recursal/Fanatic-Fandom huggingface dataset:
Turret

## Overview

The Turret is the primary way of damaging enemies attacking a submarine. It can be toggled between a minigun and a cannon.
It is powered by the Weapon Console and controlled by the Weapon Control Console.

## Upgrades

The following Upgrades affect the default turret.

# Torpedo Upgrades

Upgrades improve the effectiveness of the torpedoes in different ways, and will help you fend off any enemies you come across.

# Turret Modifiers

Turret types, when picked, will modify the Minigun in different ways, and will help you fend off any enemies you come across. They do not stack, and picking up one will replace the other.
Six-Shooter

## Description

The Six Shooter is a ranged weapon that does 10 damage per shot. Despite the low damage, you can do up to 60 damage in short time before reloading.

## Comparison

The Six Shooter is the fastest gun in the game, and possibly the fastest item in general. Compared to the flintlock, the Six Shooter has higher overall DPS but requires constant aiming. Its damage output also relies on how quick you can press the Left Mouse Button (or any button assigned to the action of attacking). The DPS can be greatly increased via an autoclicker, as well as damage boosts as it increases the damage of each individual shot.

 Other
Sword

but powerful old fashioned weapon!

## General Description

The Sword is an old pirate sword, with a curved, sharp blade and stylised with a small skull image and multiple carvings in its wooden hilt.

## Comparison

The Sword is the second weapon with the highest DPS, being surpassed only by the Dynamite, but without having the risk of harming the crew. As the Sword is also capable of hitting multiple enemies at once, it is a great choice for quickly taking care of numerous foes, either in Expeditions or in the submarine.

 Other
Tesla Gun

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

## Description

The Tesla Pistol is a gun that weaponizes electricity. Unlike other guns, it can be charged by holding down the left mouse button, increasing its damage until the projectile is released by releasing the button or until it reaches the damage cap. Its charge time will slowly increase throughout its use, reducing its effectiveness over time and making it a weapon better fit to be used early and later replaced by another.

## Comparison

Compared to other guns, the Tesla Gun initially has one of the highest DPS of any ranged weapon, being outperformed only by the Dynamite and possibly the Eldritch Staff, but can deal even higher DPS if the user charges the first shot before going into battle. Its effectiveness, however, reduces throughout its use, rendering it a poor weapon for extended use.

 Other
Pumpkin Latcher

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

 **Appearance** | Exterior

The Pumpkin Latcher is a event enemy that will randomly appear in all biomes during the Fall Event.

## Description

The Pumpkin Latcher is a large, devilish and mobile pumpkin creature, using its roots as tentacles for propulsion and defense. It has a large opening in its front that bears an unsettling resemblance to a human grin, and two seemingly vestigial leaves are found between its roots.

## Behavior

When a Pumpkin Latcher spots the submarine, it will make a straight line for it. Once it is very close, it will latch (hence its name) onto the sub, and disable the shields for as long as it is holding onto the submarine. Three "tentacles" will appear inside, and cause a hull breach each. Once destroyed, every "tentacle" will create a Pumpkin Hatchling, making this creature extremely dangerous. Additionally, the Pumpkin Latcher will not release the submarine until all "tentacles" are severed in the interior.
The Smoldering Shell

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

Reason: "*Removed Boss*"

The Smoldering Shell was the boss of the Volcanic Depths.

## Description

Visually, the Smoldering Shell was a much larger version of the Volcanic Turtle. Covered almost entirely by its shell, and coupled with its large size, damaging it becomes quite difficult.
The Smoldering shell was a placeholder for the Erupting Shell.

## Behavior

The Smoldering Shell was well armored and, like the Volcanic Tortoise, could only be damaged on its tail or head.
Shoggoth

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

The Shoggoth is an uncommon enemy found in The Meteor.

## Description

The Shoggoth is a shapeless abomination, a pustulent semi-gelatinous mass, brimming with ephemeral eyes, shining with mindless malevolence as they are formed and dissolved in a cyclical pattern across its amorphous extenses, and as its protoplasmatic body deforms and reforms itself at every second, as if it is in a constant battle to retain some semblance of cohesion in a world where it doesn't belong. Perhaps fitting with its torturous existence, their bloodlust knows no bounds, and they will pursue and destroy anything it sees, until there is, at last, nothing left.

## Behavior

Should the Submarine ever make contact with an Interdimensional Tear created after the destruction of an Eldritch Pyramid, the Shoggoths may make their way inside. Once they are in the interior, they will make their way towards any crewmember it sees, and use its unwieldy masses to batter their flesh. Due to its erratic behavior, it is very difficult to dodge its attacks when in melee range, and it is generally better to use ranged weapons to dispatch of these horrible beings. Additionally, being damaged by these creatures will often inflict you with Ancient Flu, making them even more dangerous.

## Trivia

* Like most monsters encountered inside the Meteor, the Shoggoth is based on the entities from the Cthulhu mythos of the same name.

