recursal/Fanatic-Fandom huggingface dataset:
The Club

The Club is the location of Chapter 5: Deviance and the fifth stage of Mother Russia Bleeds.

## Background

It is a BDSM fetish club belonging to the Bratva that is one of their favorite hot-spots, it is apparently a popular location as well, as many cars are seen in the parking lot in the very first section of it. The building possesses a bar, where people can either order at the counter or have drinks brought to their seats at the "Show Area" by waiters who apparently double as gigolos, as one can be seen engaging in an act of oral coitus with a patron. There is also a dungeon section of the Club, where the patrons participate in more hardcore acts of bondage. The owner of the club seems to be the mountain of a man donning the persona of a Butcher who is encountered at the end, given how their are multiple neon signs of his likeness in the interior of the club.

## Description

The Club is the midway point of Mother Russia Bleeds, where the protagonists travel to after a tip on the Bratva given to them by Vladimir. There, they will face off against the staff of the club, consisting of the bouncers, waiters, and the pig-mask wearing preformers, and encounter an ally in the form of the Gimp, who joins them for the second half, until they reach the boss of the level, The Butcher.

## Enemies

* Bouncer
* Cop
* Henchman
* Waiter
* Shadow
* Pigman

## Weapons

* Bat
* Vodka Bottle
* Champagne
* Champagne Bottle (Carried by Waiters)
* Fire Extinguisher
* Beretta (Carried by Bouncers)
* Stage Light
* Stool
* Glock (Carried by Pigmen)
* Cigarette Dispenser
* Knife
* Crowbar

## Trivia

* This level might draw it's inspiration from the Manhunt 2 level "Sexual Deviants" which also took place at a Fetish Club/Sex Dungeon that has a bar, and also featured enemies who wore Horse and Pig Masks.
* If you stand in front of one of the Bouncers in the beginning before causing them to become actively hostile, they will punch you.
* This level is one of the only times where Nekro does not appear in a hallucination sequence, although the shell of it's form from the 3rd stage can be seen.
* The club's name appears to be "Caviar" given how that word appears on a neon sign depicting The Butcher.
Berserk

**Berserk** is a gameplay mechanic in Mother Russia Bleeds, and one of the two abilities that Nekro provides the player, the other one being the ability to Heal.

## Description

Berserk is accessed by pressing the key or button assigned to the control for Inject Berserk. While Berserk, the screen will subtly shake and a colorful filter will be applied as well. Also, berserk players portraits in the GUI will preform an animation of them wildly flailing about in fury (or shouting, in Ivan's case), and they will leave afterimages.

When Berserk, a player character will become both faster and stronger, and will also gain the ability to preform Fatalities.

Regular attacks are also affected by berserk, as standing attacks will also become randomly suffixed with a Loaded Punch, and the Groundpunch will also randomly end with a Head Crush.

Berserk will also change depending on the strain of Nekro, and the Blue Lagoon strain cannot access it entirely.

* White Russian will cause the users finishing Loaded Punch to gib enemies on impact, which stuns nearby enemies and also provides the Severed Head of gibbed enemies.
* Orange Tundra causes the user to teleport to the nearest enemy by attacking.
* Greyhound lets the player gain health by attacking enemies.
* Black Widow causes the player's dash to instantly kill enemies.
* Moscow Mule will cause the duration of a berserk episode to increase by using fatalities.
* The Godmother will cause the player to be in a permanent, watered down berserk mode, where the player cannot preform fatalities, but has all the other abilities that come with berserk.

## Gallery

The Screen in Berserk Mode.The afterimage effect activating in Berserk Mode.
Walkie-Talkie

The **Walkie-Talkie** is a weapon appearing in The Train, unique in that it allows the Train Inspectors to initiate a remote shutdown if they grab hold of it, which means an instant gameover.

## Appearance

It is a small black rectungular communications device with an antennae and red and green flashing lights.

## Description

The Walkie-Talkie appears in the car of The Train with the bedrooms, after the section with the Chainsaw, the dispatch will say "This is dispatch... Should we initiate a remote shutdown? Hello? Hello?!"

## Weapon Behavior

It is an incredibly durable albeit low damage dealing version of the nightstick, meaning that it can be used to attack enemies as much as the player likes.

## Gallery

Natasha with the Walkie-Talkie.Natasha attacking a Train Inspector with the Walkie-Talkie.Natasha preforming a ground attack on a Train Inspector with the Walkie-Talkie.Natasha doing a dash attack with the Walkie-Talkie.
## Trivia

* It is one of the few weapons in Mother Russia Bleeds to be completely indestructible, or at least possess a unique caliber of immense durability the other being the Katana.
War never changes

**War never changes** is an achievement exclusive to The Train.

## Requirements

The player must make it through the train roof section of The Train without getting hit by the Grenades of the Grenadiers.

## Tips

* It's best to play solo to gain this achievement.
* It is also reccomended to throw grenades at the various enemies to avoid getting hit by them.

## Trivia

* The name of this achievement is a reference to a recurring line from the Fallout series of games.
Sad Ending

**Sad Ending** is an achievement in Mother Russia Bleeds exclusive to The Penthouse

## Requirements

The player must heal or berserk during the fight with Nekro, and defeat it.

## Trivia

* Like it's equivalent I had a dream the player doesn't have to actually complete the game in it's entirety, and only defeat Nekro to earn this achievement.
The Nekro Dimension

The Nekro Dimension is the 9th and final Arena Level in Mother Russia Bleeds. It is unlocked alongside The Vault when Chapter 8 is completed. It is based off the various Nekro-induced hallucination sequences. Completing this level will unlock the Godmother Nekro Strain.

