land of darkness, then relented and forgave the couple.
"Rising Sun"

The **"Rising Sun"** is a Primary weapon released in the 11.4.0 update.

## Attributes

* Automatic
* 2X Zoom

## Appearance

It is a machine gun with the 50-round pan magazine. It has a usable iron sight, and has a short skeleton stock.

## Strategy

It deals great damage, high fire rate, average capacity and acceptable mobility.

### Tips

* This gun, due to its fairly low mobility, causes its users to walk slowly, making it a poor choice when on the run. When not in use, use a weapon with a higher mobility.
* Make sure to stick to cover while using this weapon, its low mobility makes it impractical for strafing.
* When you are about to reload, reload in a remote spot, due to its slow reloading time.
	+ If somebody found you reloading, immediately switch to a different weapon, as long as it is efficient enough to beat the player.
* Aim for the head to save ammo and faster kills.
* Use a 2X scope for long range attacks.

### Counters

* Engage the user while they are reloading, as it slow reloads makes them open for attacks.
* Use a weapon with a higher mobility to outflank the user.
* Pick off its users from long ranges.
* Any one-shot kill weapons can be proven victorious.
* It has atrocious mobility, so use speedy weapons to render its users defenseless.
* Area damage weapons can render the user helpless, too.

## Trivia

* It is based on the Imperial Japanese Type 92 machine gun, borrowing many aspects of the Lewis Machine Gun. However, it seems to have incorrect feature, unlike the real life variant, which is that its iron sight can scope up to 2x whereas the real-life counterpart cannot.
* This is one of the weapons with iron sights that can scope.

It was buffed in the later update.
"Joost"

* 1
* 2
* 3
* 4

## Attributes

 Single Shots

The **"Joost"** is a Sniper weapon introduced in the 18.1.0 WWII update.

## Appearance

It is a semi-automatic rifle with a no-nonsense design consisting of a wooden stock and front grip, along with an argent gray metal body.

## Strategy

It deals good damage and has a good fire rate, mediocre capacity and a good mobility.

### Tips

* Aim for the head to deal more damage.
	+ Pair this with max Sniper Efficiency booster wears and an Elemental module (the higher the better).
* Due to its real-world semiautomatic nature, it is good for punishing low-fire rate snipers, especially when they miss a shot, especially in the Sniper Tournament.
* Take the time to aim first if locked in a sniper duel.
* Be aware of its low capacity.
* This weapon has a very quick reloading time, meaning you can quickly reload on the go.
	+ It can reload even faster if wearing Cowboy Hat and max level Sniper Cape.
* If your opponent jumps a lot, you can use a Slows The Target attribute weapon to land your shots easily.
* Pair it with the Steel Hands module combination, so as to ensure its accuracy when no-scoping.
	+ If it is not paired with this module combination, then it is best used up to medium range.
* If wishing to use this sniper solely in a match, it is absolutely recommended to equip Steel Hands and Lenses.

### Counters

* Take advantage as this rifle does not have top-tier attributes like Wall break or Area Damage.
* Any one-shot weapons should do its task in seamlessly downing its users.
* Area damage weapons can easily disorient its users' aim or even destroy its users..
* Go into close ranges as this weapon is a sniper. However, take note that skilled users can easily use this in close ranges.
* Use the Reflector (Gadget) to make the sniper less interested in hitting you.
* Jump around to ensure that he/she will waste his ammo or time in an effort to fire at you.
* Experienced users can easily no-scope with this weapon, so strafing regardless of the range is recommended in that case.
* Avoid routes that other users are known to frequent.

## Performance Analysis

 Fire Rate
 Capacity
 Mobility
 Accuracy
 Range
 Cost to buy
 Overall rating

*Cost to buy is dependent on the ease of obtaining*

## Trivia

* Its design is based from the Polish Kbsp wz. 1938M prototype semi-automatic rifle from 1938 to 1939. It has been in limited service and around no more than 150 are broduced.
* It performs similarly to those of Law Enforcer and Guerrilla Rifle.
* It is one of the weapons whose names are actual names (e.g. Charles, Eva). In this case, it is of Dutch origin, and a cognate of English Joyce.