recursal/Fanatic-Fandom huggingface dataset:
Tomomi Mochizuki

Tomomi Mochizuki (望月 知美), Mochizuki Tomomi es una de los underclassmen de la actividad del club de Kiyomi que también hace amigos con Ika Musume.

## Apariencia

Tomomi es la actividad de los clubes de Kiyomi que se convierte en la amiga de Ika. Ella es una muchacha agradable y amistosa.

## Personalidad

Anbe da una breve descripción sobre Yuka Nishimura y Tomomi : Activistas del club de Kiyomi bajo personajes que están muy lejos del personaje regular.
Kulullu

**Kulullû (**inscribed ku6-lú-u18/19-lu, “Fish-Man”) is a Mesopotamian monster possibly inherited by Marduk from his father Ea. He had the head, arms and torso of a human and the lower body and tail of a fish and was portrayed in sculptures found in palaces and on kudurrus. With a bitumen smeared clay figurine, he seems to have found special purpose attracting prosperity and divine benevolence to households, as his icon was inscribed *ri-da hi-ṣib* KUR*-i er-ba taš-mu u ma-ga-ru*, “come down abundance of the mountain, enter intercession and compliance.”

He appears in Mesopotamian iconography from the Old Babylonian period onward. The Agum-Kakrime Inscription places his apotropaic icon on the gate of the *ká-su-lim-ma*, the chamber of Marduk and his divine consort Zarpanītu. He was one of the eleven monstrous spawn of Tiāmat in the Epic of Creation, Enûma Eliš. He is one of the demons listed in tablet VIII of the Šurpu incantation series, the ritual to counter a curse of unknown origin. He also features in a hymn to Marduk and the gods of the Esagila.[3]

His depiction in Assyrian reliefs is limited to a marine scene in Sargon II's palace at Khorsabad, ancient Dur-Šarru-kên, a small relief at Tell Halaf and on an ornamental brass ring found at Har Sena'im, an Ituraean cult site on the southern slopes of Mount Hermon.

Depictions of entities with the tails of fish, but upper bodies of human beings appear in Mesopotamian artwork from the Old Babylonian Period onwards. These figures are usually mermen, but mermaids do occasionally appear. The name for the mermaid figure may have been *kuliltu*, meaning "fish-woman". Later in Assyria kulullu was associated with kuliltu and statues of them were apparently located in the Nabûtemple in Nimrud, ancient Kalhu, as referenced on a contemporary administrative text.
Blue Penguin

### Voting History

**^1** In Episode 2, Blue Penguin used a Hidden Immunity Idol, negating 2 votes against him. Also, the vote ended with a 2-2 tie between Roco and Purple Frog, forcing a revote. Blue Penguin did not change his vote on the revote.
**^2** In Episode 8, Red Dog used the Legacy Advantage negating Blue Penguin's vote against him.
**^3** In Episode 11, Slowpoke used a Hidden Immunity Idol, negating Blue Penguin's votes against him.
**^4**  In Episode 12, the vote ended with a 4-4 tie between Blue Penguin and Red Dog, forcing a revote. Nobody changed their vote on the revote, forcing a rock drawing tiebreaker. Blue Penguin was immune from the tiebreaker.
**^5**  In Episode 15, the vote ended with a 2-2 tie between Gray Dog and Blue Penguin, forcing a fire-making tiebreaker. Blue Penguin won the challenge and remained in the game.
Charmander

### Voting History

1- In Episode 3, the vote ended with a tie, forcing a revote. Nobody changed their vote on the revote, forcing a rock drawing tiebreaker.

2- In Episode 7, Charmander used a hidden immunity idol negating 2 votes against him.

3-In Episode 8, the voted tied forcing a revote Charmander changed his vote to Blossom on the revote.
Brown Monkey

### Voting History

**^1**  In Episode 4, Pooty used an idol on Scraps negating Brown Monkey's vote against him.
**^2**  In Episode 5, Candy Cane used an idol negating Brown Monkey's vote against him.
**^3**  In Episode 4, Princess Bear used a hidden immunity idol negating Brown Monkey's vote against her forcing a revote, Brown Monkey did not receive enough votes on the revote to be eliminated.
**^4**  In Episode 11, Ducky used a vote steal on Brown Monkey, preventing him from voting.
**^5** In Episode 12, Brown Monkey used an Immunity advantage granting him Immunity from tribal council, also Waddles used a Hidden Immunity Idol, negating Brown Monkey's vote against him. 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. Brown Monkey voted for Speckles on the vote restart.
**^6**  In Episode 13, there was a tie forcing a revote Brown Monkey did not change his vote on the revote.
Space Bear

### Voting History

1- In Episode 3 the vote tied causing a revote Space Bear did not change his vote on the revote.

2- In Episode 8 the vote tied causing a revote Space Bear did not change his vote on the revote.

3- In Episode 11, Space Bear used a Hidden Immunity Idol negating 3 votes against him.

4- In Episode 12, Space Bear used a Hidden Immunity Idol negating 3 votes against him.
Waddles

### Voting History

**^1**  In Episode 6, Princess Bear used an idol negating Waddles' vote against her.
**^2**  In Episode 7, the voted tied forcing a revote Waddles did not change his vote on the revote.
**^3**  In Episode 9, Princess Bear used a hidden immunity idol causing a revote Waddles did not change his vote on the revote.
**^4**  In Episode 12, Max used a Hidden Immunity Idol, negating Waddles' vote against him, also Waddles used a hidden immunity negating 2 votes against him, 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. Waddles voted for Princess Bear on the vote restart.
**^5**  In Episode 13, there was a tie forcing a revote Waddles changed his vote to Max on the revote.
Rainbow Bunny

### Voting History

1-In Episode 1, Blue Dog used a Hidden Immunity Idol, negating Rainbow Bunny's vote against her.