 Obstacles
 **Locations** | Hub
Skins

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

## Purpose

Skins are cosmetics that can be used to customize the player's character. They are designed to appear beneath the character's clothing. There are currently four unlockable Skins that can be acquired through specific means.

## Trivia

* It was considered for the Egg Skin to feature chocolate goggles, but it was scrapped due to time.

## Gallery

* The Snow Skin as seen in the floor of the Requin next to a Sugarplum Fairy.
Seed Fly

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

The Seed Fly is a common cannon-fodder enemy found in the caves of the Ancient Abyss that is spawned by Plant Hives or infiltrating the submarine if the ship is hit by it in its dormant seed state that is fired by Purple Flowers.

## Description

The Seed Fly is an adapted seed that is able to swim with its wing-like appendages. It got its name due to its shape being similar to that of a fly, although they actually possess body structures similar to Elytrons (modified, hardened forewings of certain insects such as beetles), which are not present in actual flies.

## Behavior

The Seed Fly will fly erraticaly until it spots a player. When it does, it will fly towards in an attempt to bite them. Since the Seed Fly has only 1 health, it can be killed by any weapon in one hit, but they can pose a threat if in large quantities or if the player has little health.

 Cave Enemies
 Obstacles
Mechanical Shark

The Mechanical Shark is a common enemy found in the Mechanical Abyss.

## Description

The Mechanical Shark is a shark that has been transformed into a biomechanical creature. Although it has mantained a similar (albeit skeletal) body structure, its head has been completely modified, forming an anchor-like, jagged structure with two identical jaws, as well as eight bright red eyes arranged symmetrically on the sides of its head. Additionally, it has lost most of its fins, mantaining only its caudal fin, which has been modified into a shape similar to that of its head.

## Behavior

The Mechanical Shark is of average speed, and is surprisingly intelligent. Its behavior is similar to that of the normal Shark and consists of swimming back and forth before spotting prey, where it then swims towards its target and snaps its jaws when close. However, it slows down when it reaches the Submarine, preventing it from overshooting it and making it much more dangerous than its normal counterparts. Thankfully, however, the Mechanical Shark is quite frail, and can usually be killed before it deals heavy damage to the vessel.

 Obstacles
Plant Hive

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

The Plant Hive is a spawner enemy found in the caves of the Ancient Abyss.

## Description

The Plant Hive is a large, pale plant with a gigantic flower on top of it. Its pale colour suggests that it does not produce chlorophyll, indicating that it does not make photosynthesis and gets its sustenance by other means, possibly being a carnivorous plant. Additionally, similarly to the Prehistoric Flowers found in the same biome, it produces Seed Flies instead of regular seeds, giving it a way to disperse its offspring and also protect itself, since they will also attack any threat nearby.

## Behavior

The Plant Hive will continuously spawn Seed Flies, as long as there are fewer than 3 spawned Seed Flies alive. It cannot move or defend itself directly, but the Seed Flies it spawns are highly mobile and aggressive and can make this enemy a very dangerous threat.

 Cave Enemies
 Obstacles
Locations

In We Need to go Deeper you will play in three environments: In your submarine, in the biome your submarine dives through, and in underwater expeditions.

## Interior of your Submarine

See: Submarines

Here, you will repair dents, carry torpedoes and access the consoles your sub provides. But beware! Monsters such as the Barnacle Spider, Duopus, and Blob Fish can break in and cause havoc among your crew!

## Exterior of your Submarine

See: Biomes

The main view for helmsman and gunner. It's what's around your ship: Rocks, monsters, tons of water. Can be seen by using Active Consoles or using the Periscope, and can also be scouted using the Tactical View.

## Caves

See: Cave

From time to time, you will encounter underwater caves. Here, you can exit your submarine and go exploring by foot. Although filled with monsters, caves reward you with a lot of gold, new Items and even Relics!

## Undersea Lairs

See: Undersea Lair

Sometimes, you will come across branching paths and will be able to choose between a route with a cave or a route with an Undersea Lair. The Undersea Lair is a large arena with a deadly boss fight! If you and your crew manage to defeat it, however, you will be rewarded with a Crate containing a precious Upgrade!

## Hermit Hovel

See: Hermit Hovel

Sometimes, branching paths will lead to a Hermit Hovel, which are filth-coated gargantuan Sea Shells that have started appearing all across The Living Infinite's depths, housing within them large but friendly creatures known as Trash Hermits! Will they give you Potions, Items or that precious Upgrade, or useless Trash?

## Underwater Civilizations

See: Civilization

Underwater Civilizations are similar to caves. They have shops where you can spend the gold you have found on the current adventure or, if you feel you are strong enough, you can try to raid the residents and break the containers to steal the items for sale, but the residents will fight back and are capable of invading the Submarine!
Time Plague

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

The Time Plague is one of many Afflictions you can get in We Need To Go Deeper, acquired by by breathing anomalous time particles. The Time Plague is a deadly illness that slowly consumes its host, as the Time Devourer's fragments start to slowly corrode and destroy flesh and skin, making the infected take damage every minute and cough up infectious anomalous particles, that can serve to infect even more people with this umphatomable disease.

