recursal/Fanatic-Fandom huggingface dataset:
Poker Face

Rok
 Typ larpa
 Liczba graczy

***Poker Face*** to larp stworzony na potrzeby antologii larpowej Prism: Queer. Autorem gry jest Marcin Słowikowski.

## O grze

Zbliża się koniec szkoły/studiów/projektu. Paczka znajomych stoi u progu rozpadu. To ostatnie z regularnych spotkań w tym gronie przy jedzeniu/filmie/alkoholu/kartach, zanim każdy pójdzie w swoją stronę. Nostalgiczna atmosfera sprzyja rozmowom, które od dawna wiszą w powietrzu i na które prawdopodobnie nie będzie już okazji.

Poker Face to gra o uczuciach, tych uświadomionych i tych, których nie potrafimy nazwać, tych, którym chcemy dać wyraz i które próbujemy zdusić. Temat trudny zwłaszcza, kiedy uczucia mogą zostać nieodwzajemnione, a ich wyznanie – przykleić niewygodną łatkę.

Tworzenie postaci i relacji między nimi a także mechanika gry - zwana szybką partyjką - oparte są o talię kart. Osoby biorące udział wspólnie decydują o settingu, konwencji, poziomie dotyku oraz czasie rozgrywki. Gra nie wymaga prowadzącego.

## Szczegółowe informacje

### Edycje

Scenariusz gry jest dostępny w formacie print & play dla wszystkich chętnych do poprowadzenia, poniżej wypisane są edycje realizowane w ramach imprez i festiwali larpowych.

* premiera, luty 2018
* Prism Week, Warszawa, marzec 2018 (prowadzący: Michał Rogala)
* DreamHaven, lipiec 2018 (dwie edycje)
* Orkon, lipiec 2018 (prowadzący: Andrzej Pierzchała)
* BlackBox 3 City, sierpień 2020 (prowadząca: Anna Kowalska)
* PoRtaL Larp Convention, Athens, wrzesień 2021
* Zgrane Katowice, listopad 2021 (dwie edycje, prowadząca: Agnieszka Zapart)
* Krakowska Niedziela Larpowa, listopad 2021 (prowadzący: Jakub Korzycki)
* The Smoke Larp Festival, London, czerwiec 2022

## Źródła

* Milewski P., Wicher M. (red.), *PRISM. Antologia Scenariuszy Larpowych. Tom 1. Queer*, Gdynia 2018.
* Słowikowski M., *Poker Face*, 2018.
Recharging station

**Recharging stations** are machines that are used to recharge Albert West's equipment, namely his power packs, oxygen canisters, and thermal canisters. Each type of item has its own machine that it draws power from. Recharging stations recharge themselves slowly over time, although oxygen and thermal stations may require a functioning generator in order to do so.

Recharging stations are found scattered throughout MPO. Central Control has two rooms that contain one of each station, with each station also having an unusually high capacity (although this capacity is shared between the two rooms). Murray Mansion's F03 also has a high-capacity power recharging station. However, these are the only known cases of such capacities.

## Power Pack Stations

   Power pack stations are used to recharge West's power packs. They typically have a capacity of about 750 units, although the aforementioned high-capacity stations in Central Control have about 7000 units of capacity. Power stations recharge about 30 units of power per 1 in-game minute.

Power pack stations can be found in Central Control, Murray Mansion, Nilson Engineering, MPO Prison, near the light switch of most sectors' ground floors, and can occasionally be found in randomly generated floors. A sector must be powered in order for the recharging stations to recharge.

## Oxygen Stations

   Oxygen stations are used to recharge West's oxygen canisters. Central Control contains two stations that have a capacity of 200 units; all other oxygen stations have a capacity of 100 units. They recharge at a rate of about 1 unit per in-game minute.

Oxygen stations can be found near a district's oxygen generator (except for Central Control and its connected sectors). These stations do not recharge at all unless the generator is functioning.

## Thermal Stations

   Thermal stations are used to recharge West's thermal canisters. Central Control contains two stations that have a capacity of 200 units; all other thermal stations have a capacity of 100 units. They recharge at a rate of about 1 unit per in-game minute.

Thermal stations can be found near a district's thermal generator (except for Central Control and its connected sectors). These stations do not recharge at all unless the generator is functioning.
Beacon

**Beacons** serve as personal waypoints and notes. Once used (not dropped), a beacon is placed on the floor and can be interacted with to edit it. Beacon settings only include text and a small variety of colors, which changes how the beacon appears. A beacon can be dragged around or picked up again to be placed elsewhere; picking up a beacon will remove its saved settings (no warning is given, so be careful).

Beacons can be researched at the Tech Research System and then produced at the 3D Printing System. They may also be found randomly around the colony, often in side bags that have been left behind. They may be recycled at the Tech Recycle System.

In addition to its map marker function, an active beacon will emit a small amount of light around itself; since an area is likely to be explored before an active beacon ever reaches it, this functionality is unlikely to ever be useful. Naturally, since a beacon has about as much function as a hand-written note, players that do not use notes or can commit needed notes to memory are unlikely to find any real use for beacons. They can be useful to note areas that have or have not been explored or looted yet, or to note areas that strong or numerous enemies were seen and not killed yet. If nothing else, they were useful in creating more detailed maps for the purposes of a wiki.
Muscled Mutant

**Muscled Mutants** are an evolution of the Normal Mutant.

## Behavior

Muscled mutants behave very similarly to normal mutants, chasing after Albert West when they find him and lunging at him when they are close enough. Unlike normal mutants, these will punch with each lunge, and have a moderate chance to fracture West's bones. In addition, they can attack with slightly more frequency than normal mutants.

