recursal/Fanatic-Fandom huggingface dataset:
Life Saving System

Also called "LSS Terminal', "Emergency Rescue System", "Checkpoint", "MAS Terminal".

Life Saving System terminals are special objects that appear in all locations. They act as checkpoints and teleporters.

## Activating checkpoints

Only one checkpoint can be "activated" at a time. This means that when you die, or reload the game, you will return to that checkpoint (**warning**: reloading the game discards all progress on a grind map, see Grind map for more info). Checkpoints can be activated by walking to them and pressing [E]. You can reactivate checkpoints that you found before in the same way.

Activating a checkpoint for the first time gives you 300xp and replenishes 50 magical power.

## Dying

When you die in action, you get teleported to last activated checkpoint. Every time it happens, you receive a special perk - "ERS User". The perk doesn't do anything, it only keeps track of how many times you died.

## Teleporting to base camp

LSS Terminals can be used to teleport back to base camps.

This option is not available on hard and super-hard difficulty settings. Exceptions are checkpoints inside EXIT rooms, but they can be used only once.

Other methods to teleport to base camp:

* Using Runes of return (consumable)
* Getting critically wounded - emergency teleport
* Reloading the game - only on grind maps. **Warning**: this discards grind map progress

## Locked variants

On regular maps, checkpoints can be locked, protected by password, have alarm, or a bomb attached to them. In that case, you must lockpick/hack/disarm the checkpoint before using it.

## Gallery

Checkpoint with an alarm (deactivate alarm)Broken checkpoint (repair)Inactive checkpointLocked checkpoint
Generator room

Trial

Generator room with lights on

One of the trials that contain a ministry mares figurine. Before all, you have to repair a big generator to the right, which requires Repair-4. After that, the room becomes brightly lit and force fields will be enabled.

You'll encounter 3 Robobrains, then a starred AJ-17. Defeating the starred robot completes the trial.

## Notable loot

* Applejack figurine (in the safe to the right)
Electric fence

Trial

Similar to the Gun Workshop, the trial has an electric fence meaning that touching any metal walls, platforms or objects, either by standing on them or interracting with them using telekinesis will shock the player.

Non-metal objects are present around the room to help you get through to where the switch for the electric fence is located.

## Tips

* At the beginning take time to place both desks in the upper area, near the shutdown button. You'll need them later.
* To go through the automatically closing armored door, levitate a desk inside the door frame, so it will stay open.
* Once the electric fence is turned off, you are free to go back through the trial and open up the metal doors you missed, which have some loot behind them.

## Notable Loot

* Ultra-quadruponificator for the quest Technologies of the future.

## Notes

* Master of telekinesis perk seems to have no effect in this trial, making it harder to grab non-metal objects. "The object is out of sight" message appears.
User Modifications

This page lists known modifications (mods) created by members of the *Remains* community, as well as alternative runtimes.

## Mods

 Kostr184
 !Alex Wolfson
 Covertangent
Github repository

## Runtimes

exe release of *Remains* includes its own AIR (Adobe Integrated Runtime). Other versions/implementations of AIR can be used.

 Clean flash player

## See also

* Remains-Source - cleanup/rework of original Remains source code
* Level editing scripts - helper scripts for level creation
* Remains of Remains - complete rewrite of Remains with some changes and improvements
Mentor

Character

* Dialogue
* In game

Mentor is a resident of Stable Pi, and the one who sent you out into the wasteland in the first place.

## Role in main quest

At the beginning, through a recording in your PipBuck, he tells you your purpose in the wasteland and why cannot remember anything of your previous life. You need to find a maneframe in the Factory and bring it back into working order.

In the Department of Special Research you manage to have a brief conversation with him, learning that you came from Stable Pi and that the stable and it's projects are top secret, as are the "Sun" and "Rainbow" projects. He tells you of your next task, to collect the Quantum Cogitator in Stable 88.

After finding the Quantum Cogitator you manage to set up another conversation with him, this time telling him about how Chosen-24, also known as Velvet Remedy, was captured by raiders. This makes him take extra precautions, making it so these conversations are no longer possible.

He tells you about the next 2 items needed, the Alicorn Amulet and the Black Book, located in Manehattan and Canterlot respectively. He also sets up a meeting at Hankey Garages where you can deliver the Cogitator.

Much later, you manage to return to Stable Pi, where he congratulates you on the success of your mission, suggesting that you integrate back into their society. However you refuse, as there are threats on the surface that you can't ignore.

In the end however, the Enclave invade Stable Pi and begin attacking. Mentor takes a plasma bolt to the chest, leaving him fatally wounded. You have one last conversation with him, where he insists you put on the Alicorn Armor to save the stable before he succumbs to his injuries.

After dealing with the Enclave, you and all your friends attend his funeral, giving him a final farewell, wondering over the many things that happened, and how they could've been avoided.
Battle for the Sewers

Trial

The same type of room as Battle for the Factory. You fight 4 waves of increasingly stronger enemies. Each wave has a set duration, the next wave starting even if enemies remain.