## Effects

When you contract the Time Plague, your character's flesh will start to be consumed, as the Time Devourer's fragments start to slowly alter and transform the player character, making them take damage every minute and cough up infectious anomalous particles, that can serve to infect even more players with the disease.

## Sources

Here are the current sources you can contract Time Plague from:

* Touching infectious particles left behind by a destroyed Time Fragment (70% chance)
Space of Scholars

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

The Space of Scholars is a special "Expedition" which can only be accessed shortly after awakening The Ancient One, through a portal that appears around the Submarine.

As its name suggests, is populated by the mysterious Scholars, and serves the purpose of instructing players holding a Translation Book on how to fix their cosmic mistake, and give cryptic hints at the Lore of the We Need to go Deeper universe.

# Scholars

The Scholars are the oneiric inhabitants of the Space of Scholars.

## Description

The Scholars are alien entities possessing a cone-shaped, segmented body capable of withstanding the environment of the cosmos. They have four orange tentacles that emerge from the first three segments of their body, on which segments a bright yellow crystal - not unlike those found in the Cursed Waters - is deeply encrusted. Their heads are comprised of four pink-ish tubular protusions, two thin tentacles and an amalgamation of dozens of large eyes, painted in an unearthly green glow.

The History of the Scholars is not well understood, but due to their dialogue and name itself, it is believed that their goal is to acquire utmost knowledge of the universe they inhabit. They seem to have achieved a nearly omniscient sight over the Earth (or at least the Meteor), and if you awaken the Ancient One, they will quickly transport you to their realm in an attempt to give you the knowledge necessary to fix your mistake, and prevent the destruction of the universe in the hands of the mindless Being you had just unleashed.

## Behavior

The Scholars will only be seen in a given run should you decide to awaken The Ancient One, and thus will not appear in the Endless Mode. After awakening the Being, they will quickly create an inescapable Portal around your ship which will bring you to the Space of Scholars, and they will inform you of your mistake and how you can put the Ancient One back to sleep, which can only be understood if someone is holding a Translation Book.

Additionally, should you get the bad ending, you will also be teleported back to their realm, where they will be absent and the crew will be forced to slowly die drifing in Space. Although it is not known why that happens, it is possible it is meant to be a punishment for the players having unleashed madness upon the Universe.

## Dialogue

* W.I.P

* W.I.P

# Trivia

* The Scholars are most likely based on the Great Race of Yith, from the Cthulhu Mythos.

 Obstacles
 **Locations** | Hub
Pipe Wrench

**Repair** | 7

## Description

The pipe wrench is an adjustable wrench used for turning soft iron pipes and fittings with a rounded surface. It does about half the damage of a Sword, which is significantly higher than the normal wrench. The trade-off, however, is that the pipe wrench is slower at repairing than the normal wrench.

## Comparison

The pipe wrench deals 15 damage per hit, which is about two times as high as the default wrench. However, it only has about 2 thirds of the repair speed of the default wrench, making it a good all-rounder but a generally bad choice if there's only one person tasked with fixing the submarine.

 Other
Treasure Chests

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

Treasure chests are found in caves in all depths. There are currently 3 kinds of treasure chests.
Any player can open a treasure chest by pressing 'E' (default key). When opened, they will drop their respective loot.

# List Of Treasure Chests

The following are the treasure chests found in The Living Infinite.

## Wooden Chests

Wooden Chests are found scattered throughout caves. They are wooden chests reinforced with some yellow material on it's borders.

When opened, a Wooden Chest will 'drop' a random reward and/or spawn an enemy. The chances of their reward drops are based on multiple factors, such as the length of the cave, and the condition the crew is in (better rewards are given to struggling crews, for example); thus, there are no definitive odds.

 Enemy:

## Lavish Chests

Lavish chests are found at the end of caves in all depths. They are large golden chests adorned with rubies.

When opened, the Lavish Chests will always 'drop' a pile of valuable rubies.

## Aztec Caskets

Aztec Caskets are "chests" that only appear during the Wrath of the Sun God event. They are large, decorated aztec caskets, where the mummified remains of the ancient aztec people were buried.

When opened, the Aztec Casket will either 'drop' a special Event Hat or release a vengeful reanimated Aztec Mummy

 Aztec Mummy (wearing an event hat)
 Large Pile of Gold | Likely
The Crevette

**Crew size** | 2-3

## Overview

The Crevette is the first of the Submarines in We Need to Go Deeper. It is a small, simple ship equipped with a basic Engine, Cannon, Light, and Shields. The Crevette starts out with 4 total Power nodes, and is designed to be very versatile, with decent stats but no particularly noteworthy characteristic.

It is intended to be manned with a two or three player crew.