## Enemies

* Drug Addict
* Boris Shadow
* Ivan Shadow (may sometimes only appear from Wave 2 onwards)
* Sergei Shadow (from Wave 3)
* Natasha Shadow (from Wave 5)

## Trivia

* The cover for this level depicts a Wall of Flesh, which does not appear in this level at all.
* The Nekro Dimension and The Prison Yard are the only levels to use theme of a boss for their levels.
Who's The Boss

Who's the Boss is an unused achievement in Mother Russia Bleeds.

## Requirements

Judging by the name of this achievement, and it's icon being a Golden Tooth, which is a feature shared by half of the bosses (Prison Governor, Skinhead Leader, Tyrant, andNekro), this achievement presumably would have been unlocked by completing the unused Boss Rush Mode.
Post

The **Post** is a weapon appearing in The Squat.

## Appearance

It is a sign attached to a long pole, with wires attaching the sign part.

## Description

It appears in the first section of The Squat, lying on the ground, with this being it's only location.

## Weapons Behavior

The Post is an incredibly useful weapon, as it has high durability and decent damage, with it's most exceptional attribute being it's range, as well as it's ability to send enemies flying even farther than most melee weapons, with it's focus attacks sending enemies offscreen most of the time.

## Gallery

Natasha holding a Post, with a Tramp approaching her.Natasha swinging a Post.Natasha sending a Tramp flying with a Post.Natasha about to hit a Tramp with a Dash Attack from the Post.Natasha preforming a Ground Attack on a Gopnik with a Skinhead about to do her jump kick.
## References

1. ↑ https://motherrussiableeds.fandom.com/wiki/File:PostNameOrigin.png
Hand job

**Hand job** is an achievement in Mother Russia Bleeds available in most levels, (except for The Penthouse, due to the first phase of the battle with Nekro requiring that you toss needles at the Walls of Flesh)

## Requirements

The player has to go through a level in it's entirety without using weapons at any point of the level.
Challenges

Challenges was another unused game mode like Boss Rush and Versus Mode that didn't make it into the final release of Mother Russia Bleeds, with the only evidence of it's existence being a locked cover. It is unknown if this game mode will be released, if ever.

## Description

This game mode was most likely going to be focused on completing multiple tasks that could have had modifiers and handicaps to make them more arduous, such as the player being only able to preform dash attacks, or being unable to jump, and maybe even the enemies being modified in some way, such as being faster or stronger or coming equipped with certain weapons. It is also unknown what possible reward would have been obtained from completing these tasks, and if they would have had any impact on the core game play itself or if they were simply just trophies and tokens signifying the players skill.
Knife

The Knife is a weapon that can instantly kill nearly every enemy except for bosses and has only one use.

## Appearance

It is a knife with no hilt and a curved handle that looks like a cross between a kitchen knife and a combat knife.

## Description

It first appears in The Lab, being wielded by a Henchman, and is wielded by various enemies throughout the game.

## Weapon Behavior

It will instantly kill whatever enemy it hits, except for bosses, killing standing enemies with it will cause them to kneel and slump over. The knife can also instantly kill enemies by being used as a projectile.

## Gallery

Natasha wielding a knife, with Boris and a Freak.Ivan jumping at a Henchman with a knife in his hand.Ivan stabbing the Henchman.The Henchman kneeling over.
Nekro

The term "Nekro" refers to two separate things in Mother Russia Bleeds lore and to an achievement exclusive to the PS4 version of the game, and thus this page serves as a disambiguation for the three.

1. Nekro, the boss. A skeletal entity that is the manifestation of the protagonists addiction to the drug it shares it's name with and the final boss of Mother Russia Bleeds.
2. Nekro, the drug. A highly addictive preformance enhancing and/or recreational drug that lets the player enter Berserk Mode or recover their health.
3. Nekro, the achievement. An achievement exclusive to the PS4 version of Mother Russia Bleeds.
Wall of Flesh

The Wall of Flesh is a Stage Hazard exclusive to Chapter 8: The Penthouse.

## Appearance

It is a massive wall of red meat-like material that has multiple needles and snapping maws of hooked teeth growing out of it, as well as gaping holes in it.

## Description

It appears in a hallucination scene the midsection of The Penthouse, and chases down the protagonists through a hallway of hallucinatory doors of bone & meat, which need to be destroyed to reach the end of the hallucination and escape it.

Two of them also appear during Nekro's first phase, and close in on the player. To destroy them, the protagonists need to throw syringes provided by Shadows at them.

## Gallery

Sergei, pummeling a door to escape the Wall of Flesh while a Shadow creeps up on him.The Wall of Flesh in greater view, after Sergei escapes it.
## Trivia

* It bears a resemblance to a Terraria boss of the same name, and may in fact be inspired by it.
Moscow Mule

Draw Speed: Moderate

*'Fatalities will make berserk mode last longer.'*

The Moscow Mule is a variant of Nekro that is unlocked by reaching round ten in the Vault. It has one charge, heals a small amount and has the standard berserk effect. Using fatalities extends the duration of the berserk effect, instead of greatly reducing it.

## Strategy

This drug allows the player character to use fatalities more. Normally, the player character can only do up to two before berserk ends, with Moscow Mule, the player character can do about six (needs testing). This in theory makes it good for killing very tough enemies.