The timer is set to 10 seconds if all enemies in a wave are killed, giving you time to recover or shortening how long you have to wait for the next wave.

Enemies here will appear from the vents, giving you a good idea of where to avoid once a wave starts.

Initial wave is summoned by pressing the button near the door.

1 Radscorpion
 2
1 Rushing ghoul
1 Hungry ghoul
 3
1 Rushing ghoul
1 Hungry ghoul
1 Soldier ghoul
 4
1 Raging ghoul
1 Glowing ghoul
1 Soldier ghoul (unique)
1 Ripper ghoul (unique)

## Notes

* Enemies here will not give any experience, however they will still drop loot.
* Remember that some ghouls can use telekinesis or stomp the ground to move you off platforms.

* Containers with loot become available after trial is complete.
* Vents here cannot be entered, only showing where the enemies will spawn.
Smoky Pit

Character

Smoky Pit is a merchant and repairpony at "Prancing pony" camp.

## Trading

Smoky Pit sells explosives of all kinds. Grenades, mines, launchers and bombs, as well as crafting materials used to make them.

He'll also repair your items, similar to some of the other merchants.

## Quests

### Starting quests

* Destroy the ant nests
* Smoking accessories - find various smoking accessories then bring them back.
* Help with dynamite production - find a canister of glycerine and find or make acid, then bring them back.
* Cryotechnology - create some cryogrenades and cryomines, then kill 5 enemies with each.
* Find schematics of a doomsday grenade
Doc Sepsis

Character

* Profile
* In game

Doc Sepsis is a doctor and merchant at "Prancing pony" camp.

## Trading

Doc sells medical supplies that are invaluable when fighting bosses, or when visiting locations with highly hazardous environment, such as Sewers and Canterlot ruins.

He also sells augmentations.

You can sell him infinite amounts of items, like to any other trader.

## Quests

### Starts quests

* Collect 20 potions of fish oil
* Find a working medical talisman
* Fix AutoDoc
* Obtain recipes for powerful drugs
Robots (trial)

*This article is about a trial found in Abandoned stable. For an enemy type, see Robots.*

Trial

## Robots

### Found in

Abandoned stable

In this symmetrical room you'll find 6 robots of various kinds behind each of the 6 closed doors, and 4 turrets at the ceiling. After the button in the center is pressed, the robots are released and the turrets start firing.

Bottom left room can be opened before pressing the button - it contains a security terminal that will disable turrets, as well as an info terminal.

## Notes

* 6 doors with robots behind them can't be lockpicked, as well as the bottom right door (housing the loot)
* Metal boxes can be used to smash robots as they emerge from their rooms
* Security expert perk makes this trial very easy, as turrets will easily take care of robots
* There are small loot containers behind all doors

## Notable loot

* Focusing crystal (from the gun case) for the quest Find a new focusing crystal
Smoking accessories

Quest

   Find 5 unique smoking items and bring them to Smoky Pit.

## Quest stages

1. Joint of magic weed (1 in total)
2. Leaf tobacco (1 in total)
3. Bong (1 in total)
4. Smoking pipe (1 in total)
5. Smuggled Cigars (1 in total)

Note: before you collect a particular item, quest stages will not show its name (shows "?????" instead).

## Locations and rewards

Smoking items can't be dropped randomly; each one (with the exception of Joint of magic weed) are rewards for completing trials.

Note: there's a mismatch between item names and quest stages (e.g. "Leaf tobacco" and "A pack of tobacco").

 A pack of tobacco
 Bong
 Smoking pipe
 Smuggled cigars

Each item can be given to Smoky Pit separately for a reward in caps. Additionally, after finishing the quest you receive Sapper's amulet.
M.A.S. tower

Location

A very vertical location, home to many alicorns. If you had trouble fighting them in Manehattan ruins, it may be better to complete few more levels of that map, because here you'll be meeting alicorns around every corner.

To enter M.A.S. tower, you must complete 2 levels of Manehattan ruins.

## Background

A terminal in one of first rooms contains a journal of a wastelander who visited the tower about twenty years after the war. The author mentions he used to work there. He describes how he was searching the building, finding that everything except weapons and ammo has been taken.

He then found out that the building was inhabited - the shields protected it from mega-spells and there was a community living there. Unfortunately, he was kicked out, along with his group.

At the end, the mysterious author directly addresses the reader of his journal, oddly enough knowing their name.

## Gameplay

You'll be fighting alicorns in almost every room. Here you'll come across special shields that you cannot pass through being created by green alicorns, which can be found in a trance as they channel the shields. These shields are extremely durable, being immune to all damage except for highly destructive explosives.

These shields are often positioned in ways where you either need to go around them or figure out a way of disabling them by hurting the alicorn channeling the shield. If the alicorn is injured enough, they'll drop the shield and start attacking.

In the second room from the bottom, on the long platform in the middle, 3 alicorns will stop you and speak to you, making claims of you murdering their sisters. They then try to kill you for entering their tower.

