recursal/Fanatic-Fandom huggingface dataset:
Sapphire Caves

Sapphire Caves, being the finale for a personally great series, is be a game made after Darkest Dungeon. You control a team of 9 heroes, split up in parties of 3, against enemies with different abilities and weaknesses. There are several factors complicating things such as Fear, Damage over Time, Utilities, Counters, and many other things. It is fully turn-based but has a large adventure-progression line.

### **Story**

(continued from Emerald Chambers)

Two years (a very long time for our inpatient heroes) after Emerald Chambers, many things have changed in the world. Magic is mainstream now, and while weaker spells were known to most people before, some wizards, engineers and more shady figures have figured out fireballs, buffing allies and enchanting weapons. The six characters from the Caverns and Chambers are widely known as heroes, though Anuma is missing in action. Everybody has lived for a while on their own, sometimes going to the dungeon to train or test items, but mostly resting and researching new battle options.

However, Gyranus, the third God of the world, is still missing.

Both Raimor and Dionae frequently visit the party to summarize, search and discuss new findings. But even they have no idea where the third dungeon might be. All they know is that, once found and ready to enter, it's going to be a long and tough final mission.

One day, one Cultist, estranged from their leader, came to the heroes. In front of the Warrior, the Mage, the Thief, the Blaze, the Spirit and the Evoker, he explained the Cult placed the statues in Emerald Chambers in the hope for them to invoke the gods. After that failed, they located Sapphire Caves, and moved there to prepare the final battle against Gyranus himself. However, their resources depleted quickly, and it turned out the Caves are much tougher than the easy-to-navigate Chambers... a mutiny later, he exchanged the location to the party, and hastily left off. **The finale has begun!**

The group knew that they cannot do this alone. Even with 6 experienced and powerful people, there is no way their old and rusted gear can consistently strike down foes. So they used their past adventures: locating NPC's like Marc, Morro, Haedron, Rex and some more to help with maintaining the base. After all, nobody knew how long they were going to stay there...

After many considerations (and protests from the Thief), everyone agreed that three new heroes needed to be recruited. Luckily the party didn't need to search: three mysterious characters named the Angel, the Demon and the Reaper showed up one day, claiming they were powerful enough to help the quest. Unfortunately for the party, they didn't question the new ideologies and motives too much... they're hiding something.

### **Downloads**

**Sapphire Caves 1.2.0 (Minecraft version 1.20.1) is complete** and can be downloaded and played here!

Map + resourcepack: https://www.mediafire.com/file/kafx43zwldfnmvy/SC-Pack\_120.zip/file

The map: https://www.mediafire.com/file/3cbw6mmvd4n8ypb/Sapphire\_Caves\_120.zip/file

The resourcepack: https://www.mediafire.com/file/ncbzusk4114w5c9/SC-RP-120.zip/file
Ruby Caverns

> *"Welcome, Adventurer! Glad to have you here. Just kidding. We want you out. The Void doesn't need you. The Void wants sacrifices. The Void **shall kill you all.**"*
>
>

Ruby Caverns is the first map in the unnamed series of 3 dungeon maps made by Dieuwt. It is a randomly generated roguelite dungeon crawler, where the goal is to defeat many enemies, bosses and traps to reach the Emerald Medal. It is real-time, first person and plays just like Minecraft with loot modifications, some extra items and custom bosses. It features:

* 8 Adventurers, all having unique abilities, that are good in different aspects of the game
* 5 Area's, each consisting out of 3 floors and 1 boss floor, all vastly different from each other in enemies, traps and the boss
* 13 Wands, used for magic offense in addition to "classic" weapons
* 13 Spells, used for magic defense, in addition to "classic" potions and armor
* 18 Scrolls, used to shape the game to one's will, while only being able to be used once
* 11 NPC's that can be freed, interacted with and that give bonuses in exchange for Rubies
* A lot of customization options!

It can also be played in multiplayer, with a maximum of 4 players.

**Downloads (current version: 2.3, Minecraft 1.18.1)**

Map + Resources: https://www.mediafire.com/file/eug1r5rbg8jnaod/Ruby\_Caverns\_Pack232.zip/file

Map Only: https://www.mediafire.com/file/41a4ye72uk9xrh6/Ruby\_Caverns232.zip/file

Resources Only: https://www.mediafire.com/file/yiuumg02oqd09bg/RubyCavernsRP23.zip/file
Coming... sometime!

*"Look.. I know what you're looking for. I was too, for a very long time."*

*"The truth is... everything comes eventually. But even I, who created this universe, has no control over it..."*

*"We can all hope and pray for the time to come sooner... no more. Our fate is not in our own hands."*

*"Even my own desires cannot be reached as for now..."*

...

*"...but..."*

*"...everything comes eventually."*
Endings

Bad Ending, you get all the way to the end and pick up the Emerald Medal, which corrupts all who wield it. And later die.
Light Ending, you don't pick it up and find the exit, pretty self-explanatory.
Good Ending, you pick up the Emerald Medal and escape with it, therefore defeating the Void.
Perfect Ending, The Void locks up the medal forever.
The Warrior (SC)

> *"Life is a roguelike. Persist or perish."*
>
>

The Warrior is one of the characters in Sapphire Caves. With his straightforward moves and defensive properties, he once again fulfills the role of simple defense. That's not to say he's ineffective or boring - with the right setups, he can turn into nothing short of a tank!

#### Story

Unlike in Ruby Caverns, where he sought redemption for a tragic past, or Emerald Chambers, which he visited for extra training, the mission in Sapphire Caves is of importance for the entire world. Now that there's only one more God to free from the chains of the Void, he has taken a leading role in the mission to save him. However, in the depths of the Caves, something truly terrible resides that even the Warrior cannot defend himself from alone.

