recursal/Fanatic-Fandom huggingface dataset:
Robot Yacht Captain

**Robot Yacht Captain** is one of the Bosses in the game The Metronomicon. It can be found in Blue Expanse. Its Element is Lightning.

Defeating the Robot Yacht Captain for the first time will unlock the Shipside Shanker achievement.

## Attacks

* Fire a hand cannon, doing damage to one hero.
* Burst energy out of his speakers, doing damage to the whole party, and  stunning all heroes.
* Mine Attack

## Strategy

Like the Dragon before it, the Robot Captain can also call down mines to disrupt your gameplay. The Robot Captain is also notorious for being able to stun you, interrupting whichever spell you were casting. Counter his stuns with stuns of your own, and apply Earth-type attacks liberally to the robot.

## Drops

* Cardboard Tube Broadsword
* Noise Enlistener

## Gallery

Note: the Robot Yacht Captain will initially appear to be an unassuming "Cat", before revealing his true form.
Scoring

**Score** is the system by which points are granted in The Metronomicon.

## Scoring via monster kills

With the release of the Slay the Dance Floor expansion, monster kills are now worth points. A fixed 200,000 points is divided evenly among all the monsters in the progress bar - that is, all the monsters plus the miniboss/boss of the song, based on their HP value. Any monster kills beyond the progress meter are still worth exactly the same amount.

## Scoring via notes

Every time a note is successfully hit in song-based play, the score is incremented.
Base points are calculated based on Accuracy, and there is no way to decrease your point score.

Base point values can be, in decreasing accuracy order:

* Marvelous - 700
* Perfect - 500
* Great - 400
* Good - 100
* Bad/Miss - 0

Thereafter, that base score is multiplied by a streak bonus to calculate full value.
The streak bonus increases from 1x to 4x in increments of .1 per streak length.
The 31st hit will be the first to have a 4x multiplier.

## Note

Previously, killing enemies and dealing damage did not grant any points.
Energy Thief

**Energy Thief** is Flavius's  Passive Ability unlocked through Endless Mode.

This passive heavily rewards precise and mistake-free play, and also synergises well with This Power..!

## Description

* All party members do .08% more damage for each note in the current streak.

## Notes

* This bonus caps at a 35% damage output increase at roughly 440 streak.
Battletech Wiki/Section 1

Welcome to the Battletech WikiWelcome to the *Battletech* Wiki, Commander.
Please contribute by creating new articles or expanding on existing ones.

We are currently maintaining 1,643 pages (507 articles).

Spotlight: Battletech
Jordan Weisman, the creator of BattleTech and MechWarrior, is back with the first turn-based BattleTech game for PC in over two decades. Steeped in the feudal political intrigue of the BattleTech universe, the game features an open-ended *Mercenaries*-style campaign that blends RPG ‘Mech and MechWarrior management with modern turn-based tactics. The Aurigan Reach, a vast frontier region of Known Space, falls under the boot of the new Aurigan Directorate. Yours is the duty to set things right.
DJ Room

**DJ Room** is one of the Locations in the game The Metronomicon.

## Summary

The DJ Room is where the player can spend their elemental crystals to buy songs for further listening. Don't worry, whatever elemental power stored in the crystals has already been used to level up characters' abilities, so they are free to be spent rather frivolously.

The room must first be unlocked in the Workshop.

After a song is bought, you can play it back and listen to it. Note that some of the songs have been edited so that the in-game track flows better - and the DJ room plays these edited versions. Note also that the program mutes the audio if it loses focus, so it's not possible to do other things while listening to the songs.

Besides songs, cutscenes can also be bought should the player wish to rewatch them again. (They're quite funny.)
Dance, You Fools!

**Type:** | Fire  Strength

**Dance, You Fools!** is one of the Abilities in the game The Metronomicon.

## Description

* Compel each of your allies to immediately attack at your command.

## Notes

* This ability will cause each other allied hero to use a single Explosive Bumrush attack, at 50% damage, using the strength and element of that attack.
	+ The strength of the attack is based on the attacker's own stats, and not Flavius's.
* Higher tiers bestow greater damage, as with any other attack. Overcasting as Flavius increases the damage rating of the attacking heroes' attacks.
* Each attacker will consume one stack of Energized, if appropriate.
Cheat Codes

The following is a list of revealed **Cheat Codes** that can be used in The Metronomicon.

To use any cheat codes, go to the main menu (with some notable exceptions designated below) and type in the code; to disable the code, type it again.

## Removed Codes

* **THEHUSTLE** - Speeds up note scrolling.
* **SLOWJAMZ** - Slows down note scrolling
	+ A slider for note scroll speed has since been added, making these cheats unnecessary.

## Currently known bugs

* For Seeded Speedrun, if the last letter of the 4-button code matches up with the last letter of any of the other cheat codes, the cheat code will not work.
	+ E.G. Because NOPEEBREAKS ends in an S, seeds like ASSS will not work.

## Trivia

* IDFART is a reference to DOOM's cheat code style, where most codes are prefixed with an "id". (It also *coincidentally* sounds like "I'd fart".)
* WHIRLINGMCGOO? Well...go rewatch the cutscene where Sara and Ralf first appear.
* GOTTAGOFAST is a direct reference and homage to Sonic the Hedgehog.
Meteor Attack

**Meteor Attack** is a special enemy attack that can be used by Minibosses and Bosses in the game The Metronomicon.

## Description

For the duration of the attack, no normal casting is possible.