In practice however, the Moscow Mule the worst drug in the game by far. Any upside to using this is completely overshadowed by the Black Widow. With that drug, one can kill about 15 (needs testing) enemies instantly before berserk ends. On top of that they both require the same amount of Nekro to berserk, which makes Black Widow's better. And on top of that, Black Widow is a far stronger healer. The only other advantage is that fatalities make the player character invulnerable for some time, but even that is overshadowed by the fact that Black Widow's power includes a dodge as one does it, which also avoids damage in a similar way, arguable more effectively. Therefore, the only reason to really use it is for fun.

## Trivia

* The Moscow Mule is a cocktail consisting of vodka, ginger beer and lime juice. It is usually garnished with a wedge of lime.

Kremlin Colonel · Rose Kennedy · Purple Rain · Blue Lagoon · White Russian · Bloody Mary · Orange Tundra · Greyhound · Black Widow · **Moscow Mule** · Godmother
Henchman

"Who is it?" "Goons." "Who?" "Hired Goons."

### Levels

The Camp, The Lab, The Sewers, The Squat, The Train, The Club, The Arena, The Bear Cave, The Penthouse

### Weaponry

Fire Extinguisher, Nightstick, Bat, Stool, Crowbar, Shotgun, Beretta, Glock

### Fatalities?

Yes

**Henchmen** are the first proper enemy to use melee combat to appear in Mother Russia Bleeds. They first appear in Chapter 1: The Lab, and make multiple appearances throughout the game.

## Appearance

They are muscular men who wear sunglasses and have cigarettes in their mouths, wear a wrist watch on their arm and have a single golden tooth. They wear a t-shirt, a belt, a pair of pants, and plain black shoes. They usually have buzzcuts, but one variation is completely bald.

## Background

They are low-ranking members of the Bratva, who, despite being at the bottom of their hierarchy, form the backbone of the entire organization, and are seen doing various tasks where physical strength and fighting skills are needed, like being guards for a secret lab, or security forces for a nightclub, and even competitors in a gladiator arena.

## Description

Henchmen make their first appearance in Chapter 1, where the leader of a group of them will taunt the player characters, and introduce them to the mechanic of berserking.

## Enemy Behaviour

Henchmen approach player characters to get into range for a melee attack, and even when they are equiped with a firearm, like the Beretta or the Glock, they will stop to attack at a slightly larger distance, altough it is still possible to hit them with attacks.

Their primary method of attack is to attack with a series of alternating punches where they have a period of idleness before throwing the next punch, and finish these punches off with a side kick that knocks whoever it hits down. They will also grab a downed player character and repeatedly punch them until their health runs out or they escape.

## Gallery

A Henchman and his companions, taunting the protagonists.A Henchman, preforming his grounded punches on Sergei.Natasha facing of some Henchmen and a Bratva.Henchmen without their cigarettes.
## Trivia

* They appear in almost every Story Mode level, except for The Jail, and The City, making them one of the most common enemies in the game.

## References

1. ↑ https://motherrussiableeds.fandom.com/wiki/File:Henchman\_Name\_Origin.png
Hammer

The **Hammer** is a weapon exclusive to the Roof of the Train level in Mother Russia Bleeds.

## Appearance

It is a small claw hammer with a wooden handle and a metal head.

## Description

The Hammer only appears in the Roof of the Train, wielded by Thugs and only Thugs.

## Weapon Behavior

The Hammer behaves like the Nightstick, and as such it is a light and fast melee weapon suited for rapid combos with low durability.

## Gallery

Sergei holding the hammer.Sergei swinging the hammer.Sergei preforming a Dash Attack with a hammer.Sergei preforming a Ground Attack on a Thug with a Hammer.Sergei in Focus Attack stance with the Hammer.
## Trivia

* The Hammer is the only weapon to be exclusive to an Arena Mode level.
Do not cross the rails

**Do Not Cross The Rails** is an achievement in Mother Russia Bleeds.

## Requirements

The player must defeat the Government Officer without being hit by the rails.

## Trivia

* The name of this achievement is a reference towards a line from the movie Ghostbusters.
* This achievement is named "The Whistle Blower" in the games files.
Stun

**Stunning** is a combo move in Mother Russia Bleeds.

It is preformed by pressing the kick button after preforming at least two hits of the punch combo and will cause any enemy it hits to be stunned from the pain and be left vulnerable to more attacks, due to stun moves being aimed at the groin, as indicated by the animation, as well as the sprite files for the stun animations having the suffix of "Hurtballs".

Stun moves will work on nearly every enemy in the game, with the exception of Dogs, Pigs, and Riot Police, and they will also ignore the blocking abilities of Train Inspectors and Bratvas.

Every player character's stun animation is a knee strike of some sort, with the exception of Ivan's as he will preform a punch instead.

Stunning is worth 3 points, like most moves in your arsenal.

## Gallery

Sergei preforming his Stun on a TrampIvan preforming his stun.Natasha preforming her stun.Boris preforming his stun.
## References

1. ↑ https://motherrussiableeds.fandom.com/wiki/File:Move\_Guide.png
2. ↑ https://motherrussiableeds.fandom.com/wiki/File:HurtBalls\_Origin.png
Stool

The Stool is a melee weapon in Mother Russia Bleeds.

## Appearance

It is a black stool with a conical base and a ring around the supporting pipe.

## Weapon Behavior

It functions almost identically to the Bat, with the exception of it's inferior durability.