In the middle of climbing the tower, you find a mysterious button, pressing which makes you grow wings which allows you to fly (for one minute), similar to Potion of flight. This allows to comfortably proceed through next few floors. To activate/deactivate flight, press space twice.

At the end you'll fight a boss - Blood Moon. She'll offer for you to become an alicorn and join the Unity. You will coolly refuse, whereupon she becomes enraged at your insolence and tries to kill you.

## Notes

* There's a hidden area with loot and 3 Spider-mines in the second room, just above the checkpoint.
* The free flight buff (added upon pressing a button in one of the rooms) allows to easily dodge ranged attacks of alicorns.
* The ambush cannot be avoided, even if you use Potion of shadows or Teleportation.
* If you destroy a green alicorn's shield by blowing it up, the alicorn channeling the shield will not break out of it's trance, allowing you to completely avoid it attacking.
* It is not recommended to cause green alicorns that are channeling shields to fall below the map, as they will disappear but their shield will not deactivate. Leaving the room for some time or teleporting to base camp and returning will fix this.

## Notable loot

* Apple vodka "Crystal" for quest Rare Alcohols, in room second from top (in bottom right room corner)
* Drops from Blood Moon
* Scheme for Robo-owl active defense, from the room with horizontal alicorn shield
Elder Coldsight

Enemy

lightning 20%

Gas rocket

Elder Coldsight is a unique paladin enemy found at the end of Military base, and the leader of the Steel Rangers Neighara division.

## Role in main quest

Elder Coldsight is one of the threats to Stable Pi, who has created an alliance with Legion zebras in order to take the secrets that your stable contains.

He considers Steelhooves to be his rival, calling him a traitor to the Steel Rangers. Because of this, an open conflict starts throughout the Rangers' ranks, splitting them between those who support Coldsight and those who support Steelhooves.

Later you find out the reasons he had created such an alliance and why he intended to take Stable Pi. War was being prepared against the Great Pegasi Enclave, and he knew about the powerful weapons that could be created with the knowledge contained within Stable Pi to win the war before it began.

## Behavior and strategy

Elder Coldsight acts like a normal paladin enemy, firing his main weapon when he spots you while also shooting explosive missiles. If he looses sight of you, he'll fire gas rockets instead in order to smoke you out.

The biggest threat is his main weapon, a unique Light machine gun called "Rumble". It has an incredibly high rate of fire and does lethal amounts of damage, enough to kill you in under a second without the right protection.

Before you face him, it is recommended to equip the best bullet resistance you have. Stormtrooper armor or Power armor, and Soldier's amulet or Warrior's amulet. The magical shield spell is also a good idea.

It is recommended to immediate try to jump up onto the roof of the room you came from, since there is no proper cover to hide from his attacks from where you start, and if he starts firing the massive amount of knockback you'll receive will trap you.

Once on top of the roof or in another high location, you can snipe him with your weapons or drop down mines without getting shredded.

Alternatively, activating the Blood Shield spell will allow you to soak up damage while returning fire, however doing enough damage before the effect ends is a risk. A potion of shadows can be used to ignore most of the damage while you move to a safer location.
Crafting

## About crafting

Crafting is a mechanic that allows you to create a wide variety of weapons, potions and items out of various materials or ingredients. Crafting items requires different skills, depending on the object you craft.

You also need the recipe or schematics of the object you want to craft. Recipes or schematics can be bought from traders, found in containers, or be given as a quest reward. To craft you need a crafting station.

## Crafting stations

### Workbench

Typically found in work environments or technical departments, workbenches used to craft most of the things you can make. Weapons, explosives and modules are all made here. Additionally you can repair and enhance weapons and armor you've got.

The demopony's field kit allows you to craft explosives anywhere. The portable workbench however cannot be used to make or enhance anything. Only to repair equipment.

For a list of recipes, see Schemes.

### Laboratory bench

Typically found in labs or medical locations, laboratory benches are used to craft various potions, fuels and chemicals.

The field lab allows you to craft anything that the laboratory bench can from anywhere.

For a list of recipes, see Brewing.

### Stove

Typically found in residential areas or near dining halls, the stove allows you to cook all sorts of foods that provide long lasting buffs.

There is no portable version of the stove.

For a list of recipes, see Cooking.
Falling tower

Trial

Build an inclined tower by placing one box on the edge of another. At least half of the box must rest on previous one, or it'll fall. You must use all boxes, as on the top you have to crawl.

After fulfilling the trail, pull out the box at the bottom and see the tower fall. Physics! (However, this scene doesn't fit the laws of real-world physics).

## Notable loot

* Hydraulic bolt cutter for quest Find tools
Enclave Outpost

Location

The entrance to the Enclave base. You are introduced to the Enclave, where they react to your presence in a hostile manner.

## Gameplay

After a brief dialogue with a couple Enclave guards, they attack, forcing you to defend yourself if you want to get inside the base. Soon after this a second wave of soldiers comes down from the sky.

