recursal/Fanatic-Fandom huggingface dataset:
S.A.T.S.

S.A.T.S. (Also known as Stable-Tec Arcane Targeting Spell) is an ability that allows you to fire shots that are automatically aimed at highlighted locations or enemies.

## Usage

By pressing [V] or [Mouse Wheel], you will pause the game and bring up the S.A.T.S. targeting screen. Any targets in direct sight of the player will be highlighted, showing their name and a percentage chance of hitting them, based on your weapon's range stat and how far away your target is.

Your weapon's trajectory is shown with a green line, showing you how your projectiles will travel, including if it will impact any solid walls along the way. Melee weapons will show an aura of range around you. Grenades and grenade launchers will show a curved arc instead, due to them being affected by gravity, as well as the splash radius of the explosion. Offensive spells will show the trajectory coming from your horn instead of your weapon.

Pressing [left-click] on any location or highlighted target will select them, using up some of your action points in the process. Some weapons will fire several times each time a target is selected (assault rifles and flamethrowers for example). Pressing [Q] will cancel the most recent selection, while pressing [E] or [V] will fire your weapon at each location and/or target you have selected in the order you selected them.

### Action points

Action points, or AP, are what S.A.T.S. uses to fire at enemies. Each time a target is selected, some action points will be used up based on the weapon that is being used. Having insufficient action points will not allow you to select a target. Your action points will slowly recover over time, up to your maximum amount.

There is a variety of things that can be used to increase the amount of action points you have. You start with 75 action points.

### Other

Certain other things will affect S.A.T.S. in various ways.

## Notes

* The game pauses to select targets, however the shots are fired in real time, meaning that shooting at a moving target may miss anyway, due to your weapon's projectile speed and S.A.T.S.'s lack of movement prediction.
* S.A.T.S.'s trajectory prediction only takes into account 0% weapon spread. Shots that require high amounts of accuracy may still miss, due to the weapon's natural spread. This also includes grenades.
* Mines and bombs are not supported by S.A.T.S., and therefore it cannot be used while holding them.
* Despite the fact that the Alicorn Armor is described as being "like S.A.T.S. working in real time", you cannot activate S.A.T.S. at all while wearing it.

## Trivia

* You can have a maximum of 285 action points if you combine your base amount (75) with either the Quantum Cogitator or Transistor module (25), Action pony 3 (75), Ultra-dash with the Combat stimulators perk (90) and a food item (20). Additionally you can have up to a 43.75% reduction in AP consumption with both Math logic 2 and Duelist while using pistols, resulting in an equivalent of 506 action points.
Maze (trial)

Trial

You can easily find the right path by using an Infra-vision potion. Otherwise the maze will be barely lit, only showing some light at your current position.

You'll find a few radroaches in the narrow corridors, as well as a few breakable walls.

There are 7 horseshoes hidden in the maze, worth 100xp each. All are located in dead ends, each one accompanied by a purple light that teleports you back to the start. If you can, avoid using the teleports as you'll have to go through the maze again every time. It's quicker to explore all nearest paths.

4 out of 7 of these dead ends have no way of going back to the maze, forcing you to teleport back to the start.

## Gallery

Whole maze (Infra-vision potion used)Whole maze with no fog of war (achieved by console commands)
## Bugs

* One of the teleports (one to the far right) doesn't emit purple light and is essentially invisible. This bug is purely visual - the teleport still works.
Data on the stealth-buck M2

Quest

Retrieve 8 data discs about the Stealth-Buck M2. All can be found within the Ministry of Image (to get the last one you need to beat the boss of MoI, Mchavi).

## Quest stages

1. Retrieve data about the stealth-buck M2 (8 in total)

## Locations

Below you can find a Ministry of Image map with marked locations of all 8 discs and the stash room.

## Rewards

* 500 caps for every disc (4000 caps for all 8)
* (optional) 250 caps for extra 4 discs (1000 caps in total)
* Initiate's amulet

## Notes

* You can sell the discs to any merchant, 250 caps per disc
* A total of 12 discs can be found on the MoI map. 4 of them are hidden in a stash room. Only 8 are required to complete the quest, remaining 4 can be sold
* The Quest can be still completed with Console commands in the event of selling too many discs. The command for spawning an extra disc is `item datast`.
Experience per level

Leveling up a character requires a certain amount of experience points to be collected. The higher the level, the higher the amount of points needed to level up.