## Strategy

Being in melee range can be dangerous, so either a hit-and-run method with a melee weapon or using a gun is recommended. Shielding while within their range is strongly recommended in order to avoid fractures and bleeding. In particular, they have a larger hitbox than normal mutants, so an SMG will hit relatively often and can kill them quickly and from a safe distance. As always, a pistol is the safest option thanks to its long range.

Like all melee attacks, each of their punches has a noticeable cooldown, so an experienced player may opt to use a shotgun between their punches. Two point-blank shots from a basic shotgun will kill it on any difficulty.
MPO Prison

The **MPO Prison** is the local prison for the MPO colony and serves as the tutorial area for *Subterrain*. Albert West begins the game here, but it can be accessed at any point using the tram. It requires 1600 units of power to be active. If a new game is started with the "Skip Tutorial" option selected, this area is skipped and West begins at Central Control with some items from the prison and 3 hours 34 minutes elapsed.

## Description

The prison takes up two floors: the lower floor contains all of the prison cells and living arrangements for inmates and the upper floor contains the visitation area and facilities for the prison wardens.

The prison floor, F01, consists of a set of ten cells on the east and west sides of the floor; each cell contains a desk, vent, toilet, and bed in almost identical orientations, and a few cells may have food or drinks. Behind the cells are large bathrooms and shower rooms. In the center of the floor is a large square room that has several couches, with two workout rooms in the northwest and northeast corners. To the south is the dining hall and kitchen, with a large office and a staircase leading to the upper floor to the north.

The visiting floor, F00, centers around the four visiting rooms in the center. Most of the floor is just hallways and storage rooms circling around the visiting area. Near the visiting area is a small kitchen with a few beds just north of it and a bathroom to the south of it. The southern portion of the floor holds the tram and the visitor verification hall. Slightly northwest of this area, and just west of the visiting area, is the oxygen and thermal generators, which are still functioning at the time of West's escape.

## Points of Interest

* Journals: "I Better Get Moving", "Evacuation Status Update", "Leaving This Place", "Heading to Central"
* Keycard - Prison Gate
* Your first backpack
Flashlights

Like in real life, **flashlights** are used to light up darkness in the direction that Albert West is facing. Using a flashlight requires a charged power pack to be equipped, and it will slowly consume power while it is used, albeit it is an almost negligible amount. Flashlights can be researched at the Tech Research System and then produced at the 3D Printing System.

Light sticks differ from actual flashlights in many ways, with the only real similarity being that they are used to light up areas. Light sticks do not consume power, and thus do not require an equipped power pack. They cannot be produced nor researched, only found around randomly, usually in security offices. They only produce light in a small area around West, rather than directly ahead of him. Interestingly, they also stack, up to 99, and the entire stack can be equipped (although to no effect, other than saving an inventory slot).
Spirit Plaza

**Spirit Plaza** is an inner sector to the north of Central Control, on the same track as District Leo. It is 30 minutes away from Central Control and 40 minutes from Leo District. 1800 units of power is required to power the sector. Like other inner sectors, all floors besides the ground floor are entirely randomized for each playthrough, along with which floor the oxygen generator is on. It has six floors (F00-F05), with the ground floor being non-random and the last floor having the thermal generator.

The level 2 biosphere data chip can be found in Spirit Plaza, on a random floor that isn't the ground floor. The room that has the chip is at the end of a short, U-shaped room with exactly one entrance. In addition to the chip, Zeronica Jones' keycard is found here. This keycard is used in District Pisces to access the level 4 research data chip. Another copy may be found in the same district, near the level 3 chip.

On F00 of Spirit Plaza, the Space Center keycard can be found in a side bag in the northeast corner. This keycard is used to properly access the Murray Space Center.
List of Food

**Food** decreases Albert West's hunger after being consumed. The amount of hunger that is restored depends on which food is eaten. Some foods will have a chance of slightly increasing West's contamination, with Rotten Food Scraps guaranteeing heavy contamination. Other than the Biosphere products, food items cannot be produced, only found.

All non-Biosphere items have a stack limit of 99, except for Rotten Food Scrap which has a limit of 999. Biosphere items have a limit of 50.

## List of Food

¹ Rotten Food Scrap increases contamination based on the difficulty setting: 15, 24, 30, or 45 for Easy, Normal, Hardcore, or Nightmare, respectively.

² Biosphere products increase contamination by 5, 8, 10, or 15, for Easy, Normal, Hardcore, or Nightmare, respectively.

## See Also

* List of Drinks
* Needs
Yttrium

### Description

An advanced material processed from Xenotime Ore. It's sought after even on Mars.

### Weight

0.04 kg

**Yttrium** is a material that is obtained by refining xenotime in the Ore Refining System. Specifically, xenotime ore can be mined using the Mine Extractor in 15 minutes with level 3 mine software and then refined in 7-8 minutes. Alternatively, a xenotime bracelet can be recycled; this will yield a xenotime gem, which can then be refined to gain yttrium 1-2 minutes. Xenotime ore, gems, and bracelets have a stack limit of 50; yttrium has a limit of 300.