There is a damaged part of the road you can break to get some cover before the guards attack, giving you a better chance at survival.

Moving past them you come across a final group of soldiers guarding the main entrance to the base. There are 2 ways inside, either by unlocking the main door, or by breaking your way through the weak parts of the walls, where you will face off against 2 battle turrets.

Either way, you are treated to more dialogue where you regret having to kill them before being sent to the Enclave base map.

## Notes

* Even if you kill none of the guards, such as by using Potions of Shadows, you will still regret having to kill them.
Interface

## Pip-Buck

Activated usually by [TAB] it is the main interface device.

It consists of three or more modes selecting by buttons on the left side (1), each mode contains several tabs (2).

Just above is a context help (3) which is often useful.

Basic modes ARE: Status, Inventory and Information

Additional modes can be: Trading, Healing, or Craft.

Also, there is Options mode.

## Status

Contains these tabs: Main, Skills, Perks, Effects, Health.

### Main tab

Contains various parameters you have gained, and three special lines:

Your name

Your level

Your gained experience (in brackets shown the amount of exp, needed to reach the next level)

### Skills

*Main article: Skills*

You can spend skill points to increase your character abilities.

### Perks

*Main article: Perks*

Here you can see all your perks, or choose a new perk.

### Effects

Shows temporary effects. Also you can see them on the main screen near the health bar.

*Main article: Status effects*

### Health

Shows your body **resistance**, your **health** and your **body condition**.

And if your health is just an amount of damage you can take before you die, your body condition is more complex.

If any body part health drops below 50% you abilities are suffer.

If body part health drops to 0% you are crippled.

Each part of body have its own cripple effect. Read descriptions on the right side of pip-buck.

## Inventory

Is a list of items you have. Items have no weight or volume. And you can't drop anything.

## Information

Map, Tasks (quest journal), World (transition between different maps, when you are allowed)

## Trading & Healing

Appears when you activate a Trader or a Doctor NPC.

## Craft

Appears when you activate workbench, laboratory bench or a cooking stove.

## Main menu

Allows loading and saving games. There are 10 save slots. These are for manual saving. Save slots will be named by the name of your character. The topmost slot is an auto-save slot, the game auto-saves every time you open pip-buck.

Also allows to set up controls, sound, screen. Controls tab is for binding keyboard and mouse buttons to different actions. The [Esc] button is to cancel full-screen mode and cannot be changed.

The last tab is Log. It's basically a list of messages that appear in top right corner.
Scavenger (perk)

Scavenger is a perk

## Description

You throw nothing away. To that extent, that it is hard to enter your room without breaking legs. On the other hoof, you get additional weapon fragments each time you find a weapon that you already have, and also find more useful (in your personal opinion) garbage.

Requires:

* Repair: 2

## Effects

* Amount of items, scavenged from chests, dressers and trash bins, increased.
* After picking up a new item of already owned weapon, you may get some weapon fragments.

The amount of weapon fragments is calculated by this formula: Weapon condition / Weapon repair efficiency multiplier.

Weapon repair efficiency shows how easy is to repair the weapon (by repair kits or weapon fragments). It is smaller for better weapons.

E.g. for 9-mm pistol it's 2 and for plasma minigun it's 0.15.

If the result of the division is less than 0.3 you won't get any fragments.
If the result less than 1.0 then it is probability of one weapon fragment.

So, you likely won't get any fragments from damaged low-class weapon, but you will get several fragments from good hi-class weapon.
Data room

Trial

The room contains 5 info terminals, 3 of which yield normal data discs. The remaining two terminals contain discs for the Value of information quest. After hacking the bottom right terminal, the robots are released! You have to fight four robobrains and a starred equidroid.

Two force fields in the upper section are opened after activating the bottom right terminal.

There are 4 Robocells, a safe, tools rack and a gun cabinet.

## Notes

* If you have both the Master of telekinesis and Zero point magical field manipulator perks, you can start the fight before activating the info terminal, by throwing the equidroid against the wall. In this case robobrains will be released, but won't attack you because force fields will remain closed
* Two terminals that contain quest discs also contain normal data discs or valuable data discs

## Notable loot

* "Passwords database" disk for quest Value of information
* "Equidroid Data disc" for quest Value of information
Soundtrack

*Remains* uses music available on CC-BY license. Most of the tracks are associated with one or more specific locations or bosses.

## List of music

A playlist with almost all tracks (except music\_red.mp3) can be found on Youtube (by Stranger).

All music in mp3 format can be found in game install directory, in the "Music" sub-directory.
Steel Rangers

Steel Rangers are powerful fighters in Power Armor. They first appear in Hankey Garages and later in the Military base, Bunker and Fort Rocks.

## Behavior and strategy

Steel Rangers only use powerful, heavy weaponry and can fire both gas and explosive rockets. They move slowly because of the heavy armor.

Because of their heavy weapons, taking them on directly can be extremely dangerous. Along with their evasive maneuvers when spotting grenades and their rockets, dealing with them can be quite a challenge.