Two formulas are used to calculate the sum of experience points needed to reach a particular level - one is used for levels 1 to 11, the other one for levels 12 and higher.

This article mentions two values - *total* points and points *needed to level up*. Those two values can be viewed at any time in PipBuck>Status>Main under "Experience". The first number is the *total* value. Second value (in brackets) is the value *remaining to reach the next level*.

## Faster level ups

When starting a new character, the option "faster level ups" is available. It decreases the amount of experience needed to level up by 40%. In practice, this changes the value

c

{\displaystyle c}

 in the formulas below (1500 instead of 2500).

# e
c
⋅
l
⋅
(
l
−
1
)

{\displaystyle e=c\cdot l\cdot(l-1)}

Where:

* e

{\displaystyle e}

 is the *total* experience needed to achieve level

l

{\displaystyle l}

 (from level 1)
* c

{\displaystyle c}

 is constant
	+ c
	=
	2500

	{\displaystyle c=2500}

	 for normal level ups
	+ c
	=
	1500

	{\displaystyle c=1500}

	 for faster level ups
* l

{\displaystyle l}

 is the character level

# e
R
o
u
n
d

(

c
⋅
l
⋅
(
l
−
1
)
⋅

(

l
19

30

)

2

)

{\displaystyle e=Round\bigg(c\cdot l\cdot(l-1)\cdot\Big(\frac{l+19}{30}\Big)^2\bigg)}

Note: the *Round* function rounds the result so that the last three digits are zeros.

## Examples

The amount of experience needed to reach level 8 in normal level ups mode is:

# e
c
⋅
l
⋅
(
l
−
1
# )
2500
⋅
8
⋅
(
8
−
1
# )
140000

{\displaystyle e=c\cdot l\cdot(l-1)=2500\cdot8\cdot(8-1)=140000}

The amount of experience needed to reach level 16 in faster level ups mode is:

# e
R
o
u
n
d

(

c
⋅
l
⋅
(
l
−
1
)
⋅

(

l
19

30

)

2

)

=
R
o
u
n
d

(

1500
⋅
16
⋅
(
16
−
1
)
⋅

(

16
19

30

)

2

)

=
490000

{\displaystyle e=Round\bigg(c\cdot l\cdot(l-1)\cdot\Big(\frac{l+19}{30}\Big)^2\bigg)=Round\bigg(1500\cdot 16\cdot(16-1)\cdot\Big(\frac{16+19}{30}\Big)^2\bigg)=490000}

## Xp values

In the below table are first 30 levels in both normal and faster level ups modes.

Here's a comparison that helps put the values in some perspective: to get from level 1 to level 30, you need 5802000 experience, which is the equivalent of defeating Blood Moon over 290 times in normal level ups mode (3481000 experience and over 174 times in faster level ups mode).
Battle for the Factory

Trial

You fight 4 waves of raiders and robots, one after another. Each wave has a set duration, the next wave starting even if enemies remain.

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

Initial wave is summoned by pressing the button.

1 Raider-pervert
 2
1 Ponytron
1 Mister Gutsy
 3
1 Metalhead raider
1 Raider-pervert
1 Raider-rebel
 4
1 Raider-executioner
1 Raider-master (unique)
1 Raider-scorcher
1 Raider-bomber

## Notes

* Enemies here will not give any experience, however they will still drop loot.
A Mysterious Cellar

Trial

In this trial you'll encounter a Canterlot Witch, Canterlot Ghoul and a Bloated Ghoul in the top level. They guide a button that opens the armored door at the end part.

Below the entrance there are two zombie fishes, then two grenade traps, two transmitters, and three pink slimes. You don't have to go there, unless you want to drain the pink water from the corridor leading to armored door.

The extremely valuable key to unlock the armored door can be bought from Dip Fanken at "Prancing pony" camp. Your Barter skill needs to be at at least level 4 to buy the key. The key has a base price of 18000 caps.

## Notable loot

* Rarity figurine
* There's a safe hidden in the chest room, in the right top corner, behind destructible ceiling
Prison camp

Trial

You fight four griffins, then rescue a group of captured ponies. Enemies are only in the bottom part, and can be approached from below.

Note: you don't have to lockpick each cage separately - just press the button near the safe and open each cage.