## Consoles

* 1 Navigation Console
* 1 Bed Console
* 1 Weapon Console
* 1 Torpedo Dispenser
* 3 Torpedo Tubes
* 4 Power Consoles - Light, Engine, Shields, and Cannon.

## Tactics

The Crevette is decent in every aspects, and does not have any negative quirks, but also doesn't stand out in any way. To survive while in the Crevette, a smart use of shields, boosting and torpedoes will be key to reaching the bottommost biomes in one piece. Because of its stats, a more even power distribution tends to be favorable and effective, but that may change if you and your crew find many of the same Upgrades.

Additionally, as the Crevette's interior is divided somewhat evenly by the Ladder Room, it is great for repairmen to stay in that location while idle or using the Periscope, so that they are able to spot any leaks or dents much faster, thus repairing the vessel more efficiently.

## Trivia

* The Crevette was the first and only submarine in the game for the first 3 years of development, and only changed in minor ways throughout before the developers decided it would be better to feature multiple subs instead of trying to make one perfect one. Its design was meant to evoke the best compromise between classsic cartoon submarine designs and the Nautilus from 20,000 Leagues.
* Crevette, is the French word for shrimp, though it is unclear whether this is intentional.

## Gallery

* An early Crevette, now unused and replaced with the current Crevette.
* The Crevette in action in The Frozen Waters.
Megalodon

The Megalodon is a rare enemy found in the Ancient Abyss.

## Description

The Megalodon is regarded as one of the largest and most powerful predators to have ever lived, with an estimated length of around 20 meters. Although presumably extinct, they appear in the depths of The Living Infinite, and scour the spore-ridden waters in search of prey and explorers alike.

## Behavior

Once it spots the submarine, it will slowly swim toward it and repeatedly bite it. It is currently the largest non-boss enemy in the game. They are surprisingly agile for their immense size, and their powerful, crushing jaws filled with large, jagged teeth are capable of quickly pulverizing and eviscerating anything caught in them in a matter of seconds. It also possesses an abnormally large health pool. These factors contribute to its title as one of the biggest threats one can find in the Ancient Abyss. Those unlucky enough to find a Megalodon will have to make good use of their tools, abilities and wits to defeat this formidable foe.

## Trivia

The Megalodon was originally the placeholder boss of the Ancient Abyss, and was replaced by The Sleepy Giant and subsequently turned into a rare enemy.

 Cave Enemies
 Obstacles
Submarine Weapons

The Living Infinite is full of things that don't like you, so you don't like them either. To express this you have an array of weapons to your disposal:

## Minigun

If you power your Weapon Console with one power node, you enable the minigun. It allows you to shoot an infinite amount of small bullets which do 1 point of damage, and can be replaced by improved, specialized turret modifiers.

## Torpedo

The classic for heavy underwater-battle, torpedos deal 10 points of damage and also damage nearby enemies with a blast wave.
However, this comes with a setback: Someone must load the torpedos manually (up to three at once) into the tubes and you only have so many of them... And you certainly want some left when you hit that Megalodon.
The Torpedoes have a great variety of upgrades, which, unlike Turret modifiers, can stack, which allow for extremely powerful torpedoes once you get enough upgrades.

## EMP

When your ship and your enemies are down to the last breath, you can send you power unit into overdrive by cranking its main lever up to the top! This blasts an electric shockwave through the waters around you. While this is extremely powerful and damages everything for heavy damage, it is not recommendend to use this often as your power unit takes several seconds to recover, in which none of your systems work. And you have to remember to turn the power on manually.
Tactical View

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

## Description

The tactical view (also commonly known as the Sonar) is available by pressing spacebar while using the periscope. In this view you can see an extended area, reaching from one side of the map to the other. The view updates in bursts, and is not smooth like the periscope and you do not need to allocate power to lights to be able to see with the Tactical View, making it particularly useful in dark biomes.
Aditionally, you will also be able to see the amount of power in each console, as well as the amount of fuel you have, your total torpedo count, and the number of torpedoes currently loaded into Torpedo Tubes.

## Usage

The tactical view can be used to scout ahead and inform the gunner and driver about the position of enemies, caves and where to go, which makes it particularly useful when faced with branching paths, as it's usually needed to know which way contains a cave or an Undersea Lair. This job is tipically reserved to the Engineer.
Research Spaces

## Letter

Crew,

It has been decided to further investigate the capabilities of the source within the safety of the trench. You will find designated caverns on the map have been assigned for this purpose. Research vessels are to be equipped with appropriate supplies and materials for immediate departure. Direct any further questions to Chief Engineer Inanis.

Mobilis in Mobili
Loading Miescher Nuclein into Tobacco Mosaic Virus

## Letter

1. Pestle-grind 20g of infested tobacco leaf. Add dissolved barnacle nuclein to final volume 100 mL. Stir to form slurry.
2. Filter slurry through Chamberlain filter-candle into sealed sterile Erlenmeyer flask
3. Co-incubate nuclein and virus for upwards of three days.
4. Punch 1cm rounds of seaweed. Uncap Erlenmeyer only briefly to drop rounds into the slurry. Incubate 24 more hours.
5. Withdraw seaweed rounds and place in filtered seawater broth on sterile petri dish. Culture 1-2 weeks.