2-In Episode 4, the voted tied forcing a revote Rainbow Bunny did not change her vote on the revote.

3-In Episode 8, the voted tied forcing a revote Rainbow Bunny changed her vote to Blossom on the revote.
Hampster

#### Voting History

**^1** In Episode 8, Red Dog used the Legacy Advantage negating Hampster's vote against him.
**^2** In Episode 12, Slowpoke used an idol negating Hampster's vote against him.
**^3**  In Episode 12, the vote ended with a 4-4 tie between Blue Penguin and Red Dog, forcing a revote. Hampster did not change his vote on the revote.
Slowpoke

#### Voting History

**^1**  In Episode 2, the vote ended with a 2-2 tie between Roco and Purple Frog, forcing a revote. Slowpoke did not change his vote on the revote.
**^2**  In Episode 5, Slowpoke was not selected by a tribe at the tribe-switch and was sent to Exile Island, granting him immunity from Tribal Council.
**^3** In Episode 8, Red Dog used the Legacy Advantage negating Slowpoke's vote against him.
**^4** In Episode 11, Slowpoke used an idol negating 3 votes against him.
**^5**  In Episode 12, the vote ended with a 4-4 tie between Blue Penguin and Red Dog, forcing a revote. Nobody changed their vote on the revote, forcing a rock drawing tiebreaker. Slowpoke drew the differently-colored rock, sending himself to Redemption Island.
Alex

El perro de Sanae, también conocido como Alex (ア レ ク ス, Arekusu) es un perro poseído por Sanae Nagatsuki

## Apariencia

Alex es un perro blanco puro con pequeños ojos negros, y una nariz marrón. Se muestra que es extremadamente esponjoso, y tiene dientes regulares. Por lo general se ve con una correa azul. Él tiene una lengua rosada oscura.
Boy Cutie Brown Dog

### Voting History

**^1**  In Episode 7, the vote tied forcing a revote Boy Cutie Brown Dog did not change his vote on the revote.
**^2**  In Episode 9, the vote tied forcing a revote Boy Cutie Brown Dog did not change his vote on the revote.
**^3**  In Episode 12, Max used a Hidden Immunity Idol, negating Boy Cutie Brown Dog's vote against him. 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. Boy Cutie Brown Dog voted for Princess Bear on the vote restart.
**^4**  In Episode 13, the vote tied forcing a revote Boy Cutie Brown Dog did not receive enough votes on the revote to be eliminated.
Bloatsprites

Mutated, larger cousins of parasprites. Not very intelligent or dangerous, they generally can be killed easily. Their only real strength is their numbers - a large mass of them can overwhelm you. Melee weapons work best on them - energy weapons work as well, however their fast speed and small size makes it difficult to aim.

## Types

* laser -25%
* plasma -25%
* fire -25%

* laser -25%
* plasma -25%
* fire -25%
* freezing -25%

* laser -25%
* plasma -25%
* fire -25%
* freezing -25%

* blade 25%
* blunt 25%
* laser 25%
* plasma 25%
* fire 25%

* laser -25%
* plasma -25%
* fire -25%
* freezing -25%

* poison 100%
Blossom

### Voting History

**^1**  In Episode 1, Blue Dog used a hidden immunity idol negating Blossom's vote against him.

**^2**  In Episode 4, Blue Dog used a hidden immunity idol negating Blossom's vote against him. Also, the voted tied causing a revote Blossom changed her vote to Kipper on the revote.
**^3**  In Episode 7, Charmander used a hidden immunity idol negating Blossom's vote against him.
**^4**  In Episode 8, the vote tied forcing a revote, Charmander and Rainbow Bunny changed their vote to Blossom on the revote causing him to be eliminated from the game.

### Voting History

**^1**  In Episode 10, Stitch used an idol on Murphy negating Blossom's vote against him. There was also a 3-3 tie between Hoppins and Green Turtle, forcing a revote. Blossom changed her vote to Hoppins on the revote.
Black Dog

### Voting History

**^1**  In Episode 11, Black Dog used the Legacy Advantage negating 3 votes against her.

### Voting History

**^1**  In Episode 6, Black Dog did not draw a buff sending herself to Exile Island.
**^2**  In Episode 10, Stitch used an idol on Murphy negating Black Dog's vote against him. There was also a 3-3 tie between Green Turtle and Hoppins forcing a revote. Black Dog voted Hoppins on the revote.
Calamity

Character

* Profile
* In game

Calamity is a pegasus who works as the "Prancing pony" camp.

## Role in main quest

You first meet Calamity on the surface when you're about to be attacked by a large group of raiders. He comes down from the sky, warning you to take cover before firing upon every raider in sight.

After scolding you for your reckless behavior, he comes to the realization that you're from a Stable, then leads you back to the "Prancing Pony".

'Accidentally' hearing a conversation about Falls Springs, he warns you about it's protective measures and how to get past them through the sewers, as well as the dangers within Stable 88.

When you return, he tells his concern for you, only to be surprised when he realized your success. He and Daiquiri will then warn you about Manehattan and it's dangers, handing you a pair of binoculars to use once you get there.