## Usage

Yttrium is used to produce the following items:

* Nano and Ultron Flashlight
* Heatsink 'Loki' 70D, 80T, 90F
* Purification Regulator
* Electric and Heavy Electric Batons
* Pistols GIO B2, GIO B3, GIO C
* Reactor Module MK III
* Shotgun Flux GT2, Flux GT3, Flux GX
* SMG MDIX 3D, MDIX 3K, MDIX 4A
* Power Suit MK II and MK III
Subterrain Wikia

## Welcome to the Subterrain Wiki

This is the Wiki for the indie game Subterrain, developed by Pixellore. It is a survival horror game with an emphasis on exploration and crafting. If you're new to the game and are overwhelmed by everything that's going on, try reading some of our Tutorial pages that are about some of the basic concepts in the game. (Subterrain 2 is not covered by this Wiki)

* Suits
* Power Packs
* Flashlights
* Backpacks
* Oxygen Canisters
* Thermal Canisters
* Supplements
* Drinks
* Keycards
Pre-Martian

The **Pre-Martian** is the final evolution of the mutants that infest the MPO Mars colony.

## Behavior

When West is found, the Pre-Martian will try to get close to him, throwing out various attacks when it can. The Pre-Martian seems to levitate, so it will randomly take a larger stride, but it is still blocked by the same terrain as West.

At a distance, the Pre-Martian can use two attacks: a red ball and a blue ball. Tossing the red ball causes the Pre-Martian to lunge forward at the same time, but it otherwise has a low range with high damage. The blue ball has a noticeable and significant wind-up, as well as a slow speed; however, when it collides with terrain or West, it explodes violently. The explosion has a large radius and can instantly kill West at higher difficulties, even at full health, if he doesn't have a decent suit. The blue ball will eventually dissipate without exploding if it travels for long enough without hitting anything, but this takes quite a while.

When near melee distance, the Pre-Martian has two more attacks it may use in addition to the above. One is a large radial wave that the Pre-Martian emits from itself; while this does no damage nor contaminates West, it does slow him down temporarily and has a large range. The second attack is a sort of wave of small balls that the Pre-Martian throws out of its torso; like a shotgun shot, each ball does relatively low damage, but being hit by all of them will deal a lot of damage.

## Strategy

Pre-Martians should be among your highest priorities to kill, if not because of their damage, then because they'll be near the front of a crowd that's chasing you. They have a deceptively small hitbox (only its torso can be hit), so a pistol may be useful for its precision and high range (especially useful since even a basic pistol can hit a Pre-Martian before it even attempts to attack), but an SMG may be preferable for its low heat use, despite its inaccuracy. Alternatively, since all of the Pre-Martian's attacks have a noticeable wind-up and it wastes a few seconds between each attack, a brave player can run up to it after it uses an attack and bash at it with a melee weapon or shotgun, running back to a safe distance when it looks like the Pre-Martian is about to attack again.

A fully upgraded pistol can kill a Pre-Martian with a single critical shot (which is common for a fully upgraded pistol) even on Hardcore. In addition, a single Plasma Launcher shot can heavily damage, if not outright kill, a Pre-Martian, which can be useful for heavily infected areas.
East 17

**East 17** are a boyband from the United Kingdom. The band was formed in 1991, disbanded in 1997, reunited in 1998, disbanded again in 1999, reunited again in 2006, and still is active.

## Band Members

* Terry Coldwell
* Robbie Craig
* John Hendy

former:

* Blair Dreelan
* Brian Harvey
* Tony Mortimer

## External links

* East 17 at Wikipedia
* East 17 at Boybands Radio
* East 17 at Famousfix
Solar Casino

**Solar Casino** is an inner sector to the south of Central Control, on the same track as District Aries. It is 25 minutes away from Central Control and 40 minutes from Leo District. 1800 units of power is required to power the sector. Like other inner sectors, all floors besides the ground floor are entirely randomized for each playthrough, along with which floor the oxygen generator is on. It has six floors (F00-F05), with the ground floor being non-random and the last floor having the thermal generator.

The level 2 mining data chip can be found in Solar Casino, on a random floor that isn't the ground floor. It is found behind a Class A locked door, in the back corner of an office; the keycard can be found in a desk in the office. The chip is in a suitcase, stored in a room full of crates with casino chips and slot machine tokens.

## Journals

"The Solar Casino", "Jaron's Emails", "Card Shark's Message"
Plasma Launchers

The **Plasma Launcher** is a weapon that can only be obtained by producing it at the 3D Printing System. It can only be produced after researching its associated data chip (takes 6h 40m at the Tech Research System), which can be found at the Carson Hotel and requires level 2 research software. Unlike other guns, plasma launchers can only be researched twice, with each gun level available at each research level (excluding level 1, since it starts at 2).

Like all guns, plasma launchers require a plasma launcher core, a heatsink, and a barrel to be linked in order to be used; these can be unlinked at any time. One shot of an IFM-9 Plasma Launcher generates about 75 heat, far higher than a basic Heatsink 'Frost' 10D can handle, so a better heatsink is highly recommended, at least a 'Thor' 350 for an IFM-9.