#### Moveset

All moves are assumed to be without any Skill upgrades.

* Hack 'n Slash (Melee): +20% damage vs Beast, Forward 1
* Dagger Throw (Ranged): -20% damage, gain 3 turns +5 Accuracy
* Golden Fruit (Heal): heal 3-5, gain 1 Blessed
* Face Smash (Melee): +25% damage, +10% Crit chance, +15 Accuracy
* Snipe Shot (Ranged): -25% damage, +50% damage vs Marked, +10% Crit vs Marked
* Brew of Life (Heal): heal 4-6, gain 2 turns +10% Fire Resist
* Raise Shield (Defense): gain 2 turns +10% Defense, gain 2 turns -1 Speed, gain 2 turns -10% Attack
* Diamond Armor (Defense): gain 2 turns Protection, gain 2 turns -3 Speed, gain 2 turns -25% Attack
* Spike Barrier (Defense): gain 2 turns +5% Defense, gain 2 turns -50% Counter, gain 2 turns Marked

#### Relics

* Rare: Ruby Spikes (+25% Counter damage)
* Rare: Weighstone (+4 Speed)
* Rare: Glass Arrows (+25% Ranged damage, +15% damage vs Marked)
* Mythic: Warrior's Seal (+15% Defense, +25% Healing)
* Mythic: Layered Plate (+12 Max Health)
* Legendary: "Final Edge" (+30% Attack, +20% Melee damage, On Defense: get +10% Attack)
* Vault: Lantern of Steel (scout all Treasure, +2 Camping hours)

#### Strategy

In Sapphire Caves, the Warrior is a mix between attack and defense. Depending on the situation, you can turn him into a tank, a healer, or a DPS character, making him quite versatile in combat. Warrior shines mostly as a frontline character, but especially Dagger Throw, Snipe Shot and Spike Barrier can still have good damage output in the backlines.

That having said, he's not particularly good at anything! His attack stat is not that great, his defense moves are definitely powerful but he needs to be in the frontline to use them effectively, and he only has one healing move that's not that good to begin with. A true "jack of all trades, master of none".

His relics allow him to strengthen certain strategies: perhaps you're running a Counter party, maybe you want the Warrior to be a high-health damage sponge, or do you value his damage output more? The options are there. No matter what, bringing the Warrior is almost always a solid choice!
Shaft

### **Welcome to the Shaft!**

It's the first area of Sapphire Caves and includes the tutorial, the first boss, quite some Undead and Human enemies and a relatively easy time. Be sure to check the definitely-not-trapped brown carpets on your way out- uh, in!

#### Enemies

* Zombies
* Spiders
* Creepers
* Slimes
* Skeletons
* Rogues
* Cultists
* Wizards
* Madmen
* Huntressess
* Reapers
* Specters (Normal+ only)
* Sluggers (Normal+ only)
* Golems (Hard+ only)

#### Bosses

* The Vindicator
* Glob Lord
* Zerumerex
* Ruby Lord

#### Other features

* Local Quest: repair 3 Scaffolds
* Local Trap: three Evoker Fangs dealing 1/9th, 1/8th or 1/6th of your Maximum Health, 3 times
* Color Scheme: gray to green, plus brown.

#### Tips

* The enemy types are quite balanced, but there's a good amount of Human, Beast and Undead targets.
* Enemy resistances are quite low, making Fire, Poison and Stun all viable options.
* Enemy defenses aren't very high either, allowing characters like the Evoker to shine.
* Huntresses and Skeletons cannot act from the front ranks, so pull them forward!
* Creepers cannot explode on their first turn, so try to kill them before they get anything in their head.
* Most enemies deal raw damage, so a high Defense or Dodge negates pretty much most dungeons.
Eric

> *"Nice to meet you. My name's Eric. So, looks like you've been assigned here. Well, good to have you on the team. What's your name?"*
>
>

> -Eric, introducing himself to Lenny
>
>

**Eric** is the deuteragonist of Gentle Giant.

## Bio

Eric has been working for the Union Pacific railroad since the 1970s. As of the beginning of Gentle Giant, Lenny was assigned to the same yard as him. Eric, along with his friend Andy, had a high opinion of Lenny and treated him like a friend no matter what happened. Even when Lenny broke down, Eric told him not to worry about it, and not to make a big deal over it. Eric was a true friend to Lenny, he stuck by his side in the most difficult situations, and traveled all the way to the EMD plant to rescue Lenny.

## Basis

Eric is a Union Pacific EMD SD40-2 "snoot nose" with the number 3358.

## Appearances

#### Specials

* Master Of Train *(cameo)*
* Gentle Giant

## Trivia

* He is the first character to appear in one film before officially becoming a character.
* He shares the same model as Elvin from *Rails of Highland Valley*.
* His real-life model was rebuilt into SD40N #1971 as of 2018.
Other Maps

I've made other stuff than dungeon crawlers. More other stuff than dungeon crawlers, really. You can find most of the maps on http://www.minecraftmaps.com/map-maker/dieuwt (don't mind the earlier ones) but since some I've uploaded on Realms and never actually released properly, here's some download links for those.

All versions, whenever applies, are including resourcepack because I'm lazy. They may not always have an icon but that's up to you to figure out; this page has no guarantees.

Note: most of these maps are for 1.15. You can play them in 1.15, or add all the vanilla tags to the datapacks (if you can do that) to play them in 1.16. Most maps still work for the most part when you do that.

## Soulless

http://www.mediafire.com/file/l7cd4kqisszsx1u/Soulless-1.0.2x.zip/file

The only 1.16 map for now. It looks like a parkour map, but the jumps are way too easy to be one. It's a puzzle map about you as a Spirit, going through walls, opening doors, maybe finding out where the heck you came from... it's roughly 2 hours, but nothing is repetitive. I'm planning to add a final chapter at some point.