Once you're done at Manehattan, you tell him you need to get to Canterlot. Unfortunately he can't help much there, since he's never been. However he does tell you stories about the Pink Cloud, a fierce gas surrounding the city, and the souls of dead ponies who'll kill the living. He'll tell you not to go, suggesting that you could stay and live at the "Prancing Pony", only to wish you good luck when you refuse to change your mind.

Much further along when you've encountered the Great Pegasi Enclave, you'll meet with him again. He and Velvet Remedy tell you about how those from the "Prancing Pony" and Covertsign are willing to unite with Steelhooves' Steel Rangers to fight off the threat.

At the very end, he's there to warn you about the Enclave's flying fortress, the Thunderhead, that threatens everyone if it's not destroyed.
Randy

### Voting History

1-In Episode 3, the vote ended with tie, forcing a revote. Nobody changed their vote on the revote, forcing a rock drawing tiebreaker.

2-In Episode 8, the vote ended with tie, forcing a revote. On the revote, Randy did not recieve enough votes to be eliminated.

3- In Episode 11, Charmander used a Hidden Immunity Idol on Randy negating 3 votes against him.
Ángel Roles

Mario Ángel Benjamín Roles Nedero (Remo, Jerónimo; 02 de enero de 1899-Valonia, Karúrpito; 22 de marzo de 1980) fue un escritor y político hivandés. Fue miembro del Congreso desde 1954 hasta el día de su muerte.

Obra:

Los conquistadores (1942)

Los reyes (1945)

Los Rebeldes (1948)

Los Libres (1950)

Los esclavos (1953)

Los malvados (1957)

Los presidentes (1959)
Pricolici

A **pricolici** (*pronounced* /pri.koˈlit͡ʃʲ/) (same form in plural) is a werewolf/vampire fusion in the Romanian folklore. Similar to a vârcolac, although the latter sometimes symbolizes a goblin, whereas the pricolici always has wolf-like characteristics.

Pricolici, similar to strigoi, are undead souls that have risen from the grave to harm living people. While a strigoi possesses anthropomorphic qualities similar to the ones it had before death, a pricolici always resembles a wolf. Malicious, violent men are often said to become pricolici after death, in order to continue harming other humans. They are also known to kill cattle, and are more aggressive than wolves.

Like the strigoi, the pricolici are undead monsters but they always take the form of a giant wolf. Violent, murderous men are said to return from the grave as pricolici to continue harming living people. Even in modern times, Romanians claim to have been attacked by abnormally large wolves that were, indeed, pricolici. In a country that still has the largest population of *Canis lupus* in Europe, it's not hard to guess how this mythical creature sprang to life.

Some Romanian folklore delineates that pricolici are werewolves in life and after they die, return as vampires. This also gives rise to the legend of vampires that can turn into animals such as wolves, dogs, or owls and bats. The common theme of all these animals being that they are nocturnal hunters much like vampires.

Even as recently as modern times, many people living in rural areas of Romania have claimed to have been viciously attacked by abnormally large and fierce wolves. Apparently, these wolves attack silently, unexpectedly and only solitary targets. Victims of such attacks often claim that their aggressor wasn't an ordinary wolf, but a pricolici who has come back to life to continue wreaking havoc.

The etymology of the word is unknown.
Rare alcohol (quest)

Quest

You need to collect 7 bottles of unique alcohol.

## Quest stages

Stages are revealed only when you collect a bottle. Until then it will show only question marks.

1. Apple cider "Old farm"
2. Apple wine "Pink sunset"
3. Apple liquor "Summer flavors"
4. Apple Whiskey "Wild Pegasus"
5. Apple vodka "Crystal"
6. Granny Smith's Apple bitter
7. Apple balsam "The gift of nature"

## Locations and rewards

Bottles can be found in specific locations within unique maps, usually inside safes. You get a reward in caps for each bottle you bring back.

After you bring Daiquiri all 7 bottles, you will also receive Socks.

## Gallery

Location of Apple cider "Old farm"Location of Apple wine "Pink sunset"Location of Apple liquor "Summer flavors"Location of Apple Whiskey "Wild Pegasus"Location of Apple vodka "Crystal"Location of Granny Smith's Apple bitterLocation of Apple balsam "The gift of nature"
Max

### Voting History

**^1**  In Episode 4, Pooty used an idol on Scraps negating Max's vote against him.
**^2**  In Episode 5, Candy Cane used an idol negating Max's vote against him.
**^3**  In Episode 9, Princess Bear used a hidden Immunity negating Max's vote against him forcing a revote Max voted for Twigs on the revote.
**^4**  In Episode 12, Waddles as well as Max used Hidden Immunity Idols, negating 5 votes against him as well as negating Max's vote against him. 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. Max voted for Speckles on the vote restart.
**^5**  In Episode 13, there was tie forcing a revote Waddles and Ducky changed their vote to Max on the revote causing him to be eliminated.
Cindy Campbell

Cindy Campbell (シンディー・キャンベル) , Shindī Kyanberu) es una investigadora extraterrestre de América que cree que Ika Musume es un extraterrestre y está constantemente intentando que ella admita ser una para que pueda llevarla a su laboratorio para su análisis y examen.

Ella tiene algo de una rivalidad con Sanae debido a su obsesión compartida con Ika. También sospecha Chizuru de ser un alienígena. Ella es fluida tanto en japonés como en inglés.

## Apariencia

Cindy es una mujer americana joven y alta. Siempre que está en la playa, lleva un bikini desnudo verde y blanco y una chaqueta roja con el pelo rubio atado. Ella usa lentes de contacto, y sus ojos son retratados como azul de hielo o verde.