## Role in main quest

Part of the Chosen-24 quest. One of the captives recognize you're wearing a PipBuck and tells you about a certain unicorn, who had the same device on her leg. That was Velvet Remedy. After escaping Stable Core, they travelled together, with Velvet as a medic. At some point they met a group of zebras that "pretended they were ill", and Velvet decided to separate from the group and help zebras. The rest of group figured this was a trick to murder and eat their medic. After that they have been captured *again*, this time by mercenaries.
Battle of the Enclave Base

Trial

The same type of room as Battle for Canterlot (and other similar). You press a button and 4 waves of enemies come one after another, each one has a predefined duration.

1 Combat Drone
2 Enclave Drones
 2
1 Enclave Stormtrooper
1 Elite Stormtrooper
 3
 4
1 Enclave Stormtrooper (starred)
1 Elite Stormtrooper (starred)
2 Hellhounds

## Tips

Enemies come in from above, so it's a good idea to hide underneath something when the next wave starts.

Due to how each spawn area have walls that separate each other, it's recommended to use sniping weapons from below to pick off individual fighters.

## Notable Loot

* A large amount of energy cells for the star blaster (48 pcs).

## Notes

* Enemies here will not give any experience, however they will still drop loot.
Throwing grenades

Trial

Use S.A.T.S. to throw explosives precisely. Stand close to the bars.The floating walls above buttons can be used to bounce explosives, but other times they block the trajectory - in that case you need to change position (jump or even levitate yourself a bit, then use S.A.T.S. midair).

To activate 2 nearest buttons use dynamite, as it has long detonation time. You must "guide" it with telekinesis.

Note: even though the aid terminal tells you that Explosives-3 is required, the trial can be done even with Explosives-0 if you use dynamite. Just throw the dynamite as far as you can, catch it with telekinesis and guide it to proper button.

## Notable loot

* Glycerin canister for quest Help with dynamite production
Confusion

Trial

This trial looks really easy from the surface, but your controls with "A" and "D" keys are reversed, as left and right. You will have limited amount of time to get to the top right corner, before the door closes and you'll have to start over again.

You have 30 seconds to complete the trial, 20 seconds should be enough for you to finish it, if done properly. The controls will be reversed once you press the button next to where you enter, to start the trial.

This trial does not provide a hint unlike some others. However, if the new controls are too confusing for you, there is a sneaky exploit that you can make use of. After pressing the button, go to control settings and reverse the "left" and "right" keys so that "A" is "right" and "D" is "left", which will normalize the controls and help you complete the trial easily.
Hazards

As you explore the Wasteland you'll come across many dangers. Some of these can be inanimate yet can still hurt you should you get caught up in them. Because of this, it's a good idea to always be observant when exploring new locations in case there are hidden dangers.

## Environmental

Environmental hazards are dangers that are not intentional by anyone, but will still do you harm regardless. They are usually part of the map.

## Traps

Traps are dangers that were created to intentionally cause harm to anyone that gets caught in them. Some of them are harmless on their own, while others can prove to be very dangerous to the unprepared. Most traps are invisible until you see them, surprising you if you get caught in one without noticing.

## Notes

* Many traps will scale their damage based on their level (which is also scaled to player level in grind maps), making traps in later areas or higher levels much more dangerous. Both transmitters, traps, mines (all types) and grenade bouquets are all known to scale upwards. Pink water and clouds, toxic clouds, installed explosives, electric fences and electric traps will not scale, and neither will radiation. Debris scales to player level regardless of location.

## Trivia

* Due to the way enemy mines and grenade bouquets scale in damage, they can eventually reach a point where they do far more damage then your explosives can.

## See also

* Environmental Hazards on *Fallout: Equestria Wiki*
Fix AutoDoc

Quest

Quest given after checking out the healing robot found at "Prancing pony" camp, behind Doc Sepsis. It has broken down recently, and no one was able to repair it. Doc offers you its services, if you're able to fix it.

## Quest stages

1. Repair the AutoDoc
2. Report to Doc Sepsis and get a reward

## Repairing the robot

Repairing process will vary depending on character's Repair skill. When you collect all the parts and/or have a satisfying skill level, walk to the robot and interact with it. This will repair it. Then talk to Doc for reward.

### Repair-0 and Repair-1

Hm....Hmmmmm....Well, what can I say? This thing is definitely broken. But I have no idea how to fix it...Yeah, in repairs I'm a complete zero. What I can, is only to break it down completely.