All four note lanes will immediately shatter and present a brief break.

One (two for multiplayer) lane will then light up red, and notes will continue down it. These notes *must* be hit to prevent incoming damage, and provide no casting opportunities.

This mode lasts for 25 beats (24 on Easy), wherein the track with active notes may change to any adjacent track every 5 (6 for Easy) beats.

## Damage Over Time

The party will begin to take damage over time based on the level of the heroes and enemies, and the strength of the attack.

This damage can be mitigated by adding safe time by successfully hitting notes:

* Marvelous - 200MS
* Perfect - 100MS
* Great - 50MS

Safe damage stacks up within an attack. When safe time is out, damage will continue to take effect.

## Note Missing Damage

Rather than standard Stumble damage, missing a Meteor Attack note causes a small explosion which does significant damage based on the level of the heroes and enemies, and the strength of the attack.

Some enemies can attach Status Effects to this as well, causing the party to have a chance (or guarantee) to be affected when missing a meteor note.

## Conclusion

At the end of the Meteor Attack, if the attack was ended by anything but a Team Attack (death or natural ending), and if the attack was at least 50% through, a counter attack may happen.

This attack is triggered if the players have hit at least 85% of available notes during the attack.

This counter attack causes each hero to execute their Explosive Bumrush single attack ability, at 130% strength. Elemental crits and resists can not happen to these counters.
Fashion Before Function

**Fashion Before Function** is one of the Challenges available in The Arena.

## Description

"*Okay, so the forging class made these cool new shades, and they'd like to see what they do in battle. We promised them we'd make a challenge out of it, and report back what we find. Suit up and go!*"

## Strategy

Sara, your solitary healer, is unfortunately placed on the second lane, which has a lot of notes on that lane on Hard. If you're struggling with this challenge, practice the song repeatedly in Story Mode or Freeplay. Try to get a feel for how to nail the patterns normally and memorise them, before attempting to do this challenge.
Cape Sum Laude

**Cape Sum Laude** is one of the pieces of Equipment in the game The Metronomicon.

## Text

* Proof of excellence amongst all your peers.

## Effect

* Increases the damage of the equipped character by 25% for every 100%-filled progress meter
	+ Caps out at 62.5% bonus (250%-filled progress meter)

While the overfill of the progress meter isn't displayed, the game still keeps track of your progress even if you far exceed the goal (whether story or sidequest).
Gwen

**Starting DEF:** | 65

**Gwen** is one of the Characters in the game The Metronomicon. Gwen is a Protector.

You start out with Gwen at level 1 upon starting the game.

## Strategy

As the Protector, Gwen's role in the party is to absorb damage. Compared to the other characters, she has the highest defense. Taunt is thus utilised in order to draw attacks towards her, reducing the damage taken. Her Bash ability is important in that it is one of the few abilities that the player can stun enemy monsters with.

## Primary abilities

The listed strength of the ability is taken when the ability is placed into the lowest slot.

## Secondary ability

* Strength
* Strength

## Trivia

* Gwen is voiced by Brianna Knickerbocker.
Brace For Impact

**Brace For Impact** is one of the Challenges available in The Arena.

## Description

"*So, you know how enemies will sometimes come out of the woodwork if you take too long to beat 'em? What do you think happens if we don't hit em at all? Try to make friends with these ones, kay?*"

## Strategy

...well, it's not *that* bad. Gwen can Bash, Pierce can use Firewater and Backstab, so at least you still have some attacking abilities to deal with this, but they won't do a lot of damage so eventually the enemies will slowly build up. Besides that, make sure your health is at a safe level with Grin and Cure.

Clark also has Flash, which can stun all enemies should you end up with too many fighting you all at once.
Not The Face..!

**Type:** | Lightning  Magic

**Not The Face..!** is one of the Abilities in the game The Metronomicon.

## Description

* Regen 40% of the party's HP over time. Slowly.
* Status duration is *(50 - 8 \* overcast tier)* beats.

## Notes

* This ability will always regen exactly 40% of the party's current max HP (some items may change the party's max HP - this value is snapshotted at cast time).
* Overcasting and higher tiers speed up the rate of the recovery, bestowing more HP per tick.
Haste

**Haste** is one of the Status Effects in the game The Metronomicon.

## Effects

* The recovery time for all Primary Abilities after casting is reduced by 30%.
* This ability and Slow are opposites of each other - if Haste is applied on a character that is already Slow, it will cancel it out.
	+ However, if Slow is inflicted due to equipment, challenge, or mod, Haste and Slow will co-exist on the same character.

## Applied By

Heroes:

* Pierce - Firewater
	+ Casts Haste on himself only. If The Kicker is equipped, one unhasted party member is also Hasted.
* Gruver - Fluorination
	+ Buffs all four party members.

Special:

* Team Attack - Buffotronic Prime
Orion ON1-K

**Orion ON1-K** is a Heavy-class 'Mech in *Battletech*.

## Description

The Orion K was the first true Heavy 'Mech. As a multi-role brawler, the Orion can engage enemies at a variety of ranges, and with plenty of armor, it can survive combined fire for quite some time. Slow, yes - but powerful.

## Loadouts

* As usual, the simplest modification is to remove the SRM-6 to increase armor.
* The Orion-K is arguably the best brawler at Heavy-class. It has enough tonnage to mount an AC/20 w/ 2 tons of ammo and 4 x Medium Lasers for devastating firepower at close range. There would be plenty of available tonnage left over for other uses, whether it be additional armor, jump jets, heatsinks, or ammunition.
* AC/5, 3 medium lasers, 2 SRM-6’s, arm-mod, 5 heat sinks, and plenty of armor. This Orion destroys medium mechs in one to two turns.