## Personalidad

Cindy suele ser un observador crítico. Ella se muestra ser semi-serio y muy tranquilo, sin embargo, cuando se trata de extranjeros que al instante crece salvaje y loco obsesionado, como se muestra con Ika Musume.
Gray Dog

#### Voting History

**^1**  In Episode 2, the vote ended with a 2-2 tie between Roco and Purple Frog, forcing a revote. Gray Dog did not change his vote on the revote.
**^2**  In Episode 12, the vote ended with a 4-4 tie between Blue Penguin and Red Dog, forcing a revote. Gray Dog did not change his vote on the revote.
**^3**  In Episode 15, the vote ended with a 2-2 tie between Gray Dog and Blue Penguin, forcing a fire-making tiebreaker. Gray Dog was eliminated at the tiebreaker.
Enclave base

Location

Enclave base is the final grind map.

For trials in this location, see Category:Enclave base trials.

## Layout

Similar to Manehattan ruins, you start on the bottom floor and must work your way up to the top where the EXIT doors are located. It is one of the thinnest maps, being only 3 rooms wide, while also being one of the tallest.

## Gameplay

Many of the Enclave's soldiers can be found here, along with powerful turrets, flying drones including their own special type, and the Enclave's own roller mines. Fast and powerful hellhounds under Enclave control can also be found.

Many of the rooms are very open, allowing the soldiers and their drones great freedom of movement to avoid your attacks while returning fire with their own powerful energy weapons. On a similar note, other rooms are rather restricting corridors, preventing evasive measures and making the more close-ranged hellhounds a force to be reckoned with.

Much like the Military Base, the walls are made of tough materials, preventing any easy way past by breaking through them. Turrets, including the stronger ceiling variety, can be found in many rooms, often protecting corridors or places with valuables.

In some of the tighter areas such as vents, Enclave roller mines can be found. Unlike the basic roller mines, these ones are tougher and pack a stronger punch. When destroyed, they release an explosion similar to a plasma grenade, damaging anything near where it was destroyed.

## Gallery

Tight corridors, dangerous when hellhounds are aroundLarge open area, perfect for the flying pegasi and drones
Vault

A vault is a special type of chest that can only be found in base camps (except Stable Pi). It looks like a regular chest but with golden color on it.

Vault stores personal items, divided into three categories: Ammunition, Equipment and Stuff. Stored items remain in the chest after closing the game and can be accessed later, after loading the game. It's useful when playing with limited inventory setting, or to keep the inventory clean (without selling everything).

Required materials can be "pulled" from the Vault. Crafting menu shows first the amount of material you need, then (in brackets) amount you have in inventory and in the vault. Example: 5 (3+10) means that 5 pieces of material are needed, you have 3 in your inventory, and 10 in the Vault. This mechanics does not work outside base camps in limited inventory mode.

## Vault locations

* "Prancing pony" camp - right beside the weapons rack
* Covertsign - next to a laboratory bench on your left side
* Water treatment plant - next to a laboratory bench in the left room

## Notes

* Vault has been added to game in version 0.8
* If you try to drop items in base camp, a message will appear - "Do not litter in the base camp, use the storage instead"
Littlesurvivor Wiki

## Welcome to the Wiki

This is a wiki, a website that anyone, including you, can edit. Go ahead, try it out! Use the buttons below to create your first episode and character pages.

Create an article about an episode by typing the title below:

Create an article about a character by typing the title below:
 Seasons

Create an article about a whole season by typing the title below:

## Pages created so far

* Annabelle
* Bei Bei
* Big Lion
* Big Panda
* Black Cat
* Black Dog
* Black Monkey
* Blossom
* Blue Bear
* Blue Dog
* Blue Penguin
* Blue Whale
* Boy Cutie
* Boy Cutie Brown Dog
* Brown Dog
* Brown Monkey
* Bubbleisha
* Bulbasaur
* Cancun
* Candy Cane
* Charmander
* Chatter
* Coconut
* Coconut W.
* Corgy
* Daisy
* Dakota
* Dino
* Doggy Woggy
* Dragonite
* Ducky
* Foofa
* Frankie
* Glamour
* Grapes
* Gray Dog
* Green Turtle
* Grey Lemeur
* Gumdrop
* Hampster
* Hershey's
* Honey
* Hope
* Hoppins
* Jet's Bear Dog
* Kangaroo
* Kipper
* Kooky Cookie
* Legs
* Leona
* Little Elephant
* Littlesurvivor Wiki
* Lucy
* Maddison
* Main Page
* Max
* Max B.
* Mets
* Muffin
* Murphy
* Neptune
* Oliver
* Peanut
* Pepper
* Pink Butterfly
* Pink Frog
* Pokey
* Pooty
* Princess Bear
* Pugsly
* Purple Frog
* Purple Monster
* Purple Turtle
* Rainbow Bunny
* Rainbow Frog
* Randy
* Red Dog
* Roco
* Scraps
* Slick
* Slowpoke
* Smithy
* Snorlax
* Space Bear
* Speckles
* Spike
* Spot
* Sting
* Stitch
* Survivor: Cagayan
* Survivor: Cambodia
* Survivor: Caramoan
* Survivor: Heroes vs Villains
* Survivor: Marquesas
* Survivor: Redemption Island
* Survivor: Tocantins
* Symba
* Tabitha
* Tangerine
* Thankful
* Tiki
* Tracey
* Tundra
* Twigs
* Twinkle Toes
* Waddles
* Winter
* Yellow Dog
* Yellow Lemeur
* Zig Zag
* Zoey
Endings

**Warning**: the following page contains all known information regarding the different endings for the game, proceed at your own risk.