    Plasma launchers fire a very slow projectile that explodes violently once it hits something solid. This explosion *can* harm the player, and can easily kill the player on higher difficulties. Although firing the launcher does have a significant knockback for the player, the slow projectile and the high speed that some enemies have can easily cause the explosion to hit the player. If avoided, however, the explosion can just as easily devastate enemy numbers. A fully upgraded plasma launcher can destroy any enemy, except for the healthiest of them, and the large explosion makes it capable of instantly clearing out the packed rooms that become common after about 60% infection. Although some enemies may survive the explosion, they will be left with only a fraction of their health left, making them easy and quick to pick off afterwards, preferably with a less dangerous weapon. However, since it is so dangerous for the player as well, photon grenades may be a safer option for massive spread damage on Hardcore and Nightmare, especially if playing with Permadeath enabled.

## List of Plasma Launchers

Gun core weights are for the core alone; once linked with a barrel and heatsink, their weights are added on. All plasma launcher cores have 1 shots per fire, 5° angle, 70 durability, and are explosive.

*The heat generated numbers are estimated based on testing.*

## See Also

* Pistols
* SMGs
* Shotguns
* Melee
Strong Spitter

**Strong Spitters** are an evolution of the Spitter.

## Behavior

Strong spitters act similarly to spitters, attacking Albert West with projectiles (that slow West) whenever he is close enough, and attacking with their claws if he is too close. Unlike spitters, strong spitters will try to get as close as possible to West, spitting at him whenever possible.

## Strategy

Like the spitter, an accurate gun is a safe option to kill strong spitters, but close-ranged combat is an alternative, especially if you can react quickly. While strong spitters have more health and deal more damage than spitters, they begin spawning later in the game than spitters, which should give you more time to get better equipment (or get used to the game).
List of Drinks

**Drinks** restore Albert West's thirst after being consumed. Unlike food, all non-Biosphere drink items are safe from contamination.

In addition to the listed drinks, West can drink from taps found throughout the colony, such as from the sinks in bathrooms or kitchens. Each tap has its own reserve of water, and drinking from a tap reduces its reserve by 20 (or empties it, if it had less than 20 remaining), as well as reduces an equal amount of West's thirst (e.g. drinking the remaining 15 from a tap will decrease thirst by 15, as well as empty the tap). Drinking from a tap has a chance to increase West's contamination by 20. There is no known way to restore a tap's water supply.

Like food items, drink items cannot be produced, only found, except for Biosphere products (which are potentially contaminated). All non-Biosphere drinks have a stack limit of 999. Biosphere items have a limit of 50.

## See Also

* List of Food
* Needs
Resveratrol

### Description

A purple liquid processed from Mars Grapes.Used in the production of basic medical supplies.

### Weight

0.05 kg

**Resveratrol** is a material that is obtained by refining grapes in the Bio Processing System. Grapes can be obtained from the Biosphere Accelerator. It takes 10-11 minutes to harvest grapes and 5-6 to process it. Recycling perfume will also yield resveratrol.

## Usage

Resveratrol is used to produce the following items:

* Oxygen Canisters
* Oxygen Filter MK I
* Basic Medical Kit
* Bandage
* Nanocasting Kit
* Decontamination Pill
* Marsmari and Marsmari D
* Musclemax and Musclemax K
Power Packs

A **Power Pack** is equipment that Albert West can equip. While a power pack has a charge, it can be used to power West's flashlight, shield, and even guns. Once depleted, a power pack must be recharged at any of the power recharging stations across the colony. Central Control notably has a uniquely high capacity recharging station, which has a capacity of 7000 (other stations have 750). Power stations can be found frequently around the colony, and most sectors have a power station on its ground floor.

### Shielding

"*Activating West's shield requires a power pack and enough energy. West can move and dodge while blocking, but is unable to attack or sprint. Blocking an attack using the shield will absorb damage depending on the power pack's tech level, as well as protect him from fractures and bleeding. Getting hit while the shield is up will drain energy from West's power pack.*" -In-game Help Text
With a charged power pack equipped, West can maintain a shield around him while he is not attacking. Despite what it says in the game's Help text, sprinting is not affected by shielding at all. Maintaining the shield slowly consumes some power, but each hit taken while it is up will drain more power. If the shield is up while an attack connects, then a percentage of the attack's damage is mitigated (based on the the tier of the power pack), West will not be slowed down at all and may even be knocked back, and the attack cannot inflict any tertiary effects (notably fractures and bleeding). Shielding is recommended when turning corners or opening doors to minimize surprises, especially if nearby enemies may be alerted for any reason and you are opting to not use marsmari.
Miscellaneous Items

This is a list of items that go into Albert West's *Miscellaneous* tab. All of these items exist purely to be recycled and cannot be used for anything else. Items that appear in other tabs of West's inventory are not listed here, regardless of how much use they have. All items on this page are used with the Tech Recycle System in Nilson Engineering (except for the biological items that are dropped by enemies, which are used at the Bio Recycle System).

## Biological Misc.

All of these items are dropped randomly by enemies when they die, although certain drops may be restricted to certain enemies. Every item weighs 0.01 kg and has an item stack limit of 999. Items in this list are used with the Bio Recycle System.