## Gallery

Sergei holding a Stool.Sergei about to attack two Spetsnaz Operatives with a stool.Sergei's focus attack stance for the Stool.Sergei preforming a ground attack on a Spetsnaz Operative with a Stool.
## Trivia

* It was originally going to break and turn into a shiv, much like the Chair, this was likely changed due to it being a relatively commonplace weapon, and having this feature would disrupt the difficulty balance.

## References

1. ↑ https://www.youtube.com/watch?v=cryh2Laz\_74&feature=youtu.be&t=44
Tramp

"Nothin' beats the hobo life! Stabbin' folks with my hobo knife!"

**Tramps** are an enemy that first appear in the tutorial, and also appear in Chapters 2, 3, and 4.

## Appearance

They are balding men who have bushy beards, missing teeth, and eyebrows that cover their eyes. They wear tattered clothing, and one variation doesn't even wear a shirt, and they are also missing a shoe.

## Description

They are a relatively weak enemy who are also equally relatively uncommon, but they always make up a decent composition of the enemies in the levels they appear in.

## Enemy Behavior

Their two attacks are to either punch the player at melee distance, or to lunge at the player and bash their hands into them while they are grounded.

## Gallery

Sergei fighting a bunch of Tramps in the Camp Arena level.A Tramp about to lunge at Ivan.A Tramp preforming his ground bash on Sergei.
## Trivia

* They are the only enemy to have more than three different palettes, excluding the green-skinned enemies who always convulse and give out Nekro.
White Russian

Draw Speed: Moderate

*'Directly affects the muscles.'*

White Russian is a variant of Nekro that is unlocked by reaching round ten in the Underground Concert. It has two charges, heals a small amount and has a stronger berserk effect than other drugs. White Russian's finishing moves gib enemies, which causes the corresponding Severed Head of the enemy that was gibbed to spawn, and the finishing moves are significantly stronger than the finishing moves that other drugs provide. Gibbing enemies can be considered disadvantageous, as gibbed enemies never convulse. White Russian is a poor healing drug, so it should be used to complement a play-style that frequently uses berserk.

## Strategy

This drug essentially makes berserk far more powerful than normal, and is especially effective at destroying large groups of enemies. However it does have a few notable downsides.

Most notably, the healing efficiency and potential of this drug is very poor. for comparison the Kremlin Colonel is 50% stronger at healing. Additionally, when berserking with this drug your finishing attacks will gib enemies which may kill them extremely quickly but also renders them unable to convulse, reducing the amount of Nekro available. This makes it an awful synergy with purple rain.

This drug can be used solo effectively so long as the player is skilled at the game. This is due to the limited healing, it relies on the player being able to avoid more damage to compensate. Additionally, in order to maximize the effect of its berserk the player should be efficient with as well as knowing good opportunities to do so. In theory, you can reduce the need of healing by quickly killing enemies while berserked before they can deal damage to you, although due to its gibbing effect, you may find yourself low on Nekro if done excessively.

This drug is more effective with other players providing they take a drug that can cover one of its downsides. Blue Lagoon is the obvious choice since not only does it make up for its lack of healing, but it also requires less Nekro to heal for a specific amount which also synergises with White Russian's effective reduction of available Nekro. Kremlin Colonel is also a good option however.

## Trivia

* The White Russian is a cocktail consisting of vodka, cream and coffee liqueur. It is usually served with crushed ice.
* The White Russian is one of the only ways for a player character that isn't Sergei to obtain a Severed Head, the other being through the use of Grenades and the explosion from the Thugs bikes in The City.

Kremlin Colonel · Rose Kennedy · Purple Rain · Blue Lagoon · **White Russian** · Bloody Mary · Orange Tundra · Greyhound · Black Widow · Moscow Mule · Godmother
Boss Rush Mode

Boss Rush Mode was an unused game mode that didn't make it into the final version of Mother Russia Bleeds, with the only material available for it is a locked cover featuring the faces of several different bosses, with Nekro being the most recognizable among the faces of what appears to be the Warden, a Gimp, and a Bouncer.

## Description

As it's name obviously implies, Boss Rush Mode was going to be a battle against all the bosses of Mother Russia Bleeds one after the other, it is unknown if there was going to be a new arena, new arenas, or if the original arenas for each boss were to be reused as the player is transported between them, and it is unknown if this mode is ever going to be implemented in a future update.
Bouncer

"Welcome to The Salty Spitoon. How tough are ya?"

**Bouncers** are a type of enemy that appear exclusively in Chapter 5: Deviance.

## Appearance

They are short, stocky men with a focused expression on their faces and a scar on one of their eyebrows, who wear suits that come in white, black, and pink, and also wear white earrings. They also wear brass knuckles as well.

## Description

They are introduced as a pair, with one talking to the other, named Igor, about how he plans to quit his job and be more involved in his wife and daughters life, a plan that unfortunately never comes to fruition, as he is beaten to death by the protagonists.

## Enemy Behavior

Their primary form of attack is to lunge forwards and grab you, then preform a headbutt that can knock you down. This move deals a deceptive amount of damage, due to the player falling to the ground counting as a second hit. They will also preform a series of punches when at close range.

## Strategy

Bouncers are at their most deadly when they are in groups, as they can preform their grab & headbutt attack and trap the player character in a loop of being headbutted by multiple Bouncers. This can get downright lethal on Hardcore Mode, as the damage from falling on the ground is increased greatly on that difficulty, because of this, it is reccomended to launch them into eachother by throwing them or preforming an Ejection when doing a combo.