The player may continue playing after obtaining an ending, but can only obtain one per playthrough. Obtaining either the Neutral or Good ending also provides the player with a suit of Eclipse Armor.

## Bad Ending

The bad "ending" is obtained by dying while wearing the Alicorn Armor. Unlike other deaths, the player is not taken to a MAS terminal and is instead shown the ending screen where you lose. You are then forced to load a save to continue playing. You cannot save while in this state, and the game will not autosave. The player must successfully get through the final section in order to continue playing on the save file, which gives them the Neutral or Good ending instead.

In it, the Pegasus Enclave effectively defeats the surface resistance and thoroughly razes the base camps, thereby destroying the last seeds of civilization on the surface, those that are not destroyed by the Enclave itself succumb to the various dangers of the wasteland.

## Neutral Ending

The neutral ending is obtained by defeating the Thunderhead while having less than 70 reputation (Mysterious stranger to Close friend).

In it, the initial attack from the Pegasus Enclave is repelled, but the bonds Littlepip made between the base camps aren't strong enough to keep a stable alliance. They fall out of favor with each other and back into isolation and strife, more or less continuing the status quo of before the events of the game.

## Good Ending

The good ending is obtained by defeating the Thunderhead while having 70 or more reputation (Inspiring example).

In it, the bonds Littlepip made between the base camps are strong enough that they successfully repel the attacks of the Pegasus Enclave. This leads to a new age of development where civilization begins to comparatively grow and flourish for the first time since the start of the war under humanist (pony-ist?) virtues.

## Ending Differences

While the Bad ending forces you to load an old save, the only difference between the Good and Neutral endings is the screen detailing what happens later. In addition to that screen, both endings have a funeral for Mentor where Littlepip can talk to various NPCs and ponder about the events of the game, and what may have been done differently.

## Notes

* During the funeral, by speaking to Professor Brownie you can get back the Black Book, however the Alicorn Amulet and Quantum Cogitator are permanently destroyed.
Falls Springs

Location

Slaver camp, with some buildings and a few underground rooms.

## Playthrough

You enter the map from the left side. Here you have two options:

* Go right and enter through main entrance. You'll have to fight two powerful raiders and a mounted turret while being blown up by mines
* Go underground and go around the main entrance. The way leads through Sewers (you need to complete at least one level)

Both paths lead to the same place.

### Overseer

In one room you'll find a big pony named Overseer - he drops the Slavers' key that unlocks cages and some doors. He can be approached from many angles - make sure to explore the map before facing him and choose the most optimal position to attack from. One of the best strategies is making a small hole in the ceiling above his room (with a crowbar). Then, you can snipe him or drop a mine on his face.

### Butch

In one of the last rooms you'll fight the boss - Butch. After defeating him, you still have to fight a bunch of raiders (one of them has a minigun). Then you can enter Stable 88 (a.k.a. Abandoned stable).

## Quests

* Rescue captives - free all 12 captured ponies from their cages

## Notable loot

* Apple liquor "Summer flavors" for Rare alcohol quest
* "Little Macintosh" - a unique magnum found in a gun case after defeating Butch

## Gallery

Map with marked places of interestOverseer roomOne of the underground roomsAttacking Overseer through a hole in the ceilingDerpy Hooves in a cage
## Trivia

* Before game version 0.7, this map was called "Raider's den". Though layout, enemies and loot stayed mostly the same, now the map is part of the main quest and serves as a transition level to Abandoned stable (with optional Sewers passthrough)
Speckles

### Voting History

**^1**  In Episode 6, Princess Bear used an idol negating Speckle's vote against her.
**^2**  In Episode 7, the voted tied forcing a revote Speckles did not change his vote on the revote.
**^3**  In Episode 9, there was a tie forcing a revote Speckles did not change his vote on the revote.
**^4**  In Episode 12, Max used a Hidden Immunity Idol, negating Speckles's vote against him 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. Speckles was ineligible to vote on the restart due to being the only other non immune player besides Princess Bear.
**^5**  In Episode 13, the voted tied forcing a revote Speckles did not receieve enough votes on the revote to be eliminated.
Dark and dangerous cellar

Trial

You enter a small maze of brick walls and platforms. You'll pass by several doors that can't be lockpicked as well as some traps.

To enter the cellar you'll have to lockpick an armored door. The door requires your Lockpicking skill to be at least level 4. The door cannot be opened with a burglar's rune or broken down.

At the bottom section, in a big room with Princess Luna portrait, you'll find a button (behind one of the boxes). The button causes the portrait to move, revealing a safe. Safe is very hard, and can't be unjammed using Burglar's rune, so it can happen that you'll have to do this trial a few times to get the safe to open. It might be a good idea to take Party-Time Mint-als and eat Muffins to increase your chances.

When you eventually open the safe, two things happen: you can pick a special Rainbow Dash figurine from inside, and The phantom of death will appear to the left.

## The phantom of death

The phantom is a special type of enemy, that can't be harmed in any way. It slowly floats towards you, moving through walls. It causes Panic debuff (making you run uncontrollably) and will kill you instantly if it touches you (deals over 2k damage on contact).

If you get killed by the phantom you receive a status effect Curse, which lasts forever. It prevents healing by healing potions (healers still work). The curse can be removed by using Potion of purification (can be bought from Zambezi at Covertsign).

You can reenter the trial after you're killed if you didn't manage to pick up the figurine, or want to unlock the containers inside. The phantom will wait for you. Make sure you get the figurine, as trial is marked "complete" after opening the safe (NOT picking up the figurine), so the trial might not spawn in next grind map and you won't be able to get the figurine.