## Strategy

* The Orion K is one of the Blue Chip heavies of the game, combining a decent hard-point layout, a good warload, and appreciable speed. Much more common than the Cataphract, its inclusion of Missile hard-points makes it a much more flexible chassis.
* With the Heavy Metal expansion, it is possible to acquire an Orion-K at very low skull levels if luck is with you via the "Factory Recall" mission, which will include two Orion-Ks in the OpFor if the factory has been fully activated by its owner. This is a significant challenge to a one-to-two icon Lance, but success will mean a highly capable heavy 'mech very early on.
Enemies

The following is a list of enemies in the game The Metronomicon.

## List of enemies

* Wolf
* Zombie Wolf
* Loonis Wolf
* Forest Bear
* Mountain Bear
* Lizard Man
* Hiker Lizard Man
* Murder Owl
* Zombie Murder Owl
* Murder Phoenix
* Murder Parrot
* Skeleton
* Viking Skeleton
* Pirate Skeleton
* "Cat"
* Spooky "Cat"
* Astro "Cat"
* Mud Creature
* Sludge Creature
* "Night Fever" Will O' Wisp
* "Disco Inferno" Will O' Wisp
* Troll
* Loonis Troll
* Forest Succubus
* Castle Succubus
* Cap'n Succubus
* Astronaut Succubus
* Plant Monster
* Water Chimera
* Flame Chimera
* Earth Elemental
* Lightning Elemental
* Fire Elemental
* Water Elemental
* Haunted Suit of Armor
* Haunted Diving Suit
* Castle Ghost
* Deck Hand Ghost
* Marionette
* Fire Bat
* Lightning Bat
* Gargoyle
* Castle Kraken
* Deep Sea Kraken
* Clops
* Rear Admiral Clops
* Rage Goblin
* Loonis Goblin
* Mole Man
* Moleborg
* Mutant Troglodyte
* "Futuristic" Mutant Troglodyte
* Rock Monster
* Water Basilisk
* Lightning Basilisk
* Evil Mermaid
* Astronaut Evil Mermaid
* Sea-Lion Lion
* Space Sea-Lion Lion
* Shark
* Space Shark
* Crabonzo
* Mecha-Crabonzo
* Loonis Beast - Physical
* Loonis Beast - Fire
* Loonis Beast - Earth

* Wolf
* Zombie Wolf
* Loonis Wolf
* Forest Bear
* Mountain Bear
* Lizard Man
* Hiker Lizard Man
* Murder Owl
* Zombie Murder Owl
* Murder Phoenix
* Murder Parrot
* Skeleton
* Viking Skeleton
* Pirate Skeleton
* "Cat"
* Spooky "Cat"
* Astro "Cat"
* Mud Creature
* Sludge Creature
* "Night Fever" Will O' Wisp
* "Disco Inferno" Will O' Wisp
* Troll
* Loonis Troll
* Forest Succubus
* Castle Succubus
* Cap'n Succubus
* Astronaut Succubus
* Plant Monster
* Water Chimera
* Flame Chimera
* Earth Elemental
* Lightning Elemental
* Fire Elemental
* Water Elemental
* Haunted Suit of Armor
* Haunted Diving Suit
* Castle Ghost
* Deck Hand Ghost
* Marionette
* Fire Bat
* Lightning Bat
* Gargoyle
* Castle Kraken
* Deep Sea Kraken
* Clops
* Rear Admiral Clops
* Rage Goblin
* Loonis Goblin
* Mole Man
* Moleborg
* Mutant Troglodyte
* "Futuristic" Mutant Troglodyte
* Rock Monster
* Water Basilisk
* Lightning Basilisk
* Evil Mermaid
* Astronaut Evil Mermaid
* Sea-Lion Lion
* Space Sea-Lion Lion
* Shark
* Space Shark
* Crabonzo
* Mecha-Crabonzo
* Loonis Beast - Physical
* Loonis Beast - Fire
* Loonis Beast - Earth
An Unwise Experiment

**An Unwise Experiment** is one of the Challenges available in The Arena.

## Description

"*We tried breeding fire and water elementals to see what might happen. We were hoping for one that could cross both mountains and oceans, but... well, this giant gorilla of a thing came out. He looks super tough, so I'll be over here, okay?*"

## Strategy

A bit on the resilient and tough side, if you aren't paying enough attention to your health you won't be able to quickly regenerate it. Keep your health topped off with Grin, use Inspire and hit the super demon with Splash wherever possible.
Rise From Your Grave

**Rise From Your Grave** is one of the Challenges available in The Arena.

## Description

"*The dreaded Resurrection Clops. Each time you strike him down, he rises only stronger. How many times can you lay him to sleep?*"

## Strategy

The Clops is ALWAYS Water type, so with your fixed party setup, try to prioritise Sara's Shock and other attacks, while balancing that with some heals and buffs (Wade's Inspire and Clark's Veil). As stated, the more he resurrects, the larger and stronger he gets. At the later stages, pay close attention to your health so you don't die.

...no, seriously. He literally gets larger (and starts out rather small!). You have to see it to believe it.
Elements

Both Enemies and Abilities have **Elemental properties**. These properties determine the circle of weaknesses of attacks in the game.
The following is a list of elements in the game The Metronomicon.