## Jewelry

Jewelry is generally found in display cases around the various sectors (more notably in the Carson Hotel and Spirit Plaza. The weight of every piece of jewelry is the same: 0.06 kg. Recycling jewelry yields 2 of the listed gem; refining this gem at the Ore Refining System yields the listed refined ore material. All jewelry and gems have an item stack limit of 50.

## All Other Misc. Items

Ratios are calculated by taking the amount of resources gained and dividing by the weight of the object, so objects that weigh less and yield more of a given material will have high ratios. The base ratio uses the total yield. If you're focusing on recycling efficient items (items that don't weigh much compared to what they give), these ratios are a good estimate of an item's value, although they do not account for how common the given resources are nor the item's stack limit. For the sake of space, this table does not consider the less common extra materials that a few items may yield (the base ratio does, however), such as the plant products from liquids, although these should be prioritized anyway unless you are capable of producing them at that point.

Miscellaneous item locations are not completely random. They will generally be found in rooms and containers where they make some sense in a real world context. For example, billiard balls and gloves are found exclusively in billiards rooms, specifically in the billiards tables and nearby storage containers; no items that are unrelated to billiards will be found in a billiards table. Due to the sheer number of items and rooms in the game, item and room relationships have not been thoroughly studied.

For full details of an item, see its respective image in the gallery below (like the table, it is in alphabetical order).
Zeaxanthin

### Description

A green liquid processed from Mars Corn.Used in the production of improved medical supplies.

### Weight

0.05 kg

**Zeaxanthin** is a material that is obtained by refining corn in the Bio Processing System. Corn can be obtained from the Biosphere Accelerator with level 2 biosphere software. It takes 11-12 minutes to harvest corn and 5-6 to process it. Recycling detergent will also yield zeaxanthin.

## Usage

Zeaxanthin is used to produce the following items:

* Thermal Canister L
* Thermal Regulator MK II
* Improved Medical Kit
* Improved Bandage
* Musclemax K
* Windroid Pro
Small Spider

**Small Spiders** are small enemies that have very low health, but very quick movements. They are only found in groups of two or three with Brain Bugs or Big Brain Bugs. They never drop items.

## Behavior

Small Spiders will quickly run toward Albert West on sight, and bite him rapidly. Like all enemies, their attacks slow West a bit when they hit, so even a small group of two or three spiders can lock down West if he gets hit. Shielding the hits or dodging back are almost necessary to escape if West is caught, especially since gunshots may go over them if they are close enough to hit West. If the associated brain bug loses sight of West, the small spiders will likely retreat back to it. If the associated brain bug is killed, the small spiders will die a few moments after.

Interestingly, small spiders don't seem to have much of a will on their own, instead only attacking or retreating from West when the brain bug decides. This can be observed when a brain bug becomes a cocoon: the small spiders may be left behind and will never attack West, since they don't have the brain bug to direct them anymore. This can be exploited by closing doors on the brain bug, which can be easy when alone with one since the difference in movement speed between the small spiders and the brain bug is huge. Once the door is closed and they are separated, the spiders will keep trying to retreat back to the brain bug.

## Strategy

Small spiders only attack with melee, so retaliating with your own melee will suffice, and is actually recommended since it can be difficult to hit them with guns. If there are too many spiders around, a photon grenade can easily clear them out. If they are spread out sufficiently, a lucky shotgun shot can clear them, but the power required may not be worth it.
Palladium

### Description

A common material refined from Nickel Ore. It's usually shipped to Earth, as it's more valuable there.

### Weight

0.04 kg

**Palladium** is a material that is obtained by refining nickel in the Ore Refining System. Specifically, nickel ore can be mined using the Mine Extractor in 11-12 minutes and then refined in 5-6 minutes. Alternatively, a nickel necklace can be recycled; this will yield a nickel gem, which can then be refined in 1-2 minutes to gain palladium. Palladium and nickel ore can be found in storage crates in the MPO Mine. Nickel ore, gems, and necklaces have a stack limit of 50; palladium has a limit of 300.

## Usage

Palladium is used to produce the following items:

* Electric Stun Grenades
* Heatsink 'Frost' 10D, 20D, 30D, and 'Thor' 360
* Knife and Long Knife
* Pistols GIO, GIO 2, GIO 3, GIO A
* Reactor Module MK I
* Shotgun Flux, Flux G2, Flux G3, Flux GA
* SMG MDIX, MDIX D, MDIX K, MDIX 2A, MDIX 4D
* Software
* Advanced Colonist Suit
* Electronic Resin
* Metal Composite
* Glass Fiber
Scandium

### Description

An advanced alloy processed from Gadolinite Ore. It's sought after even on Mars.

### Weight

0.04 kg

**Scandium** is a material that is obtained by refining gadolinite in the Ore Refining System. Specifically, gadolinite ore can be mined using the Mine Extractor in 14-15 minutes with level 3 mine software and then refined in 7-8 minutes. Alternatively, a gadolinite bracelet can be recycled; this will yield a gadolinite gem, which can then be refined to gain scandium 1-2 minutes. Gadolinite ore, gems, and bracelets have a stack limit of 50; scandium has a limit of 300.

Uniquely, scandium can also be obtained by recycling slot machine tokens.