With skill level at 0 or 1 you can't do anything.

### Repair-2, Repair-3 and Repair-4

With skill level 2, 3 or 4, AutoDoc can be repaired using following materials:

### Repair-5

If your repair skill level reaches 5, you can fix the AutoDoc without having to use any materials.

## Rewards

* After repairing the AutoDoc, you can use it to heal yourself. It needs Biogel to run.
* 5000pcs of Biogel.
Slimes

## Attack patterns

Slimes will not try to attack you directly, so avoiding them is usually very easy. However depending on where they appear and how many there are, they may become much harder to avoid.

They have 3 behaviour patterns:

* Slide back and forth on the ground. Touching one directly deals damage. If they reach a wall or an edge, they will turn around and slide back to where they came from.
* Hang from the ceiling and drip corrosive acid or pink slime straight downwards. Will fall and start sliding back and forth if the wall they're hanging from is destroyed, or if they've been ripped off with telekinesis. Cryoslimes can not hang from the ceiling.
* Act as a "slime mine", a flat, immobile slime that explodes into an acid bomb or Pink Cloud, when stepped upon. Appears in the locations that regular mines would appear. Destroying slime mines rewards experience as if it were an enemy. Cryoslimes can not become slime mines.

## Strategy

Slimes have many resistances to different types of damage, especially bullet, blade and blunt damage. Weapons with plasma, fire or freezing damage work well against slimes, with laser and explosion damage working to a lesser extent.

Avoid using all firearms and non-magic melee weapons, since the damage is resisted extremely well. Incendiary cocktails or grenades can be used to clear out many slimes grouped together at once, due to their slow speed and lack of reaction to the flames.

Slimes will deal damage to you if you hit them directly with your hooves, making kicking them to save ammo a poor option.

Due to their low experience reward, decent health and lack of threat, it is usually a better idea to either telekinetically move them out of the way or just avoid them entirely, even if you have a weapon that does decent damage against them.

One of the best ways to deal with slimes is the Balefire Phoenix or Robo-owl companion. It can kill them for free without wasting weapon durability or ammo. Slimes however are not automatically targeted, and must be manually targeted with the [U] key.

## Types

* blade 75%
* blunt 75%
* explosion 30%
* laser 30%
* lightning 50%
* poison 100%

* blade 75%
* blunt 75%
* explosion 30%
* laser 30%
* freezing 100%
* lightning 50%

* blade 75%
* blunt 75%
* explosion 30%
* laser 30%
* lightning 50%

## Gallery

3 Pink slime mines blocking the stairs in Canterlot ruins.Dripping slimes in a stairway
Library (trial)

*This article is about a trial found in Manehattan ruins. For a quest named Library, see Quests.*

Trial

## Library

### Required skills

Science-4

In this trial you'll find a small library, guarded by 6 bloodwings and a single unique ripper ghoul named Librarian. Apart from books you'll find various containers with loot.

To enter the room you'll need to hack a terminal, requiring your Science skill to be at least at level 4. This terminal cannot be hacked with an electric lockpick, and you are unable to lockpick or break down the door.

## Notable loot

* 3 bookshelves, 2 safes, 4 info terminals
* Twilight Sparkle figurine (from the safe to the left)
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Ghouls

Ghouls are ponies kept "alive" by radiation or black magic. Those creatures aren't very intelligent, and will usually just charge straight at you as soon as they see you. Ghouls often hide in the ground, making them hard to detect, and coming out when you're nearby.

## Types

There are several types of ghouls. Some of them can spit poison or acid, some can use magic, and some can cause a small earthquake by stomping on the ground. All ghouls deal melee damage on contact.

The most dangerous kinds of ghouls can be found in Canterlot - apart from being very strong, they can fully regenerate after being killed. To prevent that, their bodies must be disintegrated (e.g. with lasers or plasma). Hint: when you kill a Canterlot-type ghoul for good, you'll see a xp number floating over it.

* bullet 25%

* bullet 25%

* bullet 25%

* bullet 25%
* laser 50%

* bullet 25%
* fire 50%

* bullet 25%

* bullet 50%

* bullet 50%

* bullet 50%

## Notes

* When using firearms against ghouls, it's recommended to use expansive ammunition, as most of them don't have any armor (except Soldier ghoul). Although using firearms might not be such a good choice in the first place, as almost all ghouls have at least 25% bullet resistance.
* It's not recommended to use poison or acid against ghouls, as they resist it very well.
Manehattan ruins

Location

Fourth grind map.