Observations:

Resultant seaweed rounds needed only three days to grow before exceeding their container space. Untreated controls still remain growing at normal rate.

Victor F. Stein
The Meteor

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

## Description

The Meteor is the last biome, the last stretch. It is a place that defies reality, where unimaginable structures break the boundaries of our dimensions and tear their way into unspeakable universes, it is a place where inconceivable entities make their lair, where all sanity comes to an end and even the greatest minds are reduced to husks of madness tormented by the incomprehensible nightmares they witness. Should anyone ever reach this place, there is no hope left for them, no saving grace will ever rescue them from the insanity that will forever stalk them.

## Lore

Nothing is known about this place, but guessing from its name it was created by a meteor landing on earth. There must have been an unknown material in said meteor that created the wretched beings that roam the biome. In fact, The Living Infinite could be a crater from the meteor.

## Water

The twisted fluid that fills the Meteor, the amniotic fluid of the indescribable beings that came from within, is something truly not of this earth, and no man or woman was ever meant to bear its touch. It is incomprehensible, the contact with the fluid sparking the most horrendous sensations to the mind, and God only knows what would happen to anyone unfortunate enough to drown in it... one thing, however, is for sure: such an experience would undoubtedly take a great toll upon their mind. Their only hope would be for a swift treatment, but that will only delay their inevitable demise, and that is something they would soon know extremely well.

## Enemies

A list of enemies that can be found in The Meteor:

## Boss

At the heart of The Meteor, in the bottom of The Living Infinite, lies The Ancient One, the progenitor as well as the undoing of mankind, the creator and destroyer of the world, trapped in eternal slumber deep inside the core of the meteor, until someone at last awakens it and releases doom incarnate upon the universe...

## Civilization

The Meteor has no civilization. There is no help to be gotten here. Should you ever reach this place, your fates are sealed, and no one will be able to save you from your inevitable demise. All that remains before confronting what lies in the bottom of The Living Infinite is but the rusty grave of the first crew to reach this place, a once majestic vessel, now a broken-down husk: The Nautilus, containing the last remaining supplies to be found and the remains of its once mighty crew, forgot to the time, and left untouched by even the horrendous beings that roam in this eldritch abyss.

## Trivia

* The Meteor is heavily inspired by the works of H. P. Lovecraft

 Obstacles
 **Locations** | Hub
Others Are Down Here

## Letter

Captain,

The workshops have been compromised. Others seem to have found this place, and I have recieved word that some of our technology has been seized by outsiders. With your permission, I have drawn up plans for protective measures, utilizing some of what we have learned about the source. Give the word, and these plans will go into effect immediately.

Mobilis in Mobili
The Stories Are True

## Letter

As a child I remember hearing many of the ghost stories about The Living Infinite before going to bed each night. I remember hearing about the mysterious storms that would sink any ship that dare cross between the two islands; the many tales of pirates using it as an escape route, and then shortly after finding their ships doomed to a watery grave. Never would I have thought these very sunken pirates would see the end of me, however. Our vessel has been seized by these ghastly fiends - whose flesh is nothing but rotted mold and sea-fungus, and whose eyes are all but empty with the shadow of death. I'm afraid our journey into The Living Infinite's depths will be coming to an end soon, as this deathly crew surrounds us from every corner. I write this as a warning - it's true what they say, The Living Infinite is nothing but doom to any who cross its path. There's something in this water. Something evil. The flesh on my fingers is turning to mold as I write this, I'm afraid I will soon join the ranks of these fiends who have doomed my crew.

~ Captain Thomas F. Johnsen
The Search Continues

## Letter

How something could stow away and hide for so long on such a small vessel confuses me to no end, but it continues to evade me. I must not let this drive me away from my mission however - the waters are getting colder and darker, so I continue to dive deeper. My briefs are proving to be of little assistance to the decreasing temperatures, but my hardening skin will make up for the small discomfort.

Sincerely,

Pheobus T. Ashesgrash
Settler

* Head

The Settler is a Event Enemy that spawns in Caves.

## Description

The Settler is a victim of the Headless Horseman. They are short and seemingly root invested bodies of the slain people who lived before falling victim to the Headless Horseman's acts. The Settler's clothes are grey in color and heavily worn with age. Their heads are strange root amalgamations, constantly pulsating as they move about.