## Usage

Scandium is used to produce the following items:

* Barrel 'Phantom' R2, R3, R5
* Purification Filter
* Laser and Heavy Laser Batons
* Electric Knife and Sword
* Pistols GIO B2, GIO B3, GIO C, GIO C2
* IFM-10B Plasma Launcher
* Power Pack L
* Reactor Module MK III
* Shotgun Flux GT2, Flux GT3, Flux GX
* SMG MDIX 3D, MDIX 3K, MDIX 4A, MDIX 4K
* Power Suit MK II and MK III; Battle Suits
SMGs

**SMGs** are one of three gun types that are available from the start of the game. Like all guns, an SMG requires an SMG core, a heatsink, and a barrel to be linked before it can be used; these can be unlinked at any time. Preassembled SMGs can be found in Central Control (one in each desk in the southwestern office) and possibly in the MPO Prison (in a desk near the first enemy, but it may be a shotgun or pistol instead). In other sectors, security offices may contain any basic weapon, including SMGs and SMG cores. Once researched, SMG cores can be produced at the 3D Printing System.

In terms of range, SMGs are most suited for mid-ranged combat. However, due to its inaccuracy, it tends to miss often against smaller enemies at such range, which dominate the colony early on. In addition, larger enemies that are easier to hit tend to also have more HP and especially damage (and status effects), so the damage of a shotgun or the safety of a pistol may be preferred.

The SMG is the only weapon that can be placed into a Power Generator turret, so that is arguably their best purpose. Even a few basic SMGs put into the corner turrets can make mutant invasions significantly easier. The extra damage can soften up tougher enemies or altogether kill weaker enemies so that the stronger enemies can be focused on.

## List of SMG Cores

All stats are per shot fired. Durability decreases by 1 per shot. The weight is of the gun core alone; once linked with a heatsink and barrel, the heatsink's and barrel's weights are added on. All SMGs have 1 shots per fire.

*The heat generated numbers are estimated based on testing.*

## See Also

* Barrel
* Heatsink
* Pistols
* Shotguns
* Plasma Launchers
* Melee
Tissue Extract

**Tissue extract** is a material that is obtained by recycling certain enemy drops, specifically infected eyeballs, fat sacks, tissue, and tongues.

## Usage

Tissue extract is used to produce the following items:

* Purification Filter
* Purification Regulator
* Improved, Emergency, and Complete Medical Kits
* Improved, Advanced, and Ultra Bandages
* Musclemaxs
* Windroids
* Glass Fiber
Viking Square

**Viking Square** is an inner sector to the west of Central Control, on the same track as MPO Prison and District Pisces. It is 20 minutes away from Central Control, 40 minutes away from Pisces District, and 80 minutes away from MPO Prison. 1800 units of power is required to power it. Like other inner sectors, all floors besides the ground floor are entirely randomized for each playthrough, along with which floor the oxygen generator is on. It has six floors (F00-F05), with the ground floor being non-random and the last floor having the thermal generator.

The level 2 research data chip can be found in Viking Square, on a random floor that isn't the ground floor. The room that has the chip is a large, square room with a vent in each corner, and likely has four doorways. The chip is found in the ventilation system, laying on the ground near a deceased cat.

On F05, the only journal of the sector can be found in a square room, similar to the room with the chip but without the vents. In one corner of this room is a corpse with the journal and a side bag on the ground; in the side bag, a marsmari D can be found, which is the only known place where an improved marsmari can be found (outside of production, of course).
Spitter

The **Spitter** is the first enemy in the game that primarily attacks with projectiles.

## Behavior

Spitters will attempt to get close enough to Albert West to hit him with their ranged attacks, which has about the same range as a pistol and a very slow travel time, as well as a slowing effect if it hits. Once close enough, it won't approach any further, but won't back away from West, either. If West is in melee range to a spitter, it will attempt to claw at him twice; this deals some damage, but is relatively slow.

## Strategy

A pistol can be useful to pick off the spitter's health, while you stay at a respectable distance so that you can react to its shots more easily. Alternatively, if it's alone, strafing around it while bashing at it with anything will suffice. It shouldn't take too long to kill either way.
Software

Level 1 **Software** is already installed in all of the machines in the core sectors from the beginning, but these can be improved to expand the respective machine's capabilities. These improved softwares can only be produced after researching their respective **data chip** (for example, researching the Level 2 Engineering Chip will allow the production of Level 2 Engineering Software), which are found scattered around MPO's many sectors.

If software is entirely removed from a machine, then the machine will halt all production and West will refuse to interact with the machine at all.

The following is a list of all software chips and their respective locations. Note that, although the chip-sector correspondence is not random, the sectors themselves are largely randomized.

* Research
	+ Level 2: Viking Square
	+ Level 3: District Gemini
	+ Level 4: District Pisces
* Engineering
	+ Level 2: Carson Hotel
	+ Level 3: District Aries
	+ Level 4: District Leo
* Mining
	+ Level 2: Solar Casino
	+ Level 3: District Leo
	+ Level 4: District Gemini
* Biosphere
	+ Level 2: Spirit Plaza
	+ Level 3: District Pisces
	+ Level 4: District Aries

Software cannot be recycled at all, no matter the level, but as many as desired can be produced. Software is researched at the Tech Research System and produced at the 3D Printing System. Software takes about an hour to be produced, but research time varies greatly by level of the chip. It is worth noting that there are three machines that use Research Software and two machines that use Engineering Software, so multiples should be made to maximize productivity.