For trials in this location, see Category:Manehattan ruins trials.

## Layout

Unlike most grind maps, you start in bottom left room - that means the EXIT doors are at top level. Except typical grind map rooms, here you'll find a big void in the middle of map, resembling two skyscrapers with a gap between. At the highest level you'll be walking on the roofs of skyscrapers.

## Gameplay

* You'll meet some enemies from previous grind maps - raiders, slavers, small robots, zebras, and various wasteland creatures. There are two new dangerous enemies - alicorns and griffins
* Because of the new, very powerful enemies, it's good to change armor when entering new room. When you see you'll be facing alicorns, put on your Magic armor/Moon armor. When you see a griffin, or hear a raider swearing, put on something bulletproof. Remember to always summon Magical shield
* Ocasionally you might encounter turrets
* There's little to no radiation on this map
* Center (chasm) rooms are usually pretty safe - usually only bloodwings and slimes spawn there. Beware of the bottom chasm rooms - they can have no floor - if you fall there you die

## Role in main quest

* This location is a part of the quest Alicorn Amulet. First level corresponds to the first quest stage - you have to climb to the top of a skyscraper, from where you spot the Ministry of Arcane Sciences building. You notice that a nearby building has a monorail connected to it.
* EXIT room in second level of this map gives you an option to go right and enter M.A.S. tower

* One of trials spawning in this map is also part of Chosen-24 quest - see Prison camp.

## See also

* Manehattan on *Fallout: Equestria Wiki*
Scorpion Pit

Trial

Cleared Scorpion Pit

The terminal near entry doesn't give you any information about the minigame, except that self-levitation and teleportation are disabled. You'll see some ladders and platforms, and below a pool of water. However if you drop into the water, the floor collapses and you land in a pit filled with scorpions!

## Enemies

In the bottom section you can find 4 normal Radscorpions and a one starred specimen, named Digger (a bit stronger than regular scorps).

## Horseshoes

There are 8 horseshoes in this trial - one under the entrance and 7 in the vertical part on the right side of the room. If you want to all of them, you'll need to do some parkour. You can do it after you complete trial, or if you fall. The horsehoes are worth 100xp each.

## Notable loot

Rewards are in the safe in the area where you fight scorpions.

* A pack of tobacco for the quest Smoking accessories

## Gallery

Top level and horseshoesCollecting horseshoes animation. Satisfying.
Slavers

Slavers are a well organized group of ponies that acts as an enemy found in the Abandoned stable and Manehattan ruins.

## Background

Just like how they're called, the Slavers main game is to capture ponies to sell and use their victims as slaves. Though they're just as cruel and immoral then Raiders, they have a clear hierarchy and are more competent. Led by a pony named Red Eye who used to be a stable dweller, the Slavers are led to believe they are rebuilding Equestria to their former glory.

Their main base is in Fillydelphia, which is the size of a city. They also have a base in Falls Springs.

## Behavior

Slavers are essentially a bit better equipped Raiders. They like to capture helpless ponies and keep them in cages. Different from Raiders, one type of slavers can use either melee or ranged weapons. In addition to weapons, most of them also deal melee damage upon contact. But other then that, they fight similar to Raiders albeit more cautious sometimes.

## Types

* Combat knife
* Indented knife
* Machete
* Hunting rifle

* Sledgehammer
* Spear
* 0.308-pistol
* Magnum
* Revolver cal.375

* Assault carbine
* Zebra Assault Rifle
* Light machine gun
* Zebra sword

* Prism gun
* Sawed-off shotgun
* IF-9 Combat Shotgun

* Plasma rifle
* Sniper rifle
* Cowpony repeater
* Brush gun

* Novasurge rifle
* Laser sniper rifle
* Plasma Caster
* Multiplasma shotgun
Game releases

*This article is about different kinds of releases in which the game is distributed. For changelog, see Version history.*
*Remains* comes in three release variants. Links to all releases (for newest game version) can be found on the official project page.

 **"zip"** | Windows/all
 **"browser"** | All

## Save files locations

Different game releases put save files in different locations. Locations also differ between operating systems.

You can transfer save files between releases by moving save files to one of the folders below (e.g. when you started playing in browser, then decided to download the "exe" version).