Includes speedrun timer!

## Slimes and Berries

http://www.mediafire.com/file/qxrvnok8xch81lp/Slimes\_n\_Berries.zip/file

A small evolution simulator, proving that Creationism is stupid and God is dead. Mildly inspired by Sethbling's video where I realized you can also Do That but with actual refined commands instead of literal TNT.

Fun to play for like half an hour to get all the achievements or just mess around playing deity over some useless slimes. They can't even build houses. Idiots.

## Conveyor Crasher

http://www.mediafire.com/file/3eddrn7m4n0rbt3/conveyor\_crasher-1.1.2.zip/file

More of a cape-grab than anything else, but whatever, I made maps after that and it's still my map. Run over explosions, poison and toxic waste to get away from the fire. Life is not guaranteed, and you can even play with 3 friends to compete who dies the worst death! Ironically, the map is very clean: there's little strings attached and mostly involves "run away or die".

## Dash Digger

http://www.mediafire.com/file/78zmg6ekovgua3i/Dash\_Digger%25282%2529.zip/file

While it's technically on MinecraftMaps, this version is newer and better. You know the deal: dig 2d (or don't), use ladders (or don't), teleport up (or don't) and don't die (or don't). Definitely my best minigame of the bunch: simple, easy to learn, open for strategy and has elytras.

## Rogues

http://www.mediafire.com/file/lgdphmnusz02dsf/rogues-2.0.1.zip/file

Again a game that I never cared to update on MinecraftMaps. Stab your friends in the dark, with a one-hit sword and permanent invisibility! Use powerups, cool strategies and buy perks to gain advantage. Now with less bugs, more content and better balancing. Kinda.
Mines

> *"I looked a bit at the dungeon's blueprints... and I don't like it. Why are there so many empty rooms? And monsters? Pff."*
>
>

The Mines is the first area of Ruby Caverns. It contains the first monsters, the first NPC and the first Boss and Mini-Boss in the game. It is meant to be the starting area, being harsh but controllable as the caves are quite open and monsters are weaker.

Before the Mines is a small area that is technically not the Dungeon, but still counts as s part of the Mines. It contains:

* the starting area for all players who start a new run;
* a chest with the items from the Main Player;
* up to two chests with the items from the Miners (if any);
* a ladder down to the actual Dungeon;
* a shaft leading to "outside", useless at the start but required for some endings.

Enemies

 Spider
 Silverfish
 Skeleton
Has a small followrange, and much lower health, but deals the most damage of the Mines enemies.

Features

 Headron
 Uluru
 Hadox
 Gamesh

Recommendations

* Since this is the first area, playing it correctly and carefully leads to having more and better gear later on. Try to spare anything you see for as late as you can.
* Remembering any appearing boxes, together with any boxes that aren't there, will help to use resources much better.
* Spells and Wands are more powerful here, as the power of those items don't scale while the enemies are weaker.
* Don't go back to this area unless you really need to. The way is long and you will lose a lot of hunger points.
* There are utilities aplenty, use this to your advantage.
Tools

**Tools** are items found in Emerald Chambers. They are used in a variety of ways; some require Magic, some consume Food, and some do something completely else. They can be found on the floor, in the Shop, in Mines, or as a boss reward.

Most Tools stack and can therefore save inventory space and be transmuted. Also, any Tool except Bombs and Blast Rocks can be sold for 1 Gold at Trade Boxes.
Vault

### **Welcome to the Vault!**

The Vault is back, this time absolutely gigantic and filled with who knows what. No time to plunder all of it, though. Instead, spend some time looking for precious Relics and loot...

#### Enemies

* Zombie
* Spider
* Cultist
* Reaper
* Piglin
* Slashing One
* Piercing One
* Crushing One
* Shielding One
* Shifting One
* Aiming One
* Evoker
* Mimic
* Digger
* Control Unit
* Ruby One (Normal+ only)
* Fool (Hard+ only)
* The Master Unit

#### Bosses

* Golden Guard
* Diamond Guard
* Titanium Guard
* Ruby Lord

#### Other features

* Local Quest: destroy 3 Blasphemous Statues
* Local Trap: a falling gold block. Deals 1/5th or 1/4th damage, and debuffs your Speed and Defense.
* Color Scheme: yellow to blue, plus green.

#### Tips

* Statues are all over the place. Impossible to poison, but quite easy to set on fire...
* Statues will Shift Armor, stacking up effects and defense. Keep track of what they currently have!
* In Normal and higher level dungeons, enemies can shift into temporary Ruby Armor, giving them double moves.
* Since many enemies have high Defense but low Attack, stalling mechanics or just high damage works great here.
* Ancient enemies are everywhere, keep that in mind perhaps.
* Fleeing a battle resets enemy defense, which can come in handy for overly long battles.
* The main reason to play the Vault is to get the powerful Vault Relics. However, there's also a high amount of general loot to be found.
ARCHIVAU Sudania

**Sudania-**południowa część Platenizji. Jest najcieplejszym regionem Platenizji. Zachodnia część zajęta jest przez pustynię Sahalską a wschód przez dżunglę, lasy i góry.

## Geografia

Sudania dzieli się na dwa główne regiony-Sachalię i Bengal. Przedzielone są Kanałem Tamilskim. Oprócz tego ważną rolę w regionie ma wyspa Jawa.

Najwyższym łańcuchem górskim Sudanii jest Bengal.