The phantom will not chase you if you manage to retreat out of line of sight before it's revealed, letting you loot most of the containers inside without being chased. Additionally it will not start chasing you if you are under the effects of a potion of shadows.

## Locked doors

You've probably noticed 4 locked doors when you were descending down the cellar. After you unlock the safe, the doors can be opened, and there are some goods behind them. Just make sure the phantom is far enough if you plan on looting.

## Notes

* Going through the maze while the Phantom is chasing you can be stressful. You can prepare an escape path before opening the safe, by breaking the brick walls.
* You can teleport in this trial, which might save your life
* The phantom of death looks a lot like the Spirit of Hearth's Warming Yet to Come, from Luna's Future
* The same Princess Luna portrait can be found in another trial - Cabinet of the factory CEO, as well as in Stable 88's Overmare office
* If you summon Magical shield, it will be more transparent than usual and partly change color to blue
Butch

Boss

Butch is one of two variations of the "Raider leader" enemy (other one is Boss of the Factory) and is the boss of Falls Springs.

## Behaviour and strategy

Butch's attacks are mostly similar to the Boss of the Factory's. His attacks consist of:

* Charging at you for a while, doing high blunt damage on contact.
* Firing his assault rifle while standing still, occasionally stopping to reload.
* Slamming his forehooves onto the ground, creating a tremor that causes you to stagger and fall off platforms.

Occasionally he'll summon vortexes to assist him, though they don't do much damage and can easily be shot down.

Butch will not jump while charging at you, making the high platforms a good place to stay to avoid getting hit. If you can stay in a high place the entire battle, he'll never hit you with this attack.

His assault rifle is his most dangerous attack, capable of firing for a long time without pausing while having considerable damage, range and accuracy.

Any cover you have will eventually break from his relentless assault, forcing you to move to avoid getting hit. Magic barrier can help protect your cover from damage, extending the time you can stay in the same place.

If Butch is about to slam his hooves on the ground, jumping will let you completely avoid the effects of the tremor, allowing you to keep your position. Falling off a platform can be dangerous, especially when he uses his assault rifle.

## Recommended gear

Butch has the same armor as Boss of the Factory does, so the same weapons apply. Low damage firearms or melee weapons are less effective, so instead use weapons with high damage or use armor piercing ammunition.

Energy weapons and some offensive spells will ignore his armor, but fire damage is heavily resisted. Grenades and mines are more useful here, since he will stand still to shoot his assault rifle, and you can drop mines from a platform down on the ground below for him to charge into.

Armor that resists bullet damage is highly recommended. Metal armor or sapper's armor works best. Soldier's amulet will also help if it's available.

## Notable drops and loot

* "The Last Argument" (unique Assault carbine)
* "Note" - part of the Chosen-24 quest, in it you'll read that raiders are searching for Velvet Remedy
Danger zone (trial)

Trial

This room is filled with laser and plasma turrets. You can of course take the direct route and destroy turrets one by one (while humming "Highway to the Danger Zone"). If you choose to do it this way, you may use telekinesis to move impulse grenades/mines towards the turrets to destroy them in groups without being seen. However there's an easier way. If you go up, you have only two turrets and some traps to take care of. You can use StealthBuck to sneak past turrets, or destroy them ("Magical barrier" spell might come in handy). At the end of the route, you will find a detonator.

When you activate the detonator, the lower floor will explode, revealing a large body of water under it. As plasma and laser weapons cannot enter water, you can now just swim under the indignant turrets.

## Notes

* Detonator is hidden behind a destructable ceiling
* Button in top left room disables bars on top turret, allowing to collect a horseshoe
Laser traps (trial)

Trial

You must make your way through an area filled with laser sensors. Different sensors activate different traps, including robots, turrets and a chasm hatch. It's easiest to disarm all laser sensors - some of them require high repair skill. Hacking a security terminal at the top of an elevator might also help. After you're done with traps, you also have to break a glass window and kill a single feral ghoul.

## Notes

* If you can't disarm a sensor, you can always destroy it
* There's a MAw stash in the middle, above the chasm hatch
* For some reason, the trapdoor at the end takes very long to open

## Notable loot

* Fire ruby for the quest Collect precious stones
Artifacts

Artifacts are a series of unique items that can only be found in certain locations. They give you passive bonuses while inside your inventory.

## Figurines

A set of artifacts depicting the six ministry mares. Depending on the figurine, they'll give different bonuses.

Most of them are located in trials. Getting any figurine requires that one of player's skills (different for each figurine) to be at least level 4.

Note: figurines can be viewed in your PipBuck, as well as in weapons rack.

List of trials that contain a figurine can be found in Category:Figurine trials.

## Main quest artifacts

During the main quest you'll obtain certain pre-war artifacts needed later. While they are with you, they'll give you various bonuses.

**Quantum Cogitator** | Stable Core | * +1 lock opening level
* +1 terminal hacking level
* +25 AP in S.A.T.S
**Alicorn Amulet** | Blood Moon (fought in M.A.S. tower)
* +10% offensive spell damage
**Black Book** | Mchavi (fought in Ministry of Image)
* +20% Pink Cloud resistance
* Raiders, slavers, mercenaries, alicorns, Steel Rangers and Enclave pegasi drop a green orb on death. Picking one up restores 100 health. Orbs disappear after a short time

## Talismans

A set of items that can be purchased from Dusty Nebula for extremely high amounts of caps, once you've reached a certain level. Each one increases your damage done with any weapon by 10%.