## List of elements

* Water
* Fire
* Earth
* Lightning
* Physical

## The Elemental Wheel

The magical elements exist in a wheel of elemental weakness. This is very much like Rock, Paper, Scissors.
Water extinguishes Fire which burns Earth which grounds Lightning which shocks through Water.

Casting Water on a Fire based enemy does 150% damage, and so forth.
Casting any like element upon a same enemy (Water on a Water) does 50% damage.

## Physical

The physical element sits apart from the magical ones and it weak to itself.
While the bonus bestowed to Physical is lesser, physical will always reliably deal damage.

Hitting a Physical enemy with a Physical attack does 125% damage.
No enemy type takes reduced damage from physical.
Shock

**Type:** | Lightning  Strength

**Shock** is one of the Abilities in the game The Metronomicon.

## Description

* Cast a Medium lightning spell, dealing damage and  Stunning the enemy.
	+ While not specified in the description, Shock actually lasts for less (about 9) beats than Bash and Flash.
		- In Multiplayer, this duration is cut even further to about 6 beats.
Murder Owl (Family)

The **Murder Owl** is one of the types of Enemies in The Metronomicon.

## Attacks

* Kick one hero, doing damage.
* Blarf up some owl... stuff... doing light damage, with a chance to cause Bleed.
	+ Forest Murder Owl will not cause bleed.

## Types of Murder Owl

Drops* Owldown Shin Pads

Gallery

See also* Enemies
Drops* Sharp Beak Facemask

Gallery

See also* Enemies
Gallery

See also* Enemies
Difficulties

There are three **difficulties** in the game The Metronomicon.

Every song has three human-choreographed sets of four note tracks to play. The harder the difficulty, the more complicated the choreography gets, and the more complex the interpretation of the song.

However, the RPG combat is balanced equally across all difficulty levels. Only very rare and powerful equipment actually get benefits from higher difficulty levels, reserved for expert players.

## List of difficulties

* Easy
* Medium
* Hard
Pierce

**Starting DEF:** | 45

**Pierce** is one of the Characters in the game The Metronomicon. He is a Thief.

Pierce joins the party after the boss of The Haunted Kingdom is beaten, at level 19.

## Strategy

As befits his nature as a thief, Pierce has abilities geared towards increasing loot and loot drop chance, making him an almost ubiquitous choice while taking on sidequests and missions requiring a specific amount of Loot to be stolen.

For actual use, however, Pierce is rather niche. Firewater takes a while to actually damage the enemy; Dive does have a chance of failing to deal damage, Reversal is hard to use effectively most of the time (but pairs well with Bouncy Bodypaint), and Shakedown isn't useful in the endgame once all items are obtained. Even still, abilities like Backstab are effective, especially if they lead off into other abilities like Bloodhound - the spike damage is a bonus.

## Primary abilities

The listed strength of the ability is taken when the ability is placed into the lowest slot.

## Secondary ability

* Strength
* Strength
Mad With Berries

**Mad With Berries** is one of the Challenges available in The Arena.

## Description

"*Gruver and Ralf have gotten into the wild berries! They look all wide-eyed and crazy! Guys..? Are you okay..?*"

## Strategy

Yipes! Not an easy challenge to deal with! Remember that you're fighting against the strongest fighter in your party, so Ralf can hit and damage for a lot, plus he can heal with Consume. Keep your health safe with cures from Clark and Sara, use Inspire to boost your party damage and take the two of them down with mainly Wade and Violet.
Big Pharm

**Type:** | Water  Strength

**Big Pharm** is one of the Abilities in the game The Metronomicon.

## Description

* Inspire your strongest damage dealer. Protect whoever has the lowest DEF.
* Status duration is *(80 + 12 \* overcast tier)* beats.

## Notes

Big Pharm's Inspire function was changed after release, due to player feedback.

Initially, it chose the Inspire target based on the hero with the highest STR.

Now, it chooses based on hero class priority:

Ralf > Violet > Wade > Pierce > Flavius > Sara > Gwen > Gruver > Clark
By Clark's Request

**By Clark's Request** is one of the Challenges available in The Arena.

## Description

"*Hey Tony, this medic guy keeps complaining about how unfair our challenges are, saying he never gets to show off enough. What is this? A circus? Can we make some sort of custom medic challenge, to get him off our backs?*"

## Strategy

You have 3 curing abilities at your disposal: Awe (which also deals damage), Grin and Cure. Gradually rotate among those 3, while dealing damage with Ralf, so the enemies don't stack up.
Protect

**Protect** is one of the Status Effects in the game The Metronomicon.

## Effects

* Hero incoming damage is decreased by 25%.
* Enemy incoming damage is decreased by 20%.

## Applied By

Heroes:

* Clark - Veil
	+ Buffs all four party members.
* Gwen - Brace
	+ Casts Protect on herself only.
* Gruver - Big Pharm
	+ Specifically buffs only the hero with the lowest DEF with Protect, or two heroes if the Blindbox Staff Charm is equipped.
* Wade - Antagonize but ONLY if The Perfect Hat is equipped.
	+ Casts Protect on himself only.
Chuck

**Type:** | Physical  Strength

**Chuck** is one of the Abilities in the game The Metronomicon.

## Description

* Pick up and heave one ally at your enemy, dealing Medium damage, and knocking some  debuffs off of your ally.
* Removes the debuffs: Dizzy, Hazy, Slow, or Stun.
	+ Prioritizes picking any ally affected by these debuffs.
Ralf

**Starting DEF:** | 42

**Ralf** is one of the Characters in the game The Metronomicon. Ralf is a Berserker.

Ralf will join the party upon beating the boss of The Wild Forest, at level 10.