### **Najdalej wysunięte punkty**

* N: Przylądek Karmanli (Azaria)
* E: Wyspa Niue (Niue)
* S: Przylądek Czarny (Wolofia)
* W: Przylądek Złoty (Sułtanat Saladynidów)

## Religia

Sudania jest bardzo zróżnicowana pod względem religii. Post-kolonialne państwa wyznają głównie Klubizm. W wielu państwach leżących w Sachalii główną religią są różne odmiany Ismenizmu. Oprócz tego na południu państwa wyznają lokalne religie przedkolonialne, a Karamelici i niektórzy Azaryjczycy wyznają Wilacyzm. W Bengalu wyznawany jest głównie Laryzm, w dużej mniejszości są Klubiści.

## Polityka

Państwa Ismenickie są połączone w Ligę Ismenicką. Rywalizującą organizacją był Pakt Elisorski zrzeszający państwa które mają zatargi z ismenitami. W ostatnich czasach napięcia powoli zanikają, niektóre państwa PE zostały obserwatorami LI.
Shmu

> *"I'm sure we can make a deal."*
>
>

Shmu is the second NPC of Ruby Caverns to be encountered and freed. He unlocks the first Shop in the dungeon, and appears in the Main Area to sell Amulets for rubies.

**In Dungeon**

In the Prison area, two additional keys can be found. They can be used on the cell where Shmu is locked into. After destroying the bars and freeing him, he appears in the Main Area for good, and every following run in the Prison.

As the shopkeeper, he sells basic materials like arrows, iron, and food; mostly items that are always useful.

**In Main Area**

When talked to, he will mention the fact that he has the Thief's amulets as well. The player can buy one, two or three of them for 3, 5 or 7 Rubies.

```
[Haha, no.] [I'd like one...] [I'd like two.] [I'd like three!]

```

**[Haha, no.]** will do nothing.

**[I'd like one...]** will remove 3 Rubies, and you start the next run with 1 Amulet.

**[I'd like two.]** will remove 5 Rubies, and you start the next run with 2 Amulets.

**[I'd like three!]** will remove 7 Rubies, and you start the next run with 3 Amulets.

The amulets work the same as the Thief's, but do not stack with his. They can be used as any class, including the Thief himself, for a longer gold bonus.
Prison

> *"You know, I want to get out, but need a key for that..."*
>
>

The Prison is the second area of Ruby Caverns. It features strong mobs, a required Key to continue, and very tight spaces to either trap enemies or get trapped in.

Enemies

 Armored Zombie
 Cave Spider
 Witch
Has relatively a lot of health, and can heal, but is very vulnerable when doing so. Recommended is to hit one first, so she has to heal, and other enemies can be focussed on.

Features

 Morro
 Slimbo
 Exos
 Dolu

Recommendations

* Being the second area, the game expects you to have some items gathered. Don't be scared to use them, after all, if you don't and lose you lose them anyway.
* A Key is required to fight the boss. Explore the floor as fast as you can to avoid losing hunger points to it.
* If you need boxes that aren't there, you can go back to the mines; however, this is only smart if you have enough food.
* Vindicators are very strong and dangerous. Always approach with care, or not at all.
* Trapping enemies in tight spaces, behind doors, between carpet and ceiling, or around a corner is really useful for getting free hits: but watch out, it is only useful when their spawners are gone as well.
Help

Greetings, Human! It looks like you have reached a dead end. In your journey for the Medal, that is. I might be able to help you a little with the game here and there, by explaining the rules in detail, giving secret techniques that help everyone, and sometimes a little cheating here and there doesn't matter that much!

### Rules

What exactly is this game about?

* The game Ruby Caverns is a Roguelite. It is a dungeon crawler featuring monsters, bosses and items to do your own things with.
* The game contains permadeath; this means that, once you die, your progress is reset. NPC's and Rubies persist between runs, but those are exceptions!
* There are four area's, ten NPC's, and five endings to get. Collect them all, or don't and just go for winning once.
* There are three classes you can play as; each has their own starting items, plus some food and a pickaxe, to get you started.
* With Boxes, you will be able to create useful things like potions, armor, and treasure items.
* In Chests, you can find items and resources to help adventuring.
* Other utilities like crafting tables, blast furnaces and more can be found to upgrade items, manage resources, or gain bonuses!

### Cheat codes

*sigh*

Fine, fine. I'll give you guys something to type in that little command prompt of yours. Yeah, you can go into creative mode, but why not do something slightly more exciting?
Weapons

> *"Oh wait, no, you really need a better sword."*
>
>

> Weapons are items acquired in Ruby Caverns. Consisting out of Melee Weapons and Ranged Weapons, they are the primary tool to defeat monsters and bosses. All players get a guaranteed, unbreakable melee weapon at the start; this can be upgraded by finding Brick Pedestals or Wooden Pedestals. The Warrior starts with both weapons from one tier higher.
>
>

**List of Melee Weapons**

* All melee weapons are unbreakable and can be used infinitely.
* Upon upgrading any melee weapon, the previous melee weapon will be lost.
* While swords deal more damage per second, axes have a "surprise attack" option that deals much more damage than a sword, which makes them better suitable and thus stronger.
* The Warrior needs 1 less upgrade for all weapons.
* The Miner, the Blaze and the Evoker, even though they don't start with an stone sword, skip directly to the Iron Sword.
* Bosses will not drop a weapon when the last hit is done with an indirect attack such as wands.
* Wooden Swords, Iron Swords and Diamond Swords can be crafted using Crafting Tables. These weapons are not unbreakable. Crafting a Wooden Sword will unlock the Arts 'n Crafts advancement.