High damage or armor piercing weapons are the best options for dealing with them. Sniping with various powerful rifles will do enough damage to punch through most of their armor, and the high range will let you keep away from the Rangers powerful explosives and miniguns. Mines may also be of use, as they do high damage and won't be avoided like grenades will. EMP weapons also work on them despite not being robots, however they have very high resistances against the damage.

When spotting you, Rangers will open fire with their main weapon, visible on the side of them. Additionally, they will occasionally either fire explosive missiles if you're within sight, or gas rockets at your last known location if they've lost track of you in an attempt to smoke you out of hiding.

If you need to retreat, seek higher ground in a place that has enough room to avoid gas rockets. Steel Rangers have trouble moving upwards due to their low jump height, requiring the use of ladders to assist them. This can leave them trapped in some areas, allowing you to easily kill them with explosives or by sniping.
Gun Workshop

Location

Gun Workshop is a production line of heavy weaponry located within the Factory, however due to it's powerful security measures it has gone untouched for a long time.

## Gameplay

Almost immediately after setting foot within the workshop, a security system known as an electric fence will activate. This makes anything metal, including walls, platforms, furniture, safes and ammo boxes electrocute the player with a powerful shock.

For metal walls, touching them in any way is enough to be electrocuted. Platforms can be moved through but will still shock you if stood upon. Anything that can be interacted with or telekinetically moved will shock you upon doing so. Water will electrocute you for as long as you swim in it, making it very dangerous. Flight and teleportation are also disrupted, with flying becoming unstable and teleportation causing you to start burning.

To get through each room, the player must find a switch that controls the electric fence. Anything non-metal is safe to stand upon and interact with, and is necessary to reach the switch without taking huge amounts of damage.

Alongside the electric fence you will face various robots and turrets, sometimes before you can disable the electric fence.

### Magic Turrets

Near the end of the workshop you will face off against powerful turrets protected by indestructible shields. These turrets are capable of doing massive amounts of damage, far more then other turrets, requiring you to navigate the rooms full of cover in order to shut them down.

## Notable Loot

* Scheme for the Friendship Cannon.
* All 14 harmony crystals for creating and upgrading the Friendship Cannon.

## Trivia

* Logs of various work incidents that took place in Gun Workshop can be found on a terminal in the first room. One of the logs mentions an employee that hasn't activated the AZ-5, because the situation was "not great, but not terrible". This clearly references the 2019 series "Chernobyl".

## Gallery

Map with marked places on interestHarmony crystal 1Harmony crystal 2Harmony crystal 3 and 4Harmony crystal 5Harmony crystal 6Harmony crystal 7Harmony crystal 8Harmony crystal 9 and 10Harmony crystal 11Harmony crystal 12Harmony crystal 13. Note that the couch acts like a chestHarmony crystal 14. Careful of the extremely radioactive water
Pit

Trial

Walk to the glowing vent to be teleported to the arena, where you'll fight a bunch of ghouls.

First, there is a single unique ghoul at the bottom of the room, surrounded by other ghouls. Upon defeating the unique ghoul, a new wave of ghouls and a unique soldier ghoul will appear. Upon killing the unique soldier ghoul, the final wave of ghouls and a unique ripper ghoul named Lucerne will appear.

It's a good idea to use the platforms and shoot from there or throw explosives since most ghouls cannot hit you at a distance. Some ghouls still might be able to jump high enough to reach you, so be careful.

Some ghouls are more important to kill then others. Glowing ghouls can heal all the other ghouls, so they should be treated as a high priority. Hungry ghouls and soldier ghouls are also dangerous if you're using the platforms, as they can knock you down.

Killing the unique ghoul of each wave will immediately spawn the next wave, so it's a good idea to kill all other ghouls before killing the unique one.

Note: there are some loot containers behind a destructible wall in bottom left corner.

Exit the trial by jumping on the ladder in top right corner.

## Quests

* Kill Lucerne - one of the starred ghouls in this trial must be killed
Amulets

Amulets are items that give minor resistances and other bonuses to wearer. Only one amulet can be equipped at a time.

Note: although amulets are listed under "Armor" in inventory, you can have armor and an amulet equipped at the same time.

The Alicorn Amulet is an artifact, and therefore is not equippable. It serves as an item for the main quest, and gives passive bonuses when in your inventory.

## Notes

* Amulets can be added with the `armor <amulet id>` command. For more info see console commands.
Hankey Garages

Location

This little location exists only for the Meeting quest. A sprite bot that was supposed to take the Quantum Cogitator from you was supposed to wait here. The meeting fails - the bot is destroyed by Steel Rangers, who greet you at the place of meeting. They suspect you are connected to the sprite bot they found and want to take you with them to steal your PipBuck. After you refuse, they open fire.