## Strategy

Exercise caution. Ralf is the most powerful character in the game offensive-wise, but to make up for that, most of his abilities have a drawback associated with them (notably, the ones that do not have a drawback are typically weaker normally). You'll have to adapt your playstyle to counter these self-inflicted drawbacks, but if you can easily handle any debuffs that Ralf inflicts, he will be a solid party member.

## Primary abilities

The listed strength of the ability is taken when the ability is placed into the lowest slot.

## Secondary ability

* Strength
* Strength

## Trivia

* Though uncredited, Dave Bricken does the voice for Ralf.
Moonstrocities

**Moonstrocities** is one of the Challenges available in The Arena.

## Description

"*You dummies! You total nincompoops! Things go through portals in two directions! Didn't anyone ever teach you to close a door!? This is how the cacodemons start...*"

## Strategy

Nothing but Minibosses exclusive to The Moon here (hence the name of the challenge). Bring a resilient yet well-rounded party that can quickly handle them (there are likely only 3 types - Fire, Physical and Earth) - you'll need to kill 9 of them.
Phantom Time

**Type:** | Fire  Strength

**Phantom Time** is one of the Abilities in the game The Metronomicon.

## Description

* Increase the time remaining for ALL active  buffs. Can stack progressively.
	+ Adds 25 beats as a base, plus 5 more for each additional tier.
	+ Increased durations cannot exceed the original cast duration.
His Older Brother, Steve

**His Older Brother, Steve** is one of the Challenges available in The Arena.

## Description

"*I'd swear that that ol' alien king is showin' his face here again. But, he says it ain't him, and that he's really someone else. I can't say I believe him... but it seems like he's been working out. Show him the ropes just one more time, for me!*"

## Strategy

Finally, the last challenge, after which you can take your place in the pantheon of Metronomicon greats! ...ahem.

Imposter or not, what's definite about King Flavius/his brother is that he is slightly more resilient than the one you fight in Story mode. But, again, like the previous challenge there are no minions to fight. Use the same strategy that you used for Flavius - a stunlock build with Gwen and Sara will do the trick - and he should hopefully go down rather easily.

Congratulations, you've successfully beaten all the challenges in The Metronomicon! (That's assuming you read these strategies in order, unless you cheated and scrolled to the end, you sly cheater you.)
Our New Best Friends

**Our New Best Friends** is one of the Challenges available in The Arena.

## Description

"*Guys! I don't know why, but the sweetest little wisps just followed me home, and they want to be our friends! Can you shoo away these monsters, so they can stay and live with us??*"

## Strategy

Okay...THIS is THE cutest challenge. Wade fighting alongside 3 "Night Fever" Will O' Wisps!

Wade can only Inspire or Headbutt, so it's up to the 3 wisps to deal damage and heal. Be careful not to leave the healing too late, as they don't feel like they heal for that much. Keep the wisps inspired, too, as their attacks aren't effective against any elemental type, and you need all the damage boost you get.
Clops (Family)

The **Clops** is one of the types of Minibosses in The Metronomicon.

## Attacks

* Have a tantrum, doing damage to all heroes, with a chance to Dizzy.
* Swing a club, doing strong damage to one hero.
* Throw an energy ball, doing damage to one hero and causing Color Blind

## Types of Clops

Drops* Broken Compass

Gallery

See also* Enemies
Drops* Body Butter By Luke

Gallery

See also* Enemies
Hunting Season

(you may unlock this mission after completing of unknown origin)

Location: Independence

Difficulty: 2.5 skulls

Faction: Darius

OpFor: Baumann Group

Engagement Length: short (descripted as long)

Consecutive Deployments: No

Tonnage requirements: No restrictions

## Introduction

The company prepares to hit the Baumann Group's distribution center, hoping to both track down what happened to the Dobrev and capture as much rare mech salvage as possible.

## Mission

*Like I said, the Baumann Group's distribution center is heavily defended, so we're gonna approach this as a two-stage operation. For this first stage, you're going to descend at the outermost edge of the OpFor's territory and engage their patrolling cavalry. Take out as many vehicles and 'Mechs as you can to clear the way for an assault on the distribution center.*

Battle - Lowland biome - 2.5 skulls - No tonnage restrictions

### Objectives

* Destroy Baumann Group Calvary Units
* Destroy Hostile Bounty Hunters

As the mission starts, you'll receive notification that the distribution center is actually coming under attack by someone else. It turns out that "The Bounty Hunter," the legendary MechWarrior, is raiding the Baumann Group's distribution center. However it's too late to redeploy and the player must deal with the cavalry units as previously planned.

If the 50,000 C-Bill bribe was paid in the previous flashpoint, the Baumann Group enemies in this mission tend to be very easy to beat. They will typically only field three vehicles backed up by a single heavy mech. However, "The Bounty Hunter" will send over a trio of medium and heavy mechs in hopes of delaying the player's company from getting through to the distribution center. Hanging back to let the hunter and Baumann group soften up each other is an option if needed.