**List of Ranged Weapons**

* All ranged weapons except tridents have limited use.
* Upon upgrading to a bow, the previous bow is lost. The same goes for tridents.
* The Warrior needs 1 less upgrade for all weapons.
* Arrows can also be obtained by crafting, buying them from a shopkeep, or winning from a Mini-boss.
* Tridents are also prominent melee weapons.

**Trivia**

* Weapons are tracked per player, per type. Melee weapons will not influence ranged ones and vice versa; upon death, the progress is reset; in Co-op, every player has their own progress.
* Players do not need to have the specified weapon in their inventory, just having obtained them once is enough. This makes having multiple weapons possible (although there isn't really a reason to have so).
* Getting the best possible weapon of each type will grant an advancement.
* Getting the best possible weapon of a type, and then trying to get another upgrade, will result in losing the chest and no gain.
* Weapons can be exchanged between players, but this might cause weapons not disappearing from the inventory.
Wands

**Wands** are items found in Ruby Caverns. They mostly help in combat, both against enemies and bosses, but the effect is relatively weak and sometimes doesn't work at all. They can be obtained in a few ways:

* Opening a Magic Chest can loot one of 8 wands;
* Defeating any Boss can loot one of 8 wands;
* Activating a Tier 1 Treasure has a small chance to summon a Magic Chest that can loot one of 8 wands;
* Starting with the Jammed will always grant the player the Wand of Darkness;
* The Wand of Flames can be bought from Klum for 9 Rubies;
* The Wand of Blindness can be bought from Morro for 9 Rubies.

All Wands cost 3 full experience levels to use; they cannot be used with less, and the levels will disappear after use. They are used by right-clicking them in the main hand.

\*The Mage, because of Advanced Magic, may have different effects. See **Mage** or **Advanced Magic**.
Main Bosses

> *"Poor guys... locked up for so long already..."*
>
>

The Main Bosses of Ruby Caverns are lost adventurers and/or creatures that are trapped in the dungeon. They cannot be freed via normal means, and most of the encounters will result in a death of either, but exceptions are always made.

Every boss must either be defeated or freed before the player is able to move to the next area. Bosses cannot be freed until the last NPC has been unlocked (see Challenges or Perfect Ending). All bosses always behave the same, but some attacks, patterns or mobility has been randomized or semi-randomized.

**List of main bosses**

 Dolu
 Curos
 Raimor
one day.

**Trivia**

* When a boss is encountered during Darkest Dungeon, they will monologue, and attack; however, the player can knock them down in one or two hits. This isn't the case for Raimor, who will simply leave.
* When a boss is encountered with a corresponding Key Item (Iron Ladder, Golden Key, Diamond Spell, Void Lock), instead of attacking, the boss will disappear, leaving a free reward and the way clear to the next area.
* All teleportation, trap/bomb and fire attack timer are semi-random; this means that, while the placement is random, the teleportation is based on a timer and will always occur at the same intervals.
* The spell attacks, cell teleport, trap choice and attack choice are completely random.
Shades

*""I'm... I'm so sorry. I shouldn't have thought this up."*

Shades is the eighth NPC of Ruby Caverns to be encountered and freed. He introduces Challenge Mode, to make the game harder, and unlock... something else.

**In Dungeon**

He is unlocked the same way as Usk: after reaching the Good Ending, in Hell, find a Wand of Sacrifice and use it three times. Using it once takes health and experience away, so watch out! After three uses the forcefield breaks.

**In Main Area**

He mentions he can "set some things ablaze" to make the game more challenging. After the initial conversation, he gives 7 options that are all always available, for free.

```
[Nope.]
[Pharmaphobia] [Faith Armored] [Poored Land]
[Swarm Trackers] [Forbidden Runes] [Darkest Dungeon]

```

**[Nope.]**disables any current active challenge.

**[Pharmaphobia]** will make the dungeon generation rarely contain any Blue Boxes. The only exceptions are Lecterns with Knowledge of Brew, or random Blue Boxes in normal endrooms, placed because there is a lack of boxes on the floor. This will minimize your potion options, and Tears will not be useful.

**[Faith Armored]** will make the dungeon generation rarely contain any White Boxes. The same exceptions from Pharmaphobia apply. Leather, Iron, Diamond and Flint can only be used for crafting recipes, with Leather requiring a Red Box to be traded into Iron and be useful.

**[Poored Land]** disables most Yellow Boxes. Exceptions are Lecterns with Sense of Fortune, random Red Boxes being replaced by Yellow Boxes, and their respective Rebuild properties. This will make gold almost useless for treasure (unless you want to gamble that there's one coming anyway), and you'll need to rely on trade and crafting.

**[Swarm Trackers]** gives all enemies a high followrange. You may get swarmed extremely quickly. However, all enemies are still susceptible to effects like invisibility, blindness or Time. Having crowd control attacks is recommended.

**[Forbidden Runes]** removes all Scroll and Wand Chests, and all Scroll Players. Spells/Scrolls/Wands can only be obtained via boss rewards, buying them from Klum or Morro, or buying them in shops.

**[Darkest Dungeon]** makes the game impossible to win. No, I'm not kidding. There are no strings attached either. Nothing is as it seems. Remember. It's all a dream, a very bad dream... a nightmare, even.
Treasure

> *"If you ever need more gold in there, come to me, and... I'm sure we can make a deal. Heh heh heh..."* - Shmu, about the use of Amulets
>
>

**Treasure** is a term for different items found in Ruby Caverns, that mostly come from yellow boxes. Most treasure is purely passive, but some needs to be held in main- or offhand.

Tier 1 can also drop 8 Tears, 5 Iron, a Golden Apple, a Wand Chest or a Scroll Chest.