## Software Research and Production

This table details the research requirements for data chips and the production requirements for the resulting software. Level 1 software cannot be researched nor produced. All data chips weigh 0.05 kg. All software costs 40 electronic resin and 5 palladium to be produced.

 Level 3
 Level 4

1/24
Shotguns

**Shotguns** are one of three gun types that are available from the start of the game. Like all guns, a shotgun requires a shotgun core, a heatsink, and a barrel to be linked before it can be used; these may be unlinked at any time. Preassembled shotguns can be found in Central Control (one in each desk in the southwestern office) and possibly in the MPO Prison (near the first enemy, but it may be a pistol or SMG instead). In other sectors, security offices may contain any basic weapon, including shotguns or shotgun cores. Once researched, shotgun cores can be produced at the 3D Printing System.

Shotguns have the shortest range among all guns, making them most suited to close-quarters combat, not unlike shotguns in most other games. Another similarity is the very high damage per shot that shotguns sport, which allows even the most basic shotguns to instantly kill most unevolved enemies with a well-placed point-blank shot, even on the highest difficulty. Even stronger evolved enemies rarely take more than three point-blank shots to kill, maybe four on Nightmare difficulty for the toughest.

Despite the high damage, the short range is just as much of a consideration. Enemy melee attacks are often significantly more dangerous than enemy projectiles, if not because higher damage then because melee attacks are actually capable of inflicting status effects (assuming they aren't shielded against). The fact that shotguns leave you in range for melee attacks means that using a shotgun requires more careful maneuvering in order to avoid damage, thus using a shotgun may be preferred for the more experienced, or at least for those willing to take the extra hits. Firing a shotgun does knock you back slightly, so moving with this in mind can improve maneuverability.

## List of all Shotgun Cores

All stats are per trigger pull. All shotgun cores fire 8 shots per trigger pull. Durability decreases by 1 per *shot fired*; where other guns lose 1 Durability per trigger pull, **shotguns lose 8 Durability per trigger pull** due to the "shots per fire". The weight is of the gun core alone; once linked with a heatsink and barrel, the heatsink's and barrel's weights are added on. All shotgun cores have 1.00/sec rate of fire, 8 shots per fire, 3 range, and weigh 0.50 kg.

*The heat generated numbers are estimates based on testing.*

## See Also

* Barrel
* Heatsink
* Pistols
* SMGs
* Plasma Launchers
* Melee
Koch

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No official image avialable

The Gloaming

**Koch** was part of the Narral, but was later killed by the wolves in The Mage.

## In the Books

### The Mage

Koch appeared attacking Isla, but Haiki blocked him. Koch ended up killing Haiki and was soon killed by King Farraclaw when the wolves came to the rescue.
Pistols

**Pistols** are one of three gun types that are available from the start of the game. Like all guns, a pistol requires a pistol core, a heatsink, and a barrel to be linked before it can be used; these can be unlinked at any time. Preassembled pistols can be found in Central Control (one in each desk in the southwestern office) and possibly in the MPO Prison (in a desk near the first enemy, but it may be a shotgun or SMG instead). In other sectors, security offices may contain any type of basic weapon, including pistols and pistol cores. Once researched, pistol cores can be produced at the 3D Printing System.

Pistols sport the longest range and highest accuracy of any gun in the game (with the most upgraded pistols having pinpoint accuracy), and this range slowly improves as it is upgraded. This high range, along with its other factors, make pistols the safest option for dealing damage, regardless of the type of enemy. In addition, pistols are the only gun core to have its own innate critical hit chance; when fully upgraded (barrel included), a pistol has a 45% critical hit chance. All of these factors make pistols more suited to sniper-like combat.

Even with the most basic, un-upgraded components, a pistol has several properties that allow it to be useful even against the most evolved enemies. Against a Big Fat Mutant, the highest HP enemy, a basic pistol can deal just enough damage to kill it from full HP on Normal difficulty before overheating completely; this is still possible on higher difficulties, but more critical hits are required, making it less reliable (although a second pistol can negate this reliance on luck). Against a Pre-Martian, even a basic pistol has enough range to keep West safe from its attacks while still hitting it. Although a pre-martian *can* hit West from this range, it will continuously prioritize closing the distance rather than actually attacking.

## List of Pistol Cores

All stats are per shot. Durability decreases by 1 per shot. The weight is of the gun core alone; once linked with a heatsink and barrel, the heatsink's and barrel's weights are added on. All pistols have 1 rate of fire and 1 shot per fire.

*The heat generated numbers are estimates based on testing.*

## See Also

* Barrel
* Heatsink
* SMGs
* Shotguns
* Plasma Launchers
* Melee
Brin

This Foxcraft Wiki article is a **stub**. Please help expand it.

No official image available

**Brin** is a male, brown furred Elder that mastered slimmering.

## Appearance

He has a gray like coat on the top of his muzzle, tail, haunches, and back. On his underside, he has a light coat of amber drizzling his front legs, belly, neck, and top of his ears.
Stamina

**Stamina** is a resource that is consumed by performing physical activities. It can be seen in the lower-left corner; it is the white bar that wraps around the right side of the sphere, and the sphere can be hovered over with a mouse to see a numerical value. Stamina slowly regenerates over time, and regenerates more quickly while sitting or sleeping. Actions that consume stamina also accelerate fatigue buildup, as well as thirst and hunger to a lesser extent; this acceleration occurs even if stamina is not actually consumed.