## Gallery

### Gameplay

A pair of white suited Bouncers.A pair of pink-suited Bouncers.A black suited Bouncer.A white suited bouncer punching Ivan for getting too close for his liking.
### Misc

A close-up dialogue sprite of a Bouncer, seen in the pre-alpha trailer for Mother Russia Bleeds.
## Trivia

* If a player character gets too close to either of the duo of Bouncers guarding the door to the club, they will throw a punch that knocks them over.
* The one who talks about quitting his job for his family might be a reference to an infamous win quote of Guile from Street Fighter 2.
* They are the only enemies to have a visual novel style dialogue sprite, a scrapped feature from an earlier version of the game that was likely removed to reduce the work load.
Good Master

Good Master is an achievement in Mother Russia Bleeds.

## Requirements

The player must keep the Gimp alive in The Club until they reach the Butcher.

## Tips

* This achievement shouldn't be too hard, considering that the Gimp is capable of handling himself, but this achievement will become far more difficult if friendly fire is enabled, as the players can accidentally hit him.
Dealer

The **Dealers** are the first female enemy to be introduced in Mother Russia Bleeds, and appear throughout multiple levels, although they get the most focus in Chapter 3: The Squat, where they are the primary antagonists alongside their leader.

## Appearance

They are tough-looking women with scarred faces who have big eyebrows, and have their hair shaved down to a buzzcut. They wear sleeveless white t-shirts and leather vests, which are colored either black, red, or brown, and have tattoos on their arm that match the color of their vests. They wear trousers that are either green, black, or red. (corresponding to the black, brown, and red vested dealers respectively) and wear laced up boots.

## Background

They are members of an all-female Nekro dealing gang lead by a behemoth of a woman who have occupied the camp that the protagonists live in, and have set up business there, alongside their allies, a gang of Gopniks, escapees from the local jail, and even the Bratva themselves.

Their endeavor's are apparently quite lucrative, given how they can easily afford weaponry that they presumably obtained from arms dealers, and also have recruited a mechanic who has access to a heavily modified combined harvester that has saw blades in place of it's threshers.

## Enemy Behavior

Their primary attack is to preform a jumping kick, which makes them vulnerable to air grabs, however, when close, they will preform a double punch combo. They are capable of using their signature jump kick even when equipped with a melee weapon.

## Gallery

A Post wielding Natasha fighting a pair of Dealers who have red vests, as well as a Rapist, a Gopnik, and a Henchman.Natasha fighting a trinity of Dealers, with the original palette and the brown vested and red vested palette as well, with the corpse of a Tramp in the background.
## Trivia

* The line "I'm gonna rip your head off and shit down your throat" spoken by one of them is likely to be a reference to a similar line from the movie Full Metal Jacket.
* Their gang icon appears to be a skull, given how the grafitti outside the hideout depicts a thieves star (presumably representing the Bratva) with a skull in front of it, which seems to represent the alliance between the gang of Drug Dealers and the Bratva.

## References

1. ↑ https://motherrussiableeds.fandom.com/wiki/File:Dealer\_Name\_Origin\_1.png
2. ↑ https://motherrussiableeds.fandom.com/wiki/File:Dealer\_Name\_Origin\_2.png
3. ↑ https://motherrussiableeds.fandom.com/wiki/File:Skinhead\_All\_Female\_Reference.png
Vegetarian

**Vegetarian** is an achievement exclusive to The Labs in Mother Russia Bleeds.

## Requirements

The player must complete The Lab without attacking a Pig.

## Tips

* The easiest way to earn this achievement is by playing through The Lab solo, as having an extra player or a bot partner makes this more difficult through the possiblity of another player or a bot attacking the Pigs.
Vladimir

Vladimir is one of the main characters in Mother Russia Bleeds.

He is a friend and neighbor of the protagonists who, with the rest of his neighbors, forms a crew of revolutionary rebels who are close allies of the protagonists.

He wears a green jacket & beret, as well as a pair of glasses.

He usually informs the protagonists of something they need to know and sometimes directly intervenes by helping the protagonists out, like in the boss fight against the Government Officer or in Chapter 6, where he provides some Kalashkinovs to the protagonists.

## Description

Vlad is a born leader, and he is highly politically-minded. And as a militant communist, he's devoted his life to the cause. He'll do anything to achieve his goals, although he remains a pacifist.

## Role in Story

He first appears in the Tutorial Level, talking to Mikhail about his conspiracies and how he is pushing the community apart with his pit fights, but is brushed off by him.

He is then mentioned briefly by one of the community members in Chapter 3: The Squat, who tells the protagonists that he is heading to a train station.

He makes his first appearance proper in the story mode in Chapter 4: The Train, where he makes four appearances throughout the level, one in the beginning alongside his rebels, another in the train cars, where he tells the protagonists that he and his rebellion have hijacked the train, the third on the roof of the train, and his fourth in the boss fight with the Government Officer, where he tosses Flash Grenades to use against him.

He makes his second appearance in Chapter 6: The City, where he and his rebels join forces with the protagonists for a civil war of epic proportions, and even assists the protagonists personally by providing them with Kalashkinov's.

He makes his last appearance in Chapter 8, after the protagonist defeats Nekro. If they achieve the good ending, he will get them to a hospital to flush the Nekro out of their system, and if they achieve the sad ending, he mourns the protagonists.