Tier 1 can also drop some emeralds or create a Carrot Farm.
Statues

**Statues** are a phenomenon in Emerald Chambers. They can be randomly found on any non-final floor, and give various effects when prayed to. There are seven different statues, and all give one positive aspect, one negative aspect, and **give -2 Honor when prayed to.**

Attacking a statue adds 1 Honor, but removes 30\*Floor Health. Statues can also be disarmed with a Screwdriver, giving the 1 Honor but not removing health. Any of these two actions must be done before praying, and will disable the praying.

Leaving a statue alone does nothing.

### Notes

* Generally, either attacking a statue or praying to it is better than leaving it alone.
* Wrath has no effect in the Forgotten challenge, or when no items have been identified yet.
* Desire has no effect in the Cursed challenge, as the item would've been cursed anyway.
* Gluttony gives more health the better your weapon is, whether it be material or type.
* Gluttony when prayed to with no weapon equipped, will kill the player.
* When praying to Desire with current full upgraded equipment, it will give a random item.
The Thief (EC)

> *"Don't get me even started on how I got here. It just happened."*
>
>

The Thief is one of the new classes in Emerald Chambers. He plays on sneak attacks and manip- uh, putting shops in his favor.

**Abilities**

 Decoy Block
 Treasure Spell
 Eldritch Dagger
Deals 10\*Floor damage when invisible, or when the enemy is
Affected, Confused, Frozen or Cursed.

**Strategy**

The Thief is your classic-only-slightly-adjusted-to-better-fit-the-map Rogue class. He steals, turns things into gold, buys something, steals again, and can chain-sneakstrike like no other. Become invisible as often as you can, especially on later floors, where the Eldritch Dagger suddenly does 40 damage in one hit! Especially Confused or Cursed enemies can be hit hard with this thing.

The Treasure Spell is basically a pocket Trading Box, extremely useful for clearing up inventory space: just sell weapons/armor pieces you dont need. Remember: anything works! That includes Blast Rocks (which you can get in bulk), TNT (three found in every Mine), or potions/scrolls/casts you dont need. Not shop items: you can attempt it but it'll just take your magic and call it a day.

Be careful with your limits. Getting too low in Honor may not always be your best bet, and you already start with -2. Either try to up that number and steal away, or say "screw it" and go full Perma-Cursed.

Oh yeah, and because of my incompet- uh, haste, **attacking normally doesn't remove Melt.** Please don't abuse this. Or do, I'm not your mum.
Spells

**Spells** are items found in Ruby Caverns that both help in combat and out of it. They can be obtained in a few ways:

* Opening a Magic Chest can loot a spell;
* Defeating any Boss can loot a spell;
* Activating a Tier 1 Treasure has a small chance to summon a Magic Chest (that can loot a spell);
* Starting with the Thief will always grant the player the Shady Spell;
* The Lucky and Hasty Spell can be bought from Klum for 9 Rubies;
* The Shieldy Spell can be bought from Morro for 9 Rubies.

All Spells cost 3 full experience levels to use; they cannot be used with less, and the levels will disappear after use.

\*The Mage, because of Advanced Magic, may have different effects. See **Mage** or **Advanced Magic**.
Den

### **Welcome to the Den!**

Finally, a REAL area. Somewhat of a challenge, perhaps? Maybe there's some things here you won't like. Like the Cult. And the Lich. And the- you know what? Go take a look yourself.

#### Enemies

* Zombie
* Spider
* Cultist
* Reaper
* Slime
* Silverfish
* Cave Spider
* Warlock
* Thug
* Witch
* Vindicator
* Cultist Scout
* Stalker
* Overgrown (Normal+ only)
* Rotten (Normal+ only)
* Cursed (Hard+ only)

#### Bosses

* Charged Creeper
* Tourmaline's Miracle
* Master Grey
* The Lich

#### Other features

* Local Quest: burn 3 Cult Flags
* Local Trap: a rapidly growing plant dealing 1/10th, 1/9th or 1/8th of Max Health. Ignores Defense and has a chance to Poison.
* Color Scheme: green to red, plus blue-ish.

#### Tips

* There's a whole lot of Humans in here so be sure to abuse this with something like a Scorch Bottle.
* Also, quite some things try to deal Poison damage, so bring Crystals!
* Dodge is relatively high in here, so Accuracy bonuses are extra helpful.
* Many enemies in the Den are "clever", meaning they will attempt to target weaker players. A Guard may help.
* However! Many enemies are locked in their positions, and shuffling them around could confuse them!
* Be wary of being Marked - especially the Stalker and the Cursed can very quickly end Marked characters.
Caves

## Stringed Caves

The Stringed Caves are a secret area in Emerald Chambers. It has a little tough enemies for early-game, it's fairly small, and has a ton of webs lying around. It's harder than the Tunnels, and gives less items, but anything earned here is a bonus on top of your current run. More challenge, more reward.

None of the enemies drop any loot OR experience on this floor. Additionally, no normal items (casts, potions, scrolls, resources etc) spawn on this floor. Items are obtained by breaking Spider Eggs, and experience can be gained by using Lecterns, which remove 300 Food for one Experience Level.

1-3 Defense
30 Health
 Forest Spider
0-2 Defense
20 Health
 Silverfish
2-3 Defense
20 Health

### Hazards

* A load of webs cover the area, which take one extra turn to walk over.

### Special

* The first Void item: the Void Opener.
* The boss battle is always Zerumis.
Passives

Passives are a "unique" type of item found in Emerald Chambers. They are similar to Ruby Caverns' Treasure Items, but are much harder to obtain. However, this is countered by the fact that they always work in a turnbased game, where you always have enough time to switch any items to your likings.

They are only obtained through Emerald Shops, Boss Rewards, or starting as any character (all characters start with their own Passive).
Rocks

Rocks in Emerald Chambers are a type of Magic Items. They are activated instantly, but **any use will remove 2 Honor**. All Rocks are unidentified until used at least once.