## Facing Steel Rangers

There will be two Knights and an AJ-17 you'll have to face, the latter at the back on the room. Compared to what the player would've faced at this point of the game, they are considerably much tougher. It is advised to use your strongest weapon and defensive spells. If possible, use the Potion of Shadows before entering the location and the Rangers will not notice you, then you can avoid the fight. This technique is quite helpful in speed-running.
Bugreport

## Common problems v. 0.6

☢ Bug with room redraw. Some walls are hidden or the previous room is partially visible.
Appears randomly, not in all browsers. The cause is unknown, most likely with the memory. If you have no idea how to produce it, don't report it.
Solution: key Insert redraws the whole room. Offline version seems to be free from the bug.
☢ When the browser's window is minimized or browsers' tab switched, the game hangs or mouse buttons don't work or some other thing happens.
The cause is unknown.
Solution: try to not switch tabs, keeping in mind the game could hang. Offline version seems to be free from the bug.
☢ Game is slow in some areas, FPS is low.
The reason can vary. If you encounter it in certain places, make a detail report on your system, the place where it slows and make a screenshot.
Solution: game can be slow on slow computers and laptops in rooms where there are many enemies — use wide screen mode without screen scroll if possible. You can try but the game on pause and resume after come time.
☢ You try to start mission from the map on the wall, screen blackens, but you stay in the base camp..
Cause: something happened while rooms were being generated.
Solution: just try once more.
☢ Some objects freeze in space, like bullets, or debris.
Cause: bug happened.
Solution: As usual, you can continue the game. Go to next room.
☢ In some browsers game doesn't save automatically when you close the page.
Cause: Some browsers updates, so flash cannot process close page event.
Solution: save game manually before the exit.
☢ Saves disappear.
Cause: you have cleared browser's cache and browser decided your saves are temporary files and deleted them. Or you used cleaner tool, e.g. CCleaner.
Solution: don't clean cache or make backup copies if you value them.
☢ Game freezing

Cause: When you switch from any heavy weapon and reload before the weapon image/sprite disapears the game will freeze.
Solution: Don't reload like crazy.
Large robots

While small robots can be seen as annoying, large robots can be tough opponents because of their armor and powerful weapons. Most of them are pony-sized, but some are larger. EMP weapons usually work well against them.

## Types

* fire 50%
* freezing 50%
* lightning -50%
* poison 100%

* blade 50%
* explosion 30%
* fire 50%
* freezing 50%
* lightning -25%
* poison 100%
* Laser cannon

* blade 50%
* explosion 30%
* laser 30%
* fire 50%
* freezing 50%
* lightning -25%
* poison 100%
* Enhanced plasma

* laser 30%
* plasma 30%
* fire 30%
* freezing 50%
* poison 100%
* acid 50%
* Rapid-fire Laser

* blade 50%
* explosion 30%
* fire 50%
* freezing 50%
* poison 100%
* Rapid-fire Laser

* blade 50%
* explosion 30%
* laser 30%
* fire 50%
* freezing 50%
* lightning -25%
* poison 100%

* blade 50%
* explosion 50%
* fire 50%
* freezing 50%
* poison 100%
* Laser minigun

* fire 50%
* freezing 50%
* posion 100%
* Multiple launch rocket system
* Gas rocket

* fire 50%
* freezing 50%
* poison: 100%
Rapid shooter

Trial

The center room contains three platforms to stand on, arranged like a small ladder, and 6 targets behind closed doors. The targets are located so that they all can be hit with well-aimed shots without moving if you stand in the center of the middle platform.

The targets are buttons and will activate when hit, and deactivate very shortly afterwards. Your have to hit all 6 targets very quickly, so that all buttons are activated at the same time. In other words, you must hit the sixth target before the first one deactivates. To start the trial, press the button; this opens the first door (right middle). Hit the target behind the open door; the door closes and the next one opens. Hit the next target and repeat.

## Hints

* From the middle platform you can hit all buttons - don't move (accuracy is decreased when moving)
* Buttons are always activated in the same order:
	+ Right middle
	+ Left bottom
	+ Right top
	+ Left middle
	+ Right bottom
	+ Left top
* Using the S.A.T.S. time-stop (V button) allows you to re-orient your gun faster
* Use a pistol to make instant aimed shots in S.A.T.S. mode
* While the aid terminal suggests using "Little Macintosh", this is a bad idea. It uses 32 AP per shot and has 6 bullets, so one miss makes you fail. Use the silenced pistol instead: at 17 AP per shot and with a larger clip, you can actually afford missing once or maybe twice if you have AP-increasing perks
* If you don't have enough AP to fire all 6 shots, S.A.T.S. can still help you. Because time freezes in S.A.T.S., you can aim your cursor at the button, exit S.A.T.S. and fire normally. You don't have to worry about action points that way
* As soon as you have your gun ready - and fully loaded - press the start button, and be ready to press the [V] key (for the S.A.T.S. screen) right after that. In S.A.T.S. time freezes, so you can aim at the button. Then either shoot via S.A.T.S., or press [V] again to exit S.A.T.S., immediately shoot (don't move your aim), then press [V] again to freeze time. Repeat this for all buttons