## Trivia

* He might be inspired by Che Guevara, given that he is a leader of a revolution who's most notable features are his beret and beard.
Capítulo Extra 04

Nombre romanji
 Volumen
 Paginas
 Publicación

**La carta** (手紙 Tegami) es el cuarto capítulo extra del manga Grand Blue.

## Resumen

En el memento en que Iori recibe y lee una carta de hermana menor, Shiori, Iori tiene que escribirle una respuesta pero no quiere que Shiori sepa de las actividades en las que participa, al reusarce a escribir una carta de respuesta Nanaka y Chisa se ofrecen a escribir sobre Iori en sus cartas, Iori se dispone a responderle el mismo, aunque no puede mentir, debido a que Shiori le pidió a Chisa que le dijera si Iori miente en su carta, por lo que Iori, omite relatar cualquier información que lo haga ver mal, escribiendo únicamente una frase, Nanaka le sugiere usar una "formula de apertura", Iori literalmente solo escribe las palabras "formula de apertura, media y cierre". Por lo que se obligado a relatar sus actividades de forma suavizadas y básicamente lo contrario a la situación real.

Después de que Shiori recibe la carta, revela que tiene una cámara espía dentro de peluche que envió a Iori y lo observa estando al tanto de sus actividades reales.

## Personajes

* Shiori Kitahara
* Iori Kitahara
* Nanaka Kotegawa
* Chisa Kotegawa
The Conductress

**The Conductress** is a minor character in Mother Russia Bleeds whose most major role in the game is being part of the boss battle against the Skinhead Leader, as she advances forward in a Combine Harvester turned war machine.

## Appearance

She is a woman with wispy blond hair styled into a ponytail, who wears a green bandanna, a sleeveless white shirt, underneath a pair of overalls, and a pair of black shoes.

She also can be constantly seen smoking a cigarette as well.

## Personality

She is very mechanically apt, given that she managed to customize a Combine Harvester into a war machine by replacing it's thresher with a series of large circular saws, and shows a great attachment to the machine, given that she is seen cleaning it and becomes enraged at the protagonists once it is broken at the end of the fight with the Skinhead Leader.

Judging by how she can always be seen with a cigarette in her mouth, it can be safely assumed she likes to smoke.

Despite her attachment to her machine and affiliation with the Skinheads, she pays the protagonists no mind in her cameo appearance in Stage 4, suggesting that she bore no true loyalty to them and was coerced into working for them in one way or another.

## Description

She makes her first appearance as a background character at the outside of the gymnasium in The Squat, where she is cleaning the Harvester's blades, and then appears in that level's boss fight, advancing from behind and being the only way to harm and kill the Skinhead Leader.

She makes a reappearance in the next level, The Train, as a background character in the first car of the level's titular train, sitting next to a boy with dark hair.

## Gallery

The Conductress, maintaining the cleanliness of The Harvester.The Conductresses cameo in Stage 4, being seen sitting next to a mysterious boy.
## Trivia

* It is unknown if she is truly affiliated with the drug dealers who have occupied the camp, considering she doesn't wear the same outfit or have a shaved head like they do, and shows no hostility towards the protagonists or the rebels on the train, who she would be familiar with, given that she visited the camp they recently left.
	+ It is possible she could have been a mercenary hired by the drug dealers, and was only motivated to attack the protagonists because she was paid to do so, or she could be a neighbor of the protagonists who was only acting hostile under threats from the Skinheads.
* She is depicted with sleeves in her pre-boss fight cameo in Stage 3, but has no sleeves during the boss fight with the Skinhead's Leader and also in her cameo appearance in Stage 4.

## References

1. ↑ https://motherrussiableeds.fandom.com/wiki/File:Conductress\_Name\_Origin.png
Thug

**Thugs** are a group of enemy who first appear in the level, The Train.

They are hooligans and louts who fight with an unrefined brawling style.

## Appearance

They are shabby looky men who have missing teeth, and missing strips of hair.

They wear vests, long sleeved sweaters, pants with stripes on the sides (similar to the Gopniks) and black shoes.

## Description

They first appear in Chapter 4, in the very first car of the train, where one is playing an accordion and attempting to harass bystanders for alcohol money. After an argument with the protagonists, he will throw his accordion at them and begin to fight with them, which causes a trio of Train Inspectors to show up.

They return in Chapter 6: The City, riding motorcycles in the first section of the level.

## Enemy Behavior

They have two attacks, like most enemies in the game. The first attack is to pause, then preform a swinging punch that sends them forward from the momentum, and their other attack is to grab a player character, repeatedly punch them, then toss them away.

They will attack Train Inspectors, Snipers, and even Drug Addicts at times.

On their motorcycles in Chapter 6, they will randomly appear, their presence being foretold by the shining of their motorcycles headlights. If they are attacked, or run over an enemy's body, they will be knocked off their motorcycles, and their helmets will be knocked off as well, their motorcycles will also explode over time, instantly gibbing any enemy unfortunate enough to be caught in the blast radius.

## Gallery

A Thug playing the accordion.A Thug grabbing Boris.A Thug throwing Boris.A Thug in the middle of preforming his swinging punch.A Thug riding a motorcycle in Chapter 6.A Thug playing the Accordion.
## Trivia

* The motorcycle riding thugs are likely to be a reference to the Rider enemies from Streets of Rage.