With their high level requirements and cost, they serve as something to spend your caps on late game to help with leveling up even further, or to assist those who are stuck and need to get past a tricky spot without further grinding.

They do not have an item image, unlike other artifacts.

## Notes

* Figurines are the equivalent of Vault-Tec bobbleheads from *Fallout*
* While *Fallout's* bobbleheads typically increase one of player's S.P.E.C.I.A.L. attributes, or one of the skills, each Figurine provides multiple bonuses to various stats (not only skills). S.P.E.C.I.A.L. attributes are not increased, as *Remains* doesn't have them
* There are some inconsistencies between Figurine's inscriptions in the game and in *Fallout: Equestria*:
	+ Fluttershy's inscription is "Be Pleasant", however it says "Be Kind" on item's image (item description is ok)
	+ Applejack's and Rarity's statuettes lack an exclamation mark on item images
* The Alicorn Amulet's reduction to offensive spell magic consumption also applies to defensive spells. They will not display the reduction, but the cost is reduced regardless.

## See also

* Statuettes on *Fallout: Equestria Wiki*
* Vault-Tec bobblehead on *Fallout Wiki*
Battle for Manehattan

Trial

The same type of room as Battle for the Stable (and other similar). You press a button and 4 waves of enemies come one after another, each one has a predefined duration. Enemy spawn points are on both sides of all 3 levels.

1 Catcher
1 Warden
 2
1 Zebra-saboteur
1 Zebra-assassin
1 Zebra-fighter
 3
1 Griffin-assaulter
1 Griffin-gunner
1 Griffin-sharpshooter
 4
1 Purple alicorn
1 Green alicorn

## Notes

* Enemies here will not give any experience, however they will still drop loot.
* The green part in the middle has reduced gravity - you jump higher and fall slower

* Enemies disappear after dying
Swarm of necrosprites

Enemy

100% blunt

30% explosions

30% laser

80% freezing

50% lightning

100% poison

Swarm of necrosprites is an enemy found in Canterlot ruins, being arguably the most dangerous enemy found there. It takes the appearance of a black cloud, which is known to be made up of tiny bloatsprites, full of necromancy. It can pass through walls and doors and is completely immune to most physical attacks.

## Behaviour

Swarm of necrosprites will hover in place and move around slightly when idle. When a swarm spots you, it will immediately start flying towards you at speed comparable to your walking speed, while passing through any obstacles.

When a swarm of necrosprites touches you, it deals massive black magic damage that ignores armor. Fighting a few swarms at once with no way to escape is almost certain death.

## Strategy

### Dealing damage

Since no bullet, blade or blunt attack can harm it (imagine shooting or hitting a cloud of flies) you must use attacks that do other types of damage instead. This include anything that does fire, laser, plasma, or acid damage. Explosions works as well, as does stellar blaze and kindness rays damage.

Lightning and freezing damage is highly ineffective, however freezing damage can inflict Frozen which makes necrosprites take 25% damage from bullet and blunt attacks, allowing those damage times to work, if ineffectively. Death damage does not work at all at first, but applying a status effect such as Burning or Frozen will make them vulnerable to it.

Note: You can use any melee weapon, firearm, energy weapon, explosive or spell that deals those types of damage. Magical Energy Sword or Knife for instance is a perfect weapon to use against the Swarm of Necrosprites, while those who use firearms can switch to (mag) ammunition to deal plasma damage.

### Avoiding attacks

Necrosprites have a lot of health, so taking them down requires high damage or many hits. While you're shooting/hitting the swarm, it constantly follows you, so it might be tricky to avoid taking damage as it can pass through obstacles.

However if you have a big enough space, you can perform evasive maneuvers. A good strategy is running/jumping in circle. The swarm slowly curves it's flight path to follow you, making it easy to move to the side as it passes, since it's unable to turn quickly.

If you're in a tight space and can't perform evasive maneuvers, use teleportation to escape to a place more suitable to fight.

A viable strategy against a single swarm is to hold it on place with telekinesis. Necrosprites could be held in place long enough to deal with them safely, but care must be taken if you take too long as they will escape and cannot be grabbed again for a short time.

If dealing with a swarm proves to be too much, you might be able to run far enough for the swarm to loose interest in pursuit, provided there are walls in between you and the swarm so it loses sight.

## Trivia

* Unique swarms of necrosprites do not have higher health, damage or experience reward compared to other necrosprites, and they do not get a unique name. This makes their uniqueness visual only.
Moving targets

Trial

After pressing a button, a set of doors around you will open up. You are then required to shoot 6 fast moving targets within a short time. If you're not fast enough, the doors will close again and the targets will deactivate, forcing you to try again.

Once all buttons are activated at once, the trapdoor below you will unlock, allowing you to get the loot below.

While it is possible to do with almost any ranged weapon, small, quick weapons with high velocity projectiles are your best bet. Laser pistols are likely the best for this, due to their large clips, quick rotation speed and instantly hitting lasers. S.A.T.S. can also be used to help line up your shots.

Anything that fires a large amount of projectiles is not recommended, since more then one projectile may hit the same target, deactivating it again.

## Notable Loot

* Magnetic resonance horsgregator for the quest Technologies of the future.
Abandoned stable

Location

Third grind map, also called Stable 88.

For trials in this location, see Category:Abandoned stable trials.

## Gameplay

Apart from enemies from previous maps - raiders, slavers, ghouls, bloatsprites and other wild creatures - here you'll find many robots and turrets. Some basic robots you've met before, even on the first grind map (e.g. robobrains), while others are stronger and will prove quite a challenge, such as mister gutsys and equidroids.