Stamina is used when performing melee attacks, including unarmed attacks, instead of consuming power from power packs like guns do. It is also used for dodging. Both actions consume a small chunk of stamina, and cannot be performed if there is not enough stamina available. Finally, stamina is slowly consumed while sprinting. If all stamina is depleted, it will take a few seconds to begin regenerating, and will slow the player down below walking speed for a short time.

*Sprinting drains West's stamina and depletes oxygen. It also alerts enemies in the area, including enemies on the other side of doors. West can't sprint if he runs out of stamina or if he has a fractured leg. Sprinting will cause increase in hunger and thirst needs.* -In-game Help Text
After sleeping, a "well-rested" status is obtained for a period of time (proportional to how much time was spent sleeping); this status decreases stamina consumption while it is active. Windroid can be consumed to reduce all stamina consumption to zero for a short period of time, based on the tier of windroid that is used.

Maximum stamina can be affected by a few factors. Under normal circumstances, maximum stamina is 100. If Fatigue reaches 75 *or* Thirst reaches 90, max stamina will drop to 33, and eventually to 25 if the fatigue is not addressed. Max stamina will slowly increase back up to 100 while neither condition is met.
Supplements

**Supplements** are items that West can consume to temporarily enhance his abilities. All supplements can be produced at the Bio Combine System after sufficient research is made. Two of each supplement can be found in the west-most room of Central Control, which is useful for beginning research. All supplements have a stack limit of 10.

It should be noted that none of these items are instantaneous. After using an item, West spends a few seconds to apply the item; after application, the item will last for its listed duration, applying effects either during or after this duration, depending on the item. The short process of applying an item does not impede West in any way, except for preventing another item from being applied; however, if West is hit while applying an item, it will not be applied and will be lost.

## List of Marsmaris

        Once applied, **marsmari** allows West to detect nearby enemies for its duration. An enemy within range has a red circle shown on it, which is visible regardless of lighting and West's line of sight. Bigger enemies will have an appropriately-sized circle. Improved versions have both increased duration and increased range.

## List of Musclemaxs

Once applied, **musclemax** temporarily increases West's melee damage.

## List of Windroids

Once applied, **windroid** provides West with infinite stamina and increased movement speed. Both the strength of the movement speed increase and the duration of the windroid increase with improved windroid. Note that infinite stamina does not prevent other effects of stamina use, such as increased fatigue generation.
Canista

**Canista** is the one pictured as the mother of all canines; wild and domesticated. The wild canines use the nickname "cubs of Canista" when speaking of every canine breed. Breeds like foxes, wolves, and coyotes all honor and worship under Canista, and have a few natural things they consider ''symbols'' of Canista. Wolves and coyotes even include weather as signs of Canista, such as rain, Red Sun, and a few more signs. It is stated in the book Terms, that Canista's lights are a constellation of stars that are the basis of a fox's maa. The wild canines think of her as their  powerful mother who lived on Earth and then went up to Heaven later.
Manglers

This Foxcraft Wiki article is a **stub**. Please help expand it.

**Manglers** are cars. Foxes see them as monstrous, twisted beings the furless ride in.

## Description

Manglers are large, box bodied creatures with round paws and 'spy holes' or windows. Most have 'stubby snouts' and 'glaring yellow eyes.'

## Isla's Experiences

Isla was only inside a mangler once, when the snatchers took her. Foxes ussually stay away from manglers, so it doesn't happen very often that foxes are put inside manglers.
The White Fox

Gloaming

**The White Fox** is part of a legend once told in the Wildlands, now known only to the Elders. It was told to Isla in *The* *Elders**.*  It is one of the tangles of maa and stardust that were there in the sky, or so the story goes. It is said to smell of acid and dust, similar to the Taken. The Elders suspected that the Mage was trying to use its power.

Their suspicions are proven to be true in *The Mage.*

## The Story

A single tangle of maa and stardust was looking down apon the Wildlands and saw foxes running and hunting, being free, and it had a desire to be alive, but it smelled foul to others. Somehow it got down to the ground and resided in the Deep Forest. It fed on the earth's maa, and a poisonous yellow murk started spreading, and the Deep Forest rotted. It was not satisfied, and would suck the maa from every fox to become truly real. It took shape as a being, a ghostly one of ash and dust. It was banished by the The Black Fox and the other Elders, to the deepest corners of the sky.

## In Book

In book three, *The Mage,* Keeveny pleaches with the White Fox to help it rise. Isla ventured into the Deep Forest to stop the White Fox from coming back saving all foxes, and many other creatures.
Quercetin

### Description

A milky liquid processed from Mars Onions.Used in the production of ultra medical supplies.

### Weight

0.05 kg

**Quercetin** is a material that is obtained by refining onions in the Bio Processing System. Onions can be obtained from the Biosphere Accelerator with level 4 biosphere software. It takes 14-15 minutes to harvest onions and 7-8 to process it. Recycling toothpaste will also yield quercetin.

## Usage

Quercetin is used to produce the following items:

* Purification Regulator
* Complete Medical Kit
* Ultra Bandage
* Ultra Nanocasting Kit
* Musclemax X
* Windroid X