## Behavior

Settlers will move at a relatively slow pace towards the player, however will swipe at the player fairly quickly should they come near. In a similar vein to the Starborn, Settlers will spawn a smaller version of themselves, known as a Settler Head, each time they are hit. This Settler Head will float towards the player at a pace faster than the Settler and will deal contact damage, making it overall similar to the Seed Fly. Note that since one new head is spawned per each hit the Settler takes this means that rapid fire Weapons such as the Six-Shooter can potentially spawn multiple at once. This can potentially cause the player to be suddenly overwhelmed with Settler Heads should they use Weapons like this. In addition, each Settler Head can be relatively hard to hit with ranged Weapons due to being flying and having a decent movement speed. Because of these factors, melee, area damaging Weapons are ideal against the Settler and their heads, such as the Sword or the Pickaxe. Sometimes upon death the Settler will drop either nothing or a pile of Gold. More frequently however it will drop its special Hat or Suit from the Fall Event.

## Trivia

* Despite sometimes dropping a special Hat upon death, the Settler does not actually wear this cosmetic in-game.
Psionic

**Psionic** is a Tha'Roon Advanced caster unit in *War Wind*.

## Background

A few Psychics possess the ruthless ambition and thirst for power necessary to become a Psionic. A class clouded in secrecy, Psionics are taught not only to martial their inner power, but also to Command the minds and abilities of others. Psionics have access to higher level spells than do Psychics. If four Psychics are in play and you have Researched at the University, One Psychic can be promoted into a Psionic. Also, Psionics possess the "Masked" level of Stealth ability.
Mandrill

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

 **Appearance** | Interior

The Mandrill is a rare enemy brought by the Time Traveller into the submarine.

## Description

Mandrills are primates of the Old World monkey family, which are known for their colorful appearance and for being the world's largest monkeys. The ones brought by the Time Traveller, however, differ from normal mandrills in many ways, being wider and being heavily colored even outside the species' normal spots, suggesting it was either genetically modified or is from another species, a theory aided by the fact it could have been from the past, present or future. If the sexual dimorphism of normal Mandrills still applies to the Time Traveller's Mandrills, it can be inferred that all mandrills brought by him are males.

## Behavior

Mandrills will instantly begin to attack any cremember it sees. Due to its high health and moderate DPS, it can be very dangerous to unprepared crews. The Mandrill's stats are comparable to the Sabertooth Tiger's, but is easier to avoid due to taking up less space and being slower.
Please Stop Sending Pigeon Goats

## Letter

TO: DOCTOR A. MOREAU

Alright, we're sorry okay? We're sorry to have bothered you and your research. But please, PLEASE, we beg you; STOP sending these flying monstrosities to us. We can't take it anymore. Their terrifying bleating keeps us up at night, and the mere sight of their hideous flabby pigeon bodies is insufferable. Please, just make it stop.

Regards,

The Humanitarian Society
Sea Monkey

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

The Sea Monkey is a rare Enemy found in the Volcanic Depths.

## Description

The Sea Monkeys are weird humanoid creatures, with a red, thick skin covering their slim bodies, which can vary greatly in size. They possess multiple "tendrils" on their head which serve an unknown purpose, although they have been seen holding each other's tendrils when sleeping together, so it's possible they serves as a way to show affection or even communicate.

They live in a hierarchical, primitive society, possibly having a religion, as they idolize multiple idols and totems they found in the Rubble of The Living Infinite, even going as far as protecting those with their lives, as can be seen in a Message Bottle from an ill-fated voyage.

## Behavior

The Sea Monkeys will rarely be seen floating inside dead Volcanic Boar hides in pairs, and will steer it towards the submarine, infiltrating it if they make reach the ship. Once inside, they will hunt everyone they see, attacking with their muscular arms. Additionally, they will sometimes climb the ceiling, making them difficult to hit.
Rabid Rat

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

 **Appearance** | Interior

Rabid Rat are event enemies that are released from destroyed Gifts.

## Description

The Rabid Rats are giant, hunchback rats, which are rodents of the superfamily Muroidea. The Rabid Rats have an abnormally small tail in addition to an abnormal head and its noticeably increased size. Whatever caused it to become like this also resulted in its very aggressive behavior. They are brought by the Sugarplum Fairies to punish the naughty, hidden inside gigantic gifts.

## Behavior

Once released from the gifts, they will immediately attack anyone they see with their sharp teeth. They have surprisingly high health and as they are very nimble and can deal damage very quickly, they can be quite dangerous if not dealt with properly - with a sword to the face.
Sea Sickness

Sea Sickness is one of many Afflictions you can get in We Need To Go Deeper by ingesting water while drowning. Sea Sickness is the most basic of Afflictions, and while it isn't strictly harmful, it can be an annoyance and a team hazard if not dealt with sooner rather than later.

## Effects

When you contract Sea Sickness, you will begin puking at random intervals. Puking will stop you from moving temporarily, and leave a large **Puke Pile** at your feet. These same Puke Piles are also created by the Blobfish:

This Puke Pile will cause you and others to slow down when crossing paths with it, and if others touch it, they will have a high chance of contracting the sickness as well. Puke Piles can be cleared out by damaging them, like you would any other Enemy.