 Magic
 Experience
 Vision
Reveals 10 rooms.
 Friendship
It has 5\*Floor to 6\*Floor Attack, 2 to 3 Defense, and 25\*Floor health.
 Charm
 Treasure
 Rewind
Removes the current Orb.
 Shadows
 Darkness
They will not yield loot, experience, or other kill bonuses.

\*Food is not an effect. Also, some effects may be removed, but they can immediately come back next turn (Perma-Cursed for example). Also also, some effects like Overcharged and Charm are not removed for your own good.
Klum

> "*On my way back I discovered teleportation!"*
>
>

**Klum** is an NPC found in the Temple in Ruby Caverns. After being freed from his cell, he creates a Shop in the Main Area, where players can buy items to start with in exchange for Rubies.

To buy any of the items visible, just right-click the desired item. Only 1 item can be bought per run per person; however, both shops (Klum and Morro) are counted separately. *This means that you can start with at most 4 additional items: one from Klum, one from Morro, the Starter Book, and a few Amulets.*

Items are refreshed and randomized after each completed (or failed) run.

Note how the Bubbly Spell and the Space Scroll are part of the Not Your Vault DLC, but they will appear regardless or you have activated the DLC or not.
Hell

> *"..."*
>
>

The Hell (or just "Hell") is the fourth and final area of Ruby Caverns. It contains ancient powerful enemies, tight and dangerous rooms, and a unique Heat mechanic that disallows careless exploring.

Enemies

 Husk/Fire Spirit
 Charged Creeper
 Blaze
Has a high follow range.

Features

 Shades
 Ignitus
 RD-5
 Raimor

Recommendations

* It's the final area, so don't spare expenses! Especially during the final boss, when things are heating up, use your potions, spells, and scrolls. There's nothing to keep it for!
* Heat is annoying, but quickly goes away in water. Whenever your heat bar goes too high, retreat. Make sure to always have a water source close!
* While in the water, look around to scout where to go. Don't go into combat; you'll be in a heavy disadvantage.
* While the enemies are very strong offensively, they don't have that much health. Kill them before they kill you! Especially Husks/Fire Spirits (depending on what version you play) have sharp swords.

Good luck, adventurer.
Lenny

> *"Okay."*
>
>

> -Lenny, when he is given a suggestion or order
>
>

**Lenny** is the main protagonist of Gentle Giant.

## Bio

Lenny was first built for the Union Pacific in 1996. He was assigned with Eric and Andy, who were quick to befriend him. Lenny was nervous for the first of his time on the railroad, but Eric and Andy kept telling him not to worry.

Lenny was also known for having reliability trouble, like the other members of his class. When he broke down, he would feel sorry for himself and beat himself up over it.

However, Lenny was assured that he had friends, as shown in 2001 when he helped Eric over Galveston Hill on his autorack train. Eric praised him for his effort.

The year 2004 would not be so good for Lenny. After suffering his third breakdown, he had to do a trial inspection. Even after he broke down going up Galveston Hill, he was determined not to let his friends down, so he tried to push forward unsuccessfully. However, Eric, Andy, and several of Lenny's friends were there to help him continue up the hill.

That night, the inspectors returned to take Lenny away. Eric and Andy followed him to the EMD plant, where they found out that Lenny was officially retired. Lenny told Eric that he isn't scared anymore and that he's tired of the long trains and hills. He also told Eric that someday they'll pull a train over Galveston Hill someday, but not for a while. Eric and Andy said their last good-bye to Lenny, where they left him to meet his supposed fate.

## Basis

Lenny is a Union Pacific EMD SD90MAC-H numbered 8926.

## Trivia

* He is named after Lennie from John Steinbeck's *Of Mice and Men* (though the character's name in the book is spelled "Lennie").
* His model was inspired by a photo the creator found of UP 8926 halfway through scrapping.
* Since the making of Gentle Giant, it was revealed that the real UP 8926 might not have been scrapped, as it was saved by a railroad in Mexico.
* He is the first character to not have an on screen death.
* In reality, UP 8926 was built in 1999 and retired in 2007.
Dirt Nap (Archive)

The original “Ghost OG”, without ever passing through Ghost1’s hand. This is the original clone sourced directly from our good friend OrgnKid back in 2004 before Ghost1 circulated the clone. Back then it really only had two real names, OG Kush, and Oger’s. Not to be confused with the Ogre, a sensi star pheno, they are not the same or related. The classic OG Kush funk and narcotic indica effect are world renowned and the backbone of much American breeding today. The Dosidos line increases the bag appeal, resin coverage, and testing potency of the American Classic, OG Kush. Also, while making the earthy funky kush smell more palatable to the average consumer and adding some incensed grapey aromas to some phenos. Don’t be confused, the potency is increased, and if you think OG Kush used to put you out for the count, this stuff may drop you into an unexpected Dirt Nap.
Emerald Chambers

Emerald Chambers is the second part of the series. It is a traditional Roguelike, with turn-based combat and movement, more resource management, top-down two-dimensional gameplay and much more content. It is the first traditional Roguelike in Minecraft!

**Story** (continued from Ruby Caverns)

Six months have passed since the impactful events in Ruby Caverns... and much have changed. Magic has finally taken a huge leap, since it has been brought back by the Mage, now Arch-Sorcerer at the Mage's College. The City has been restored, making the Warrior into the official Honored Knight. The three amulets from the Prince are still missing, and while several witnesses saw someone taking them, nobody can remember who. All is going prospering and well... but business has not finished yet.