* After you hit the button the doors will open, one after another. But as soon as one door opens, the previous one will close. And the period that a door will be open is short, hence, you need to be quick
* Because you have to make 6 shots in sequence, make sure you use a gun that has plenty of shots, before it needs to be reloaded. You don't have time for reloading in this trial
Jumping (trial)

Trial

Use the blue pads to jump over pink water, then crawl under pink slimes to the safe. You can't use double jump nor levitation, so hitting the blue platforms might be tricky, but by default you can get through by holding the "D" key without taking any chemicals. Nevertheless, in the end it doesn't really matter, because you have to take a swim anyway. Because to get to the catwalk at the top you have to enter the right bottom pad (biggest one) from bottom. To do this you have to swim under it. It will then shoot you high enough.
Stable Pi

Base camp

Stable Pi is the final base camp, and home to the ponies who sent you out on your mission into the wasteland as well as you. Here you can get reacquainted with those you knew in your previous life.

Aside from this, there isn't much to do here except explore around the stable or search for your room.

## Background

There are only a couple terminals that can be interacted with here.

### The Chronicles of Stable Pi

A long list of events that occurred in Stable Pi, ranging from the sealing of the stable, to debating over unsealing it due to outside signals, the first death, violent controversy within the stable, the establishment of contact with Watcher and many more. At the very end there is an event that looks to be written by a foal, talking about a super powerful threat that they will defeat, to impress their father.

### Littlepip's terminal

A journal written by Littlepip, describing events before she became Chosen 25. Ever since childhood she dreamed of being a scientist, and her enthusiasm started gaining her jobs in the field of research. However she starts to see the downsides of these jobs, not liking the responsibilities as much as she thought she would.

She was able to participate in an experiment for a magical energy device which theoretically would've replaced the Alicorn Amulet, which unfortunately ended in failure as it always did. She turned away from better research jobs to lesser ones, not liking having to handle the responsibility.

Eventually Velvet Remedy volunteered for the Chosen position, and while Littlepip was sad to see her go she understood her, since the longer she lived in the stable the more pointless her work seemed to become due to constant failures because of lacking materials.

Only a short time after Velvet had left, another Chosen was being sent out into the wasteland. While Littlepip was unsure of volunteering for the job due to several reasons, she couldn't deny how she had long-lost the desire to work in the stable. As she feels more and more awful, she starts seeing the surface as her only way out.

## Notable Loot

* Transistor module as a replacement for the Quantum Cogitator that you must give away.
* Dictionary of foul language found in Littlepip's room. Just a book on swearing, nothing more.

## Trivia

* Despite the fact that this location is a base camp, rooms will still generate loot from the metal detector augmentation and can be picked up.

## Gallery

A map of Stable Pi, with Littlepip's room marked with a red dotLittlepip's room
Winry

Character

* Profile
* In game

Winry is a merchant and repairpony at "Prancing pony" camp.

## Trading

Winry sells melee weapons, schematics for crafting various weapons and modules, along with various items used to craft them.

She also sells various useful equipment, like burglar runes or Stealth Bucks.

## Quests

### Starts quests

* "Cyberpony" Magazine - find 12 issues of "Cyberpony" magazine and bring them to Winry
* Find tools - find 3 rare tools and bring them to Winry
* Get old electronic devices - collect various pre-war devices and bring them to Winry
* Looking for Mole Rat fat
* Screws and nuts - find a box of screws and a box of nuts and bring them to Winry
* Value of information - find information on equidroids

## Gallery

Old profile image (pre 1.0)"Mechanic" by empalu
Princess Bear

**^2**  In Episode 7, the voted tied forcing a revote Princess Bear did not receive enough votes on the revote to be eliminated.
**^3**  In Episode 9, Princess Bear used a hidden Immunity negating 5 votes against her forcing a revote Princess Bear did not change her vote on the revote.
**^4**  In Episode 12, Princess Bear used her advantage to try to gain an extra vote for the future. Max used a Hidden Immunity Idol, negating Princess Bear's vote against because Waddles and Max both used Hidden Immunity Idols and negated all the votes cast at Tribal Council, a vote restart was held between all the non-immune players. Princess Bear was ineligible to vote on the restart due to being the only other non immune player besides Speckles.
Sentinels (trial)

*This article is about a trial found in Abandoned stable. For an enemy named Sentinel, see Large robots.*

Trial

## Sentinels

### Found in

Abandoned stable

You'll face 2 Sentinels and 2 Robobrains. First you have to use a one-way teleport - it teleports you to the middle of uppermost platform. You'll find yourself in a central space of the room, from where you'll have access to several doors:

* 2 forcefields - a Sentinel behind each one
* 3 lockpickable sturdy doors - behind them you'll find wall mounted turrets, Robobrains, and a two-way teleporter
* 2 non-lockpickable armored doors - behind the bottom one is a security terminal for turrets, behind the upper one is exit
* A reinforced door with Access terminal behind it. It disables all force fields and unlocks bottom armored door

Don't start the fight immediatelly - robots won't move when the force fields are enabled. You can plant a few mines near the force fields to cripple Sentinels when they roll out. Then hack the terminal in bottom left room - it will disable all force fields and open the bottom armored door. Use the security terminal behind it to disable turrets.