Furthermore, with Sea Sickness you will be unable to get Golden Gift, Ancient Abyss, or Madness unless the Sea Sickness is cured.

## Sources

Here are the current sources you can contract Sea Sickness from:

* Ingesting water from the Atlantic Waters (10% chance)
* Ingesting water from the Dark Depths (10% chance)
* Touching a Puke Pile (100% chance)
* Touching a Rotten Apple (100% chance)
The Catalog

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

## Description

The catalog is where you buy weapons and cosmetics to use in game for gold you find along your way, you can find gold in chests, laying in the ground in caves or inside enemies. New stuff will appear in the Catalog upon Ranking Up, or when acquired during Events or through the use of Secret codes.

In addition to Items and Attire, it's also possible to buy two Submarines from the catalog. The first being the speedy Espadon, and the second being the fixer upper Poubelle.
The Gem is Mine

**This is one of the Message Bottles Relics. Beware for spoilers of the following Relic.**

## Letter

My colleagues said it was nothing but a rumor, but I managed to secure one! A real, genuine, life gem! How do I know it works, you ask? Well let's say I had to murder a pile of bones who had been brought to life by its very power! My only concern now is that it's clear to me others have found its power before me, and are clearly using it to animate these... Abominations. But from where did they discover the source of these gems? I suspect the answer may lie deeper still.

Sincerely,

Mary Fairweather
Mad One

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

The Mad Ones are common enemies found in The Meteor.

## Description

The Mad Ones were perhaps once human, one of the unlucky few to ever reach this place, under the fleet of an enigmatic captain whose original name has been lost to time. However, their research expeditions soon came to an end, their bodies unable to endure the unspeakable power of the eldritch relics they attempted to plunder. Regardless, they are now but mindless husks of their former selves, their bodies rotten and deformed, their skin twisted and reshaped, their forms remade in the image of an incomprehensible being that no human language can adequately describe, nor a human brain can ever comprehend. However, they on occasion will speak familiar words, growling words that resemble "free us" and "yes" when attacked. Their minds are consumed by the madness wreathed upon them by the eldritch entities they serve, bounded to an eternal thraldom to those that lie below.

## Behavior

Found inside their Eldritch Vessel, the Mad Ones will ram their vessel into the player's Submarine and proceed to tear their way inside. Once in the interior of the ship, they will follow anyone they see, and will swing their deformed tentacle-like arm at anyone they see, crushing through the bones of whatever is caught in its path. Although their long swings may allow skilled crewmembers to dodge its attacks, their rather long range can make it difficult for two or more people to fight it at once without getting hurt, and although they are not particularly troublesome when alone, they can be extremely dangerous if many are able to enter the submarine before the gunner can destroy their wretched vessel. It should also be noted that they are capable of breaking through doors, making it very difficult to contain them for long.

 Obstacles
 **Locations** | Hub
MedKit

**Heal** | 1

## General Description

The Medkit can be used to heal teammates by hitting them with the item, and also allows the wielder to revive fallen teammates much faster. In addition, each time the Medkit heals, there is a 10% chance that the player being healed will be cured of any Afflictions they may have. This item, however, is incapable of being used to protect its holder, as it inflicts minimal damage to enemies and objects.

## Comparison

The Medkit is the best and most reliable healing Item, and is capable of quickly bringing a player back to full health, as well as quickly resurrecting dead crewmates. It is, however, a really poor item to be used as a weapon, and unless the player using it also posesses a weapon, they will have to rely on their teammates to be able to kill hostile creatures.

 Other
Sea Monkeys in the Vents Day 2

## Letter

I snuck into the Sea Monkeys' den while they slept last night, "assisted" by my paranoid crewmen, armed with Tesla-crafted weaponry. I was able to watch them in their nullified state; They are peaceful creatures at heart, holding one-another's head tendrils in a big Sea Monkey pile. The larger ones sleep alone, however - possibly to assert themselves as separate, dominant beings. The crew and I have found a lovely to hide and observe for the days to come, without disturbing their livelihoods.

Jane Fossey
Pain Clown

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The Pain Clown is a rare enemy brought by the Time Traveller into the Submarine or more commonly found by entering the Pain Dimension.

## Description

The Pain Clown is a horrifying, nightmarish clown with its mouth stitched shut in a permanent, twisted grin, a horrifying visage only exarcebated by their pale, rotting skin and the dark, empty void in place of their eyeballs that suggest this creature is little more than a shrivelled husk of a human being, a reanimated corpse fueled solely by malice and murderous intent, its weapon of choice - a Butcher Knife - still carrying the dried blood of its countless victims.

## Behavior

The Pain Clown will chase and attack any nearby players, using its Butcher Knife to deal deep wounds into its target, possibly infecting them with Blood Sickness due to infecting the wounds with the bloodied knife. But don't be fooled by its lack of eyes, earlobes or its deformed, red nose - it is more than capable of detecting the crew's location.