The story of Raimor has spread quickly. A God has created our world? And he is somewhere out there, free? Some people were worried about the power, some people were happy the God was finally put to rest. But very few were skeptical. Not about the fact that it all happened, but rather about the other two Gods... if one is free, where are the rest?

Soon, everyone realized: there must be two more dungeons. But where? And, considering the difficulty, brutality, and complexity of Ruby Caverns, who was willing to try? Or rather: who was forced to try?

The dungeons were sought everywhere. Every stone was turned, the seas were sailed, but nobody found a thing. All that was left were stories about how there would be portals, deep down, that would lead to unknown civilizations... and when it was finally found, nobody dared to go in. But three mysterious figures, resembling humans but not quite, gathered together on the place. All three had to take the leap: not just for the future, but also for their past.

**Content**

Because Emerald Chambers does not use the default Minecraft engine but instead runs on its own, adding new items and gimmicks is easier than ever. This is why it has much more different items than Ruby Caverns.

* Completely turnbased with pathfinding, custom enemy AI and grid-based gameplay
* 7 characters against 12 floors
* 20 bosses and a bunch of short cutscenes
* 20 Weapons and 20 Armor pieces, all with different stats and uses
* 10 Potions, 10 Scrolls, 10 Rocks and 10 Casts, all with randomized colors
* Many tools and abilities for different uses
* Over 15 Utilities to use your resources for
* Rare but powerful things like Orbs, Statues, and Crossbows
* Shopkeepers with stealing and murdering options, and the Honor system

It also features all classic Roguelike-aspects such as player/enemy info at any time, randomized floor layouts, and permadeath with completely no progression inbetween.

**Downloads (current version: 1.3x, Minecraft 1.16)**

Map + Resources: http://www.mediafire.com/file/a5lq9an0y75se6n/EC-Pack-13x.zip/file

Map Only: http://www.mediafire.com/file/uwzi4999rxt74cn/EC-13x.zip/file

Resources Only: http://www.mediafire.com/file/5wtdj38oc2y78ji/EC-RP13x.zip/file
Settings (EC)

...oh, what's that? You're not happy with your experience? Sorry, no refunds. But you can try to make yourself feel a little better by adjusting what you need.

**Note:** none of these settings affect actual gameplay. There are purely cosmetic.

 Step Counter
 Time Counter
 Night Vision
 Particles
 Hints
 Reset Cutscenes
 Reset Collectibles
 Change Player

* Time Counter and Step Counter are compatible with each other.
* Cutscenes are the scenes before the secret and final bosses, and the scenes before each floor from each character.
* Collectibles are Colors and Bosses. Note: the area's in the Lobby will still be accessible.
Fortress

### **Welcome to the Fortess!**

The difficulty starts to crank up quite a bit at this point. Flames everywhere. Everywhere! What are these things even? STOP setting me on fire! I will- ah, never mind!

#### Enemies

* Zombie
* Spider
* Cultist
* Reaper
* Stalker
* Wither Skeleton
* Husk
* Blaze
* Piglin
* Magma Cube
* Endermite
* Enderman
* Overlord
* Withered One (Normal+ only)
* Fire Spirit (Normal+ only)
* Abomination (Hard+ only)

#### Bosses

* The Keeper
* The Ghast
* The Wither
* The Horror

#### Other features

* Local Quest: disarm 3 TNT
* Local Trap: a bomb, dealing 1/6th or 1/5th of Max Health. Chance to set you on Fire too.
* Color Scheme: red to yellow, plus orange.

#### Tips

* Difficulty is actually getting serious now. Consider actually making up solid teams with good Relics.
* There's. Fire. Everywhere. Bring a whole load of Coolplants.
* Ironically, due to the very high Fire Resist of most enemies, the Blaze is not as effective here...
* Enemy Attack and Accuracy is high, but Health, Dodge and Speed are low. You may be able to outspeed many enemies.
* Healing is very important! Buff up your healing and get yourself some food as well.
The Blaze

> *"I have always been an outcast to the rest."*
>
>

The Blaze is one of the classes in Emerald Chambers. His high starting attack and defense, firepower and fire immunity make him very suitable for beginners.

His backside is that, once his Void Rocks are out and Rage Mode isn't a suitable option, the rest of his moveset is limited. This can become problematic later on, but advanced players can deal with it anyway.

**Backstory**

Core City. The Blaze was always someone who didn't fit in very well... but when the Darkness suddenly destroyed everything, his help was more than needed.

**Abilities**

Does not regenerate.
Lose 1 Health every turn.
Ends when healed.
 Ignited
Exception: some boss attacks.
 Fireball Spell
Deals damage based on level and ignites the target.
 Void Rock
12 pieces are available.

**Strategy**

The Blaze is the beginner's class: fierce at the start, weaker later on. His Rage Mode can be extremely dangerous when used correctly though: double damage and double walking speed is a huge buff. When cared for properly, the Void Rocks last very long and can still be strong at the later floors. On top of this, the Ignited passive makes sure for less care during adventuring.

Runes and TNT are very useful for the Blaze, as he takes no damage from TNT and Runes are the only thing stopping him from constantly casting Fireball Spell. This is why making Scrolls is not recommended, as the Spell deals very good damage from anywhere. However, because the Blaze starts at 40 Magic, he cannot cast anything immediately.

Ironically, for a class with so much attack power, your biggest threat is... yourself. Especially Rage Mode can be devastating for both you and the enemies, and if you lack a source of healing, you'll be burned away in no time. Keep in mind that anything that heals directly will remove the effect: not just Potions of Healing, but also Scrolls of Replenishing, Water Spell giving Regeneration, and even (golden) apples, which are pretty common! Void Rocks are limited as well, and while running out isn't that much of a big deal, it's better if you manage to keep them for later fights.