Turrets can pose a significant threat, as they are more numerous and many of them have more advanced weaponry, while some are capable of hiding in the ceiling and only reveal themselves when you're within sight or a trap is triggered.

It's highly likely that you will first encounter zebras here. Sneaky assassins and saboteurs, capable of staying invisible until they've seen you, then opening fire when you least expect it. It's a good idea to bring several Infra-vision potions, which will allow you to see through their invisibility, or use other ways of finding them such as Incendiary cocktails or shooting into newly discovered rooms.

You won't encounter much radiation in Abandoned stable. Aside from ghouls, there aren't many radioactive things here.

It is recommended to wear armor that protects against magical damage, such as the Magic armor, as most robots and many slavers and zebras will use energy weapons.

Odd thing about this map is that there are very few, if any, workbenches. It's good to have a few weapon repair kits, or a portable workbench for repairs.

## Gallery

Example fully explored Abandoned stable map
Caps

Caps are considered the main currency in the game. They are the replacement of pre-war currency, bits.

## Gaining Caps

There are few ways of gaining caps:

* Looting - various containers contain bags with caps
* Killing enemies - they often drop bags with caps
* Selling valuables, such as data discs, gemstones or pre-war books to merchants. You can sell an infinite amount of items to any merchant in base camps, but merchants found in grind maps have a limited budget.
* Completing quests - reward for quest is often a large amount of caps

## Spending Caps

With caps, you can buy most of the items in the game such as weapons or armor. There are few merchants in the game, and almost every one has a unique set of items that only he sells. Some items such as fans or lamps cannot be bought and can only be looted.

Caps can also be used to pay for services provided by some characters - for example healing or repair.

## Barter

Each item you can buy has a base price. That price can be lowered by investing skill points into Barter skill. This affects buying and repairing. Healing and selling prices stay the same.

## See also

* Barter (skill)
* Bottle Caps on *Fallout: Equestria Wiki*
* Bottle cap on *Fallout Wiki*
* Bits on *My Little Pony Friendship is Magic Wiki*
Horseshoes

Horseshoes are objects that can be collected by walking through them. They are not items - collecting a horseshoe gives you experience points. Horseshoes were introduced in order to implement stealth gameplay - so you can still gain experience without killing enemies.

Horseshoes spawn in rooms on grind maps, on each screen there are 5 horseshoes placed in random places. All 5 give the same amount of xp, with the exception of last one, which gives 5 times the amount of the others.

Some trials contain horseshoes, with various xp values, and not always 5 per room.

## Sneak bonus

If you collect all 5 without drawing attention to yourself, you get "sneak" bonus experience, equal to amount of xp for killing all the enemies on the screen. If you get sneak bonus, you won't get more experience by killing enemies in the room.

Obvious disadvantage of not engaging enemies is that you don't get the loot that they drop, so you miss out on guns, ammo, weapon parts, and other goods. On the other hand, you don't have to use any resources when you sneak by all enemies.

## Xp values by map

Horseshoes spawn on multiple maps. Each one has different xp rewards.

Note: while Military base and Bunker are not grind maps per se, horseshoes still spawn on them (even in the boss room).

Horseshoes found in trials have the same xp values as horseshoes found in the map they are from. For example horseshoes in Excavation will be worth 200xp because the trial spawns on Abandoned stable maps.
Covertsign

Base camp

Covertsign is the second base camp in the game. It features the character Velvet Remedy. Covertsign is a small zebra refugee camp. Here you can meet some friendly zebras that are hiding from the Legion.

### Velvet Remedy

Velvet Remedy is a healer, however she doesn't require caps. Instead, she will heal you for free for a treatment that's worth 1000 caps, shown as 'Kindness'. Her 'Kindness' will refresh when merchants restock, such as when you complete a grind map.

*Main article: Velvet Remedy*

### Zambezi

Sells brewing items, potions schematics, and a few weapons.

*Main article: Zambezi*
Red Dog

#### Voting History

**^1** In Episode 8, Red Dog used the Legacy Advantage negating 6 votes against him.
**^2**  In Episode 12, the vote ended with a 4-4 tie between Blue Penguin and Red Dog, forcing a revote. Nobody changed their vote on the revote, forcing a rock drawing tiebreaker. Red Dog was immune from the tiebreaker.
Schemes

Also called recipes.

Schemes are used to craft items. Most schemes you can find in various containers or purchased, while others can only be obtained in specific ways.

To create items you must use appropriate crafting station and have the required parts and skills.

For recipes that require a Laboratory bench, see Brewing. For recipes that require a Stove, see Cooking.

## Explosives

Created at the Workbench or with a Demopony's field kit. Explosives are weapons that can be used with the Explosives skill. Pulse bomb is the exception, since it is not a weapon.

Most explosives recipes can be bought or obtained from Smoky Pit.

## Augmentations

Created at workbench. Augmentations apply permanent bonuses to various stats, or give you new abilities.

Most augmentation schemes can be bought or obtained from Winry.

*Main article: Augmentations*

## Weapons

Crafted at the Workbench. Most hoofmade weapons deal more damage with higher Repair skill. The exceptions are the Big Fucken Gun, which requires Energy weapons, and the Hoofmade sword and Hellhound's claw, which requires Melee weapons.

Most weapon schemes can be bought from Winry.

## Other

Anything else that does not fit the above categories.

duct tape 4x
leather belt 4x
wonderglue 3x
levitation talisman 1x
multipurpose chip 1x
industrial battery 3x
scrap metal 30x
electronic elements 20x