## Trivia

* The Pain Clown is based on the Evil Clown trope.
Micro Ephyra

The Micro Ephyra is an uncommon enemy found in the Aurelian Depths.

## Description

The Micro Ephyra is a young cnidarian in its larval phase, and that will develop into a medusa. In The Living Infinite, however, ephyras will grow to great sizes before maturing into jellyfish - the reason for it being of the same size or larger than adult jellyfish - or, in rare cases, not mature at all, but continue to grow until death, managing to reach immense sizes.

## Behavior

The Micro Ephyra will barely move at all, and will periodically release balls of energy of two different colours: blue and red. If they hit the submarine, red balls of energy will cause damage and blue balls of energy will temporarily deactivate a random console.

 Boss
Volcanic Crab

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

The Volcanic crab is a common enemy found in the caves of the Volcanic Depths.

## Description

The Volcanic Crab is a decapod crustacean that adapted for living in the hot and dangerous waters from the Volcanic Depths. It has a thick, rocky carapace that grants it protection at the cost of mobility and allows it to hide most of its body into. Its limbs are surprisingly slim, but its sharp claws make up for it, allowing it to deal as much damage as other crabs found in The Living Infinite

## Behavior

Similarly to other crab species found in The Living Infinite, it will simply follow the player and attack them with its claws. It is not very dangerous but its high health can make it problematic to deal with, particularly in conjunction with the Volcanic Boars, which make up for the Volcanic Crab's slow walking speeds.
Lootable Body

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

## Description

Lootable Bodies are the remains of deceased explorers and divers that met their ends inside the Caves, Hermit Hovels, and Lairs of The Living Infinite. Even after death, their skeletons are still holding tightly to the tools and weapons they possessed when they were alive, and whoever finds them can take it and put them to better use. A lootable can hold any item except for the Eldritch Staff, which appears by itself without a body.

## Interaction

Upon interacting with a lootable body, the player will gain whatever item the body has clutched in its fingers, getting rid of the body itself. If the player is already carrying an item or has a Backpack and is carrying two, they will drop the one they are currently holding in their hands to pick up the Body's item. If the player is not holding an item in one or more hands, then the item will be transferred to the empty hand.

## Uses

Lootable bodies can be used to gain items the group did not have before. They can be very useful, as lootable bodies can carry almost every item.
Shrunken Head Explorer

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

 **Appearance** | Interior

The Shrunken Head Explorer is a rare enemy brought by the Time Traveller into the submarine.

## Description

The Shrunken Head Explorer, as his name suggests, is an explorer bearing a notably shrunken head. As shrinking heads was a tribal practice done by the Jivaroan tribes, it's likely that this explorer had a most unpleasant fate - being captured by a hostile tribe and subsequently murdered, turned into another victim of such a horrendous practice. Even after death, however, this poor explorer has not been able to rest, having been reanimated by some unknown power, and cursed to pursue revenge in the most violent manner, its unbridled, eternal rage directed at any who stand in its way.

## Behavior

The Shrunken Head Explorer has surprisingly good perception for a blind, reanimated corpse; and will pursue and attack anyone nearby with his Sword, presumably believing he is fighting the ones who murdered him, which will most likely end up with his (definitive) death.
Rivet Gun

**Repair** | 30

## Description

The Rivet Gun is a tool that is used to repair dents and holes from a distance. It fixes most holes and dents with one shot, but it's not very useful in combat.

## Comparison

Compared to other repair tools, the Rivet Gun is undeniably the quickest at repairing by default. However, it benefits much less from repair potions, as the wielder will need 6 repair potions to decrease the time needed for it to repair a hole - from 2 to 1, making repair potions less useful. Additionally, it requires accurate aiming, cannot hit multiple dents or leaks at once and is arguably the worst item for being used as a weapon. This makes the Rivet Gun the best repair tool at the start (particularly if used by a skilled player) but a mediocre item after a while.

## Dev description

An Engineer's Best Friend! This bulky fella can repair leaks and dents from a distance, and a good one at that - though it's not advised for use in combat - the rivets it fires are known to mostly annoy enemies more than it harms them.

 Other
Pumpkin Hatchling

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

 **Appearance** | Interior

The Pumpkin Hatchling is a event enemy that will be created after a Pumpkin Latcher's tentacle is severed.

## Description

The Pumpkin Hatchling is a large, devilish and aggressive pumpkin creature, which uses its roots as tentacles for attacking anyone or anything that approaches it. Unlike the Pumpkin Latcher that created it, the Pumpkin Hatchling is mostly immobile, and is only capable of very slow movement, which it uses to approach its prey. It also has a large "mouth" that it can use to bite its enemies.

## Behavior

The Pumpkin Hatchling will attack anything that approaches it. It moves slowly, making ranged weapons highly effective against them. Additionally, after dying, it usually will drop a  Pumpkin bomb that will quickly explode, damaging anything nearby for a total of 4 points of damage. However, sometimes it will drop one of the many Hats from the Fall Event instead.