## References

1. ↑ https://motherrussiableeds.fandom.com/wiki/File:Thug\_Name\_Origin\_1.png
2. ↑ https://motherrussiableeds.fandom.com/wiki/File:Thug\_Name\_Origin\_2.png
Downtown

Downtown is an arena level in Mother Russia Bleeds. It is unlocked by beating The City. Downtown is based off a screen in The City where the player has to transverse across a boulevard with Thugs riding motorbikes across it. In this level, the only weapon available are the Kalashkinovs, and there is also the stage hazard of the air strike attack of the Tyrant. Reaching round ten in Downtown unlocks the Greyhound strain of Nekro.

## Enemies

* Thug
* Cop
* Special Forces (from Wave 2)
* Sniper (from Wave 3)
* Riot Police (from Wave 6)
The Penthouse

The Penthouse is the final level of Mother Russia Bleeds, where the resolution of it's story takes place.

## Background

The Penthouse is presumably the government office of The Premier himself, where Spetsnaz Operatives, members of the Military, the Bratva, and various other hoodlums as well as the upper crust of the USSR are residing in fear of the rebellion outside.

It is a massive building with a luxurious interior where every last resident of a small village could live comfortably in and there would still have room for more people, and it is also incredibly tall to boot, as there are elevators for the inhabitants and visitors of the building to get from floor to floor.

There is a vault room which contains countless riches and even exotic treasures from foreign lands, like a Japanese Katana.

## Description

The Penthouse begins with the protagonists rushing out of the elevator for the first section of the level, where they will face off against Bratoks, Bodyguards, Spetsnaz Operatives, and the Bratva in the very first room, after that, they trasverse through the Recreation Room, where members of the USSR's high society wait in the background. The protagonists will also undergo a dangerous hallucination where they have to destroy a series of organic doors as a wall of flesh pursues them.

After the Recreation Room, the protagonists are attacked by an Assault Helicopter, and then move through the aquarium, one of the visitors "Special Rooms", where the encounter the Premier, this section leads to the penultimate area of this level, the Vault, where where the protagonists get to wield a Katana against wave after wave of enemies, now including Snipers and Combatants.

The final area of this level is the Premier's office, where the protagonists have to make sure he does not escape through the helicopter.

## Enemies

* Bratva
* Henchman
* Spetsnaz Operative
* Big Bratva
* Sniper
* Special Forces
* Shadow (Wall of Flesh & Nekro Battle only)
* Riot Police (Premier's office only)
* Dog (Premier's office only)
* Cop (Premier's office only)

## Weapons

* Glock
* Nightstick
* Knife
* Bat
* Beretta
* Stool
* Mannequin
* Katana
* Golf Club (Premier Scuffle only)
* Syringe (Nekro Battle only)

## Stage Hazards

* Chopper
* Wall of Flesh
* Needle Beast
Bratva

**Bratva** are a more difficult version of Henchmen that first appear in the Tutorial Level, and reappear in Chapter 4, and Chapter 8.

## Appearance

They are moderately muscular men with scars on their cheeks, tattoos on their neck, arms and hands, who have black hair styled into slicked back flat-top.

They dress in a fashion that is none too flashy and more plain and practical, as they wear a pair of sunglasses, a plain t-shirt, belt, pants, and shoes combo, as well as a cross necklace made from a dull-looking metal material.

## Backgrounds

They seem to be middle ranked members of the Russian Mafia, given how they have a tendency to take the role of leaders whenever they show up.

## Description

The first Bratva appears in the Tutorial, accompanied by a squad of Riot Police who capture the four protagonists.

Another Bratva appears in Chapter 4: The Train, who is also leading a squad, this time being composed out of other Bratvas and Henchmen as well.

Their final appearance is in Chapter 8: The Penthouse, where they are among the many enemies who appear in that level.

## Enemy Behaviour

They fight slightly more cautiously than other enemies, as they try to move back to gain distance when the player advances on them.

Like the Train Inspectors, they are capable of blocking attacks, which can be bypassed by preforming a Stun attack on them.

They have three methods of attack. The first is to preform repeated light punches, and the second is to preform a stronger focus punch, their third and final method of attack is to preform a three hit combo of a light punch, a launching uppercut, then their focus punch.

## Strategy

Their ability to block attacks can be circumvented by preforming a stun combo, grappling them, or using a weapon on them.

## Gallery

A Bratva blocking Sergei's attack.A Green Bratva and two Blue Bratvas.A trio of Bratvas without their sunglasses.A Bratva preforming his uppercut on Sergei.All 3 palettes of Bratva, without their sunglasses.Their unused sprites of injecting themselves.
## Trivia

* The coloration of the Blue Bratva's outfit might be a reference to the white suits and cyan shirts that the members of the Russian Mafia wore in Hotline Miami.
* Their is an unused sprite of them injecting a syringe into their arm, suggesting that they had the ability to heal and/or send themselves into a berserk state, much like the players.
* Their hairstyles might be inspired by the Small Fry Henchmen from God Hand, as they both have all of their hair shaved off except for the hair on the top of their head, which is also slicked back.
* Their character might be inspired by Ryuji Yamazaki from *Fatal Fury* and the *King Of Fighters*, considering how they are casually dressed gangsters who have slicked-back hair.

## References

1. ↑ https://motherrussiableeds.fandom.com/wiki/File:Bratva\_Name\_origin.png
Chainsaw

The **Chainsaw** is a weapon that appears in Chapter 4: The Train, and the arena level The Nightclub.