After completing the trial you can activate the button in bottom right room and enjoy the gravity lift to your loot and exit.

## Notes

* During the fight you can use the two-way teleport to quickly change location
* You can actually hide in one of the rooms with turrets - Sentinels can't get inside because doors are too small for them. There are some good defensive positions inside, where you can take cover and throw grenades
* Turrets can help you a bit if you have the Security expert perk
* Sentinels can disable the force fields, but won't move until they spot you
* Killing the Robobrains is not required to complete the trial
* Although there's an Aid terminal in the room, it contains no text

## Notable loot

* Medical talisman (from the safe) - for the quest Find a working medical talisman (also dropped by the Ultra-sentinel, second one can be used to craft the Reanimation module)
* 2 Motivators RX-47 (one from each Sentinel)
Weird place

Trial

One of the trials that contain a special ministry mares figurine. Telekinesis-4 is required in order to complete the trial, as you need to do some heavy lifting. Alternatively, teleportation can be used, which requires Magic-4.

## Completing with Telekinesis

Build a tower out of heavy crates and heavy boxes. One of them is hidden behind a destructible ceiling in top right corner (3 Bloodwings are situated there). Then crawl through the narrow passage and destroy floor to drop to the room below - watch out for spikes! Items are split between two safes located high. You can build a tower of boxes, use teleportation, or the kinetic dash spell.

## Completing with Magic

An alternative way to complete the trial without getting the telekinesis skill to level 4 is to use the teleportation spell, which requires the magic skill at level 4 and character level 12. First you need to get vision on the left side of the wall through the passage. You can do it by teleporting close to it or using kinetic dash spell. Self-levitating yourself high enough might also work. After that teleport to the other side.

## Notes

* There's a chest hidden behind a destructible wall (in the top left corner).
* It is the only figurine trial which has two possible ways to complete it. Since Pinkie Pie is known to break physics, the player being able to "break" the trial like that might be intentional, and it's rather balanced, since either one of two skills has to be at level 4 and a specific perk is required.
* It is possible to complete the trial with only Telekinesis-3 by repeatedly levitating one of the lighter crates upwards, then letting go before jumping on the crate until you reach the top. However this method requires precise levitation, since you can only jump on a crate that's not being levitated.
Lightnings

Trial

You'll have to pass through a series of corridors filled with lightning beams, requiring you to navigate past them at certain speeds and times in order to avoid getting electrocuted. Armour and amulets that resist lightning damage is recommended.

In the middle of the trial is a button that must be pressed to open a door, where you must then quickly pass through the hazards before it closes.

The final part contains several drones that can be shot down before facing the last series of lightning beams. This time you must change positions on a moving platform to avoid getting struck. Taking many hits is not practical here, since you will fall off the platform if you take too much damage.

4 horseshoes are located at the top of the trial, above where the platform moves. Each are worth 500 experience.

Extra tip: you can use Crystal Shield to prevent from falling off when you take hits.

## Notable Loot

* Superluminescent quasistabilitron for the quest Technologies of the future.
Raiders (trial)

*This article is about a trial found in the Factory. For enemy type, see Raiders.*

Trial

## Raiders

### Found in

Factory

The objective here is simple - kill all 9 raiders. Freeing the imprisoned ponies is not required to complete the trial.

In the last section of this trial you will fight a starred scorcher (Mad Fox) who uses a flamethrower. Keeping your distance and using a ranged weapon is recommended.

## Quests

* Kill Mad Fox - Mad Fox is a starred Raider-scorcher. He can be found in the last section of this trial.
Moving platforms

Trial

Jump from platform to platform to get to the end. If you fall, you must swim through radioactive water and start from the beginning. One of the platforms has a laser sensor on its move path - it activates a turret above. To jump up from the last platform, use the crate (it must be placed on the platform). The last part you can just walk through if you don't mind catching a few rads (but where's the fun in that?).

There are 3 horseshoes in this trial, each one worth 200xp.

## Notable loot

* Smoking pipe for the Smoking accesories quest

## Notes

* Even though you can't use levitation, flight and double jump, you can still use the dash move ([Shift] + 2x [A] or 2x [D])
* This trial can be cheated a bit, using the crate. You can just swim to any of the platrofms, place the crate under it, and jump on the platform from the crate
Water treatment plant

Base camp

A small building where a temporary camp was arranged by Steel Rangers under the command of Steelhooves. There is only one room in this base.

Water treatment plant is the third base camp in the game. It can be discovered after the first level of Canterlot ruins, where you would meet Steelhooves and he will take you to their base.

## Merchants

There is only one merchant in Water Treatment Plant.

### Scribe Amaranth

A minor character which helps the Main Character in the story.

Sells guns, ammo and a special schematic for pulse bombs.

*Main article: Scribe Amaranth*