## Aftermath

The Bounty Hunter claims to have already retrieved a hold full of valuable salvage, but does admit that he underestimated the player and their company. He sends a peace offering of sorts in the form of some extra salvage from the distribution center, which several of the company's officers hope will contain clues leading to the Dobrev. No C-Bills are acquired, but the player is rewarded in salvage from both the preceding battle and the Hunter's offering.
Flavius

**Starting DEF:** | 41

**Flavius** is one of the Characters in the game The Metronomicon. Flavius is an optional hero whose class is Big Cheese.

Flavius will be max level and max ability levels upon unlock.

## Strategy

Flavius is the peanut butter of the party. Capable of filing a number of roles handily, Flavius excels when using the stats and strengths of his allies for his own gain, commanding their actions.

## Primary abilities

The listed strength of the ability is taken when the ability is placed into the lowest slot.

## Secondary ability

* Magic
* Strength

## How To Unlock

* First, beat all of the minibosses in every song in Story Mode. Doing so, for each dungeon, will unlock a "Fastest Boss Kill" sidequest, at the bottom of the list.
* Upon beating each of these speedrun sidequests, you will receive one piece of a broken music player. Each piece upgrades the item, and brings it closer to being fixed.
	+ The item is equippable, but provides no stats or bonuses.
* Upon getting your fifth upgrade, the item will include a hint about going to Endless Mode to meet the item's owner.
* Reaching Song 10 in this state will guarantee King Flavius as the song boss. Beat him, and then fail your run in any way thereafter to unlock Flavius and his special item.

## Trivia

* Flavius is voiced by John Mondelli.
* Because playable characters aren't associated with an element defensively, Flavius' "aura" is white compared to his boss counterpart.

## See also

* King Flavius
	+ The boss version of the playable character
* Characters
Saving Throw

**Type:** | Earth  Strength

**Saving Throw** is one of the Abilities in the game The Metronomicon.

## Description

* Unleash a Medium attack. Damage increases as your health decreases. And vice versa!
* Normal damage is affected by a multiplier equal to: (.05 + 2.5 \* (1 - heroHPPercent)).
	+ So, damage can vary from 5% to nearly 255%.
DLC Dungeon

**DLC Dungeon** (just named DLC in-game) is one of the Dungeons in The Metronomicon, and the sixth dungeon. It only appears if you own any of the DLC song challenge packs, or if you have any custom songs in the game, regardless of the player's Story progression - as such, it stands completely alone from the five Dungeons in Story mode.

Because the DLC Dungeon is standalone, this means that enemies scale differently compared to songs in Story mode - they are set at party average -.5 levels.

The DLC Dungeon was added to the game on October 27, 2016; it was a popular request from players who wished to be able to play songs from DLC packs while having the freedom to pick their own party. No experience or items can be gained from completing any of these songs in this mode.

Songs can be ordered by Packs, Title, Artist, or Difficulty.

## Song list

The song list in the DLC dungeon is wholly determined by which DLC packs you own, as well as which custom songs have been created for the game, whether by Metronomicon UGC or imported from Stepmania. As such, this list will not be exhaustive, because there are simply too many user-created Stepmania/UGC charts to list in this page; rather, it will list only officially-released DLC packs.

As of November 29, 2016, these are the songs currently available via DLC packs, in chronological release order:

* Chiptune Challenge Pack 1
	+ Marissa Hapeman, *Pretty In Pixels*
	+ Craig Barnes, *Do The Double Deux*
	+ DDRKirby(ISQ), *Flow Unlimited*

* Indie Game Challenge Pack 1
	+ Aethernaut, *Neo-SF Strut*
	+ Steve Goldshein, *Whispering Willows Theme (Dance Remix)*
	+ Skyler McGlothlin, *Retro/Grade Credits*

* Chiptune Challenge Pack 2
	+ ChronoWolf, *Challenge*
	+ Dya feat. Rudy Escobar, *Lazarus*
	+ Popskyy, *ABXY*

* J-Punch Challenge Pack
	+ J-Punch and Dave Moonshine, *Hours Late*
	+ J-Punch and Dave Moonshine, *Shoes*
	+ J-Punch and Dave Moonshine, *Make It Blue*

* Deck The Dubstep
	+ Andross, *Deck The Dubstep*

* The End Records Challenge Pack
	+ Jutty Ranx, *Concentrate*
	+ Jutty Ranx, *Keep It Moving*
	+ Findlay, *Electric Bones*

## External links

How To Make Your Own Metronomicon Battle Traxx

Stepmania Support In The Metronomicon
Freeplay

**Freeplay** is one of the Game modes in The Metronomicon.

## Description

* Freeplay Mode is more of an arcade experience. Dive straight into any song with a quickly created party and jam for online high scores.

In Freeplay, your characters are limited to a maximum of 3 specific Primary Abilities, and usually (though this is not the case for all characters) 1 specific Secondary Ability in a specific order. You aren't allowed to tweak the order of any of the abilities. Freeplay also determines your characters' abilities based on how much you've leveled up your characters in Story mode, so there will be cases where a character has less than 3 abilities at their disposal.

In addition, your Team Attack charges up fast enough during the song for you to be able to fire it off once, if you are ever in a pinch.

Freeplay mode can be used to play DLC songs or UGC/imported Stepmania songs with pre-built parties - these songs can alternatively be accessed via the DLC Dungeon. For the rest of the 50 base-game songs, they have to be unlocked in Story mode if they are not already unlocked, or by the use of a specific cheat code.
A Rush Of Blood From The Head

**A Rush Of Blood From The Head** is one of the Challenges available in The Arena.

## Description

"*Quick! Go now! There's no time to chat! I know, you just got out of battle, and you're already bleeding terribly! But, we're behind schedule right now!! Just get in there and start!*"

## Strategy

Your goal is to survive, so play it VERY safe and continually cast Grin to keep your health up, since you lose health every beat. It might not seem like a lot of health lost, but when you factor in the enemy attacks, you might find yourself in a situation where you're unable to heal enough to survive.