## Appearance

The Chainsaw has a white-and-orange handle, with an already bloodied blade that is colored white. The chain and teeth of the tool are colored black

## Description

### Story Mode

The Chainsaw makes it's only Story Mode appearance in a cargo car in The Train, where it is contained in a set of heavy boxes that need to be broken to access them.
The amount of Chainsaws will correspond with the number of player characters, so there will be only one chainsaw on a solo playthrough, and two-to-four chainsaws on a multiplayer session.

### Arena Mode

In Arena Mode, the Chainsaws are exclusive to The Nightclub, and are randomly tossed in by the audience as the level goes on.

## Weapon Behavior

The Chainsaw functions almost exactly like the Taser, with the only difference being the lack of an electrocution effect when using it on enemies, and as such, it will deal continous damage to enemies as long as the light attack button is held, which makes the player violently saw down through the heads of enemies, and makes enemies preform an animation of slumping down when killing them.

## Gallery

Sergei and Natasha carrying chainsaws.Sergei attacking a Thug with his chainsaw.A Thug slumping over due to being defeated with the chainsaw.A groupshot of Sergei, Natasha, Ivan, and Boris around a chainsaw, all smiling because they are imagining what they will do to their enemies with it.
## Trivia

* The chainsaw featured in Mother Russia Bleeds seems to be based off of the "STIHL" brand of chainsaws, given the distinctive orange and light grey coloration that the STIHL chainsaws are known for.
Take-Off

**Take-offs** are a combo move in Mother Russia Bleeds, preformed by pressing up and the kick button at the same time while preforming a combo string.

Take-offs will launch almost every enemy into the air, with the exception of Riot Police, who are immune to this move's effects, leaving whoever it hits vulnerable to a Kick, an Air Strike, an Air Throw, or a Loaded Punch, as they plumet to the earth, however, the punching combo does not work on them.

Take-offs are worth 3 points, like most of the moves in a player character's arsenal.

## Gallery

Sergei preforming his Take-Off, a rising knee strike on a Henchman while a Tramp approaches.Ivan about to preform his Take-off.Ivan preforming his launcher, a swinging uppercut.Natasha preforming her take-off, an uppercut where she almost leaps off the ground.Boris preforming his take-off on a Tramp.Ditto.
## References

1. ↑ https://motherrussiableeds.fandom.com/wiki/File:Move\_Guide.png
Prison Governor

"Go ahead... Make my day..."

The **Prison Governor** is the boss of The Jail, and the second boss in Mother Russia Bleeds.

## Appearance

He is a hefty man who has red hair, judging by the color of his eyebrows, a bald head, and five golden teeth.

He wears a brown camouflaged uniform, a black bullet proof vest, black gloves & boots, and a peaked cap.

## Personality

He is a trigger-happy authoritarian who loves an excuse to kill and fight, and he also has no love or emotional attachment to his subordinates, as he will casually open fire at them and show no emotion afterwards in his boss battle.

He is also something of a chauvinist, as he states that he isn't fond of women in his pre-fight dialogue against Natasha.

## Description

He is the warden of the jail where Chapter 2 takes place, as well as the stage boss. In his pre-fight dialogue, he reveals that he is affilated with the Nekro project, and associated with the Bratva, although according to him, not by his own choice, and reveals that he also doesn't care about the Bratva, but isn't apathetic enough to try and stop them.

His boss fight has him accompanied by a squadron of Guards, as well as an unseen sniper with a rifle that has a laser scope taking shots at you, forcing the player characters to constantly move around; lest they get shot by the sniper.

The amount of snipers in his battle will increase corresponding to the number of players, as there will be one sniper for one player, and four snipers for four players.

## Enemy Behavior

The Prison Governor is resistant to flinching from melee attacks, as only a Loaded Punch will get him to flinch, and he has two different attacks.

His first attack is to open fire at you with his magnum pistol, which deals a high amount of damage, being capable of killing you in three hits (or four hits on easy mode), although this attacks massive power is balanced out by how he has to reload after every three shots with his weapon.

His second is to preform an outwards punch with both hands, which, while dealing far less damage, knocks you away from him, and comes out quite fast, this attack, combined with his aformentioned resistance towards flinching from melee attacks, makes it inadvisible to use melee combat against him.

## Gallery

The Prison Governor, firing at his own guards.The Prison Governor, preforming his outwards punch.The Prison Governor, without his cap, reloading his gun.The Prison Governor, without his cap or vest, firing.
## Trivia

* He is a boss version of the Guard enemies.
* He is the only boss in the game to use a firearm.
* It's possible that the gun he wields is a Desert Eagle, given it's overall resemblance to the weapon, as well as it's high firepower.
* He is one of the only four bosses where the players get to use firearms in their battle, the other three being the Butcher, the Tyrant, and Masha The Bear.

## References

1. ↑ https://motherrussiableeds.fandom.com/wiki/The\_Snake
Accordion

The Accordion is a weapon appearing in The Train, and it's Arena Mode counterpart, Roof of the Train.

## Appearance

It is black accordion with a brown leather stripe and yellow handles.

## Description

It first appears in The Train, being held by a Thug who is singing with it, and upon being confronted and agitated, he will throw it on the ground. It also appears in the Roof of the Train, wielded by Thugs as a weapon.

## Weapon Behavior

The Accordion is swung with both hands, and functions somewhat like the Bat. It's durability is also very low.

## Gallery

Sergei wielding an Accordion.Sergei swinging an Accordion.Sergei preforming a Ground Attack on a Thug with the accordion.Sergei in the Focus Attack stance with the Accordion.Sergei preforming a Dash Attack with an Accordion.