Of note, because you're permanently Bleeding, you can use Ralf's Pounce with impunity.
Reversal

**Type:** | Lightning  Strength

**Reversal** is one of the Abilities in the game The Metronomicon.

## Description

* Take revenge by dealing Light damage, increasing with each  debuff applied to the party.
* Damage dealt is affected by a multiplier equal to: (.7 + debuffs \* .35).
* If Bleed or Slow is applied to any hero, this ability will also reflect that onto the enemy.
	+ Debuffs applied by gear or by challenge have no effect on this ability.
Puuba

**Puuba** are the developers of the game The Metronomicon. They previously released two games - *Concursion* (2014) and *The Weaponographist* (2015).

## Noted Staff

These are the main people who worked on The Metronomicon:

* Danny Garfield - Main developer-in-charge, programmer
* David "Dave" Bricken - Production, story, sounds, QC
* David Logan - Producer, coordinator, founder of Night Light Interactive and CEO of console publisher Akupara Games
* Joseph "Joey" Rintoul - Art direction, design
Go Pretty Fast

**Go Pretty Fast** is one of the Challenges available in The Arena.

## Description

"*It is said on the internet that a hero once went so fast that he arose to heaven. Defeat each boss before time is up, and sample but a taste of his journey...* "

## Strategy

This is like, a waaay abridged version of GOTTAGOFAST mode. Skip to the next song when done, but lose the challenge if you fail to beat the miniboss.

As such, your strategies for GOTTAGOFAST mode would do wonderfully over here.

Refer to the GOTTAGOFAST page above for possible build selections - just ignore the level manipulation part.

## Trivia

* The description for this challenge, and the item reward, is a reference to the Metronomicon Speedrun Tournament.
Dodge! Swivel!

**Dodge! Swivel!** is one of the Challenges available in The Arena.

## Description

"*You're all getting cocky, and I wanna see what you can do. So, I'm laying out some ground rules. 1) No attacking allowed, okay? 2) Y'all gotta drink this poison before you head in. This oughta give us a break for a while...*"

## Strategy

Quite tricky. You only have Awe and Shock as offensive abilities, which means you likely won't out-damage the enemies and you'd end up fighting three. Try getting Veil and Enlighten up to get Protect and Focus respectively, use Taunt to draw single attacks to Gwen, then continually use Phantom Time to keep the buffs active while you use Awe, Shock/Grin and Cure to maintain your health at a safe level. It gets trickier at the harder stages when the enemies stack up, so it's better to be safe and cast cures over-zealously, than sorry.
Passive Abilities

**Passive Abilities** are passive, always-active modifiers to either game mechanics, abilities, or hero behaviors.
They may be offensive, defensive, or bestow utility functions.

Every hero has one unique Passive Ability that can be unlocked through earning Battle Points in Endless Mode.
While some global Passive Abilities exist, hero-specific passives are only active when that given hero is active in the current party lineup.
Secondary Abilities

**Secondary Abilities** are a passive, always-active means of casting abilities in The Metronomicon.
Every hero has two different Secondary Abilities that can be unlocked through leveling up the character.
Though Secondary Abilities cannot regularly be cast at will, they will routinely activate throughout the battle, making even the least-regularly activated hero meaningful and effective during battle.

## How to Cast

Every Secondary Ability has a required number of beats for cast. This requirement may either be *consecutive* or *non-consecutive*, and can be any number.

Whenever the appropriate number of beats has been hit (not notes, the number of notes within these beats is irrelevant), that hero will immediately cast their equipped Secondary Ability.

Often, more powerful abilities will require large numbers of consecutive beats. Weaker, but more reliable abilities may require smaller numbers of non-consecutive beats.
These streaks and counts, however, last across all hero tracks. The currently active track is not relevant.

Moreover, notes missed during Grace Period cause no negative effects.

## Strengths

Ability potencies (both offensive and curative) are based on an ordered rating system.
Each term is more potent than the last. Changing the tier on which an ability is equipped will change it's damage rating (though each spell has a tier-one-equipped base rating).

Tiny < Minor < Light < Medium < Strong < Major < Huge < Crazy
Mount Rage

**Mount Rage** is one of the Dungeons in The Metronomicon, and the third dungeon, unlocked after beating The Haunted Kingdom. There are a total of 10 songs and 4 sidequests, of which 7 songs are initially available. Upon surviving songs and/or beating minibosses in the songs, more songs and the sidequests will unlock.

Beating the boss of Mount Rage will unlock Blue Expanse.

## Song list

* Mega Ran, *Miss Communication*
	+ Enemy Rampage Challenge
* Craig Barnes & Kate Tucker, *Our Own Way Home*
	+ Damage Output Challenge
* J-Punch and Dave Moonshine, *Almost Over*
* Rosie, *For The Love Of God*
* DJ Sultan, *Strike Me*
	+ Critical Hit Challenge
* Dreamachine, *Escape Boss* (**Bonus Song 1**)
* Christopher Hoag, *Clocks and Highways*
* Efe Tozan, *111*
* Machinae Supremacy, *Republic of Gamers* (**Bonus Song 2**)
* GosT, *Master* (**BOSS SONG**)
	+ Timed Boss Kill Challenge
	+ Miss Communication, Escape Boss, Republic of Gamers, Master

## Notes

* Before the Slay The Dance Floor expansion, the sidequest for Strike Me was a Maximum Streak Challenge.
Leech

**Requirements:** | Requires 60 Consecutive Beats

**Leech** is one of the Abilities in the game The Metronomicon.

## Description

* Build up stacks of pending attacks which automatically Bleed any newcoming enemies.
* Notably, this attack treats a Boss coming back from its hiding period as a 'newcoming' enemy.
* Bleed status duration is 75 beats.
Newbies… and An Oldbie

**Newbies… and An Oldbie** is one of the Challenges available in The Arena.

## Description

"*I know you're all new here and all, but y'know what..? We've all come to like you an awful lot. There's a gift we'd like to give you, if that's okay. "For free", you ask? Ha! Not by a mile!*"

## Strategy

The second of two challenges to obtain the last two of The Master's Judgement items, this challenge conversely features the four characters that join the party mid-game. This may be the harder of the two as they are more complicated to utilise well compared to the first four characters - just take note of their abilities, play safe and survive the songs, and that's all four Master's Judgements in the bag.
Like Lemmings Off a Cliff

**Like Lemmings Off a Cliff** is one of the Challenges available in The Arena.

## Description

"*These here basilisks sure mean business. Masters of all attacks, they say. But... is "giving the creeps" really an attack...?*"

## Strategy

Nothing but Basilisk Minibosses here - hence the description. But, yikes, is that perma-boulders and mines? Oh geez.

Actually, it's not as bad as it seems. You only have one element of Basilisk to deal with (you can start the challenge to see which it is, then structure your party accordingly), and the perma-boulders and mines means you won't take any damage beyond hitting a mine or having a boulder drop onto your head.
Witness

**Erin "Witness" Sosa**  is a Ronin mechwarrior in *Battletech*.

## Bio

Erin Sosa is the sole offspring of a Guldra space station deputy administrator of 'uncommon sense but no great genius' (in their own words), and it wasn't until Erin was nearly four years old that anybody suspected there was something unusual about the child. After young Erin broke a standardized aptitude testing program three times, their preschool counselor referred them to a planetside specialist. Erin's parent, who couldn't afford such things and felt that their child was just fine, declined at first to follow up. It wasn't until the counselor contacted the specialist and the specialist presented himself at Erin's parent's door that Erin's capabilities were properly evaluated.

After that, Erin's childhood became a tug-of-war between their parent of uncommon sense and a bevy of interested other parties who wanted to stake an early claim to Erin's genius. It was impossible for Erin to be oblivious to this, but they adapted cheerfully to stressors that might have crushed another child. Erin's parent, who wanted above all to make sure their child grew up happy and healthy, refused to push their child in any particular direction. But when House Madeira got directly involved, it was impossible for Erin or their parent to resist. Erin's parent was granted a large honorarium and a dwelling planetside, and Erin themselves was fast-tracked into the most elite branch of the House Madeira Guard.

And then Espinoza's coup happened. Like so many dispossessed loyalists, Erin Sosa is now working as a Periphery mercenary. Their parent is somewhere safe for now, and someday, perhaps they'll both get to go home again.

## Strategy

A typical scout's stat distribution suggests Witness would best be used in a mobile role, sensor locking as needed while building up high stacks of evasion, and assisting with targets already engaged. Piloting such mechs as the Jenner, Cicada, or either Blackjack variant would serve them well here.
Shakedown

**Type:** | Fire  Strength

**Shakedown** is one of the Abilities in the game The Metronomicon.

## Description

* Intimidate one enemy, increasing the chance that it will drop rare equipment on death.
	+ The overall chance to drop an item is not affected. Once it is determined that an item should drop, this ability affects the  choice of treasure.
		- Pairs nicely with Motherlode or Broken Compass, which do increase the drop rate of items in general.
Elemento Chango

**Type:** | Lightning  Magic

**Elemento Chango** is one of the Abilities in the game The Metronomicon.

## Description

* Energize each hero, ensuring a crit on their next attack.

## Notes

* Energized has no maximum duration, and a set potency. Therefore, this may be the only ability without Overcast value.
* Each hero can only be affected by one stack of Energized at a time.
Inspired

**Inspired** is one of the Status Effects in the game The Metronomicon.

## Effects

* Causes the affected hero or enemy to do 25% more outgoing damage.

## Applied By

Heroes:

* Wade - Inspire
	+ Buffs all four party members.
* Gruver - Big Pharm
	+ Specifically buffs only the hero with the highest STR with Inspired (now based off an ordered hero priority list; see the ability page for more details), or two heroes if the Blindbox Staff Charm is equipped.

Equipment:

* Itchy Mustached Glasses
	+ The equipped character is permanently Inspired and Focused, but also permanently bleeding.

Special:

* Team Attack - Buffotronic Prime
Defensive Flair

**Required Meter:** | 4000

**Defensive Flair** is a Team Attack in The Metronomicon.

## Effect

All tracks are immediately shattered, casting any currently queued spell. Any current Meteor Attack, Boulder Attack, or Mine Attack is immediately ended.

The tracks will remain empty of notes for a 12 beat break.

Additionally, all enemies are stunned for a 17 beat break.

The party is instantly healed for roughly double the HP of a Clark Tier 1 Cure, at a potency of Player One's current hero's track's level.