Save files themselves are named *PFEgame0.sol*, *PFEgame1.sol,* etc. *PFEgame0.sol* is the autosave slot.

 "browser" - Chrome
 "browser" - Firefox
 "browser" - Edge
 "browser" - Chromium-based
 "zip"
 GNU/Linux
 macOS (OS X)

## Saving game to custom path

It may be more convenient to choose where to save the game when transfering or backing up save files. To do this, choose to save the game "into a file", using a button in the save dialog. You can then save the game anywhere.

The save file extension is .sav, and the file structure is a bit different than .sol files.

.sav files can be loaded later using the "from a file" button in the load dialog.

## Upgrading the game

* Saves from 0.7 can be transferred to 0.8/1.0. No action is required, just load the old save file normally
* ["exe" release] if old version of the game is installed while you try to install a new version, you might get a certificate error. Uninstall the old version, then proceed to installing the new one
Small robots

Small robots are usually easy to destroy, but can be annoying. Most of them can fly.

## Types

* fire 25%
* freezing 50%
* lightning -50%

* lightning -50%

* explosion -200%
* laser 50%
* fire 50%
* freezing 50%
* lightning 100%

* explosion 90%
* fire 50%
* freezing 50%

* explosion -50%
* laser 50%
* fire 50%
* freezing 50%
* lightning 100%

* laser 50%
* fire 25%
* freezing 50%
* poison 100%

* plasma 50%
* fire 25%
* freezing 50%
* poison 100%

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

## Trivia

* Some small robots seem to be based on *Half-Life 2* enemies - Vortex on Manhack, Roller on Rollermine, and Spider-mine on Hopper Mine.
* Additionally, the Spider-mine may be based on the Chinese Spider Drone found in Fallout 3's Operation: Anchorage DLC. Fitting, since Zebras assume the role of Equestria's Pre-War enemy in much the way the Chinese were to the American Commonwealths.

## Gallery

Dealing with a Roller using Telekinesis (a *Half-Life* reference wouldn't be complete without the Crowbar)
Battle rainbow (trial)

Trial

Activate each button by using weapon/spell/explosive on it. Damage types are, in order (from the upper left to the lower right):

* Laser (e.g. laser weapons)
* Frost (e.g. "Ice shards" spell/Cryolator)
* Fire (e.g. Incendiary cocktail/Flamethrower)
* Plasma (e.g. plasma weapons/Plasma grenade)
* Electricity/lightning (e.g. "Lightning bolt" spell/Shock gun)
* Acid (e.g. Acid gun/Acid bomb)

Tip: damage type is listed in weapon stats in inventory.

## Notable loot

* Marine emerald for quest Collect precious stones

## Notes

You need either Repair-2 to craft the Acid gun, or Explosives-2 to create Acid bombs, since neither can be found or bought.
Radio tower

Trial

You must activate 4 buttons in 4 corners of the room Buttons are hidden behind walls so you can't shoot them. Each button stays activated for about 4 seconds after pressing it. Teleportation is not fast enough to press every button in 4 seconds.

Easiest way to complete this trial is to place a remote detonated explosive (X-37) near each button and detonate them simultaneously, but it requires the Explosives skill to be at least at level 4.

Alternatively, automatic grenade launcher or other explosives can be used. You don't have to hit the buttons directly (though it is possible for the higher two buttons). Buttons can be activated by shooting a grenade at a nearby wall, you just have to be quick.

## Notable loot

* Schematics for Sparkle-grenade, for quest Find schematics of a doomsday device
* Various explosives
Ammunition

There are many types of ammunition in the game. Most types of ammunition can only be used in a few different weapons.

Some, like batteries and fuel can be used in a far larger number of weapons, while others like cryo cells can be used only in 1 weapon.

Some ammunition types have special versions that have extra effects.

## Melee weapons

Most melee weapons do not require any ammunition, but a some require a power source to function.

 Battery (enh)
* Armor piercing: 15
 Spark battery
 Spark battery (enh)
* Armor piercing: 25
* Weapon wear out: x2

## Firearms

Firearms come in a large variety of different ammunition types, with many types of ammunition only working with a few weapons. They also have the largest variety of special ammunition.

## Energy weapons

Most energy weapons take one of 3 different kinds of batteries. Fire-based weapons will use fuel, and a few others use specific kinds of ammo.

## Explosives

While grenades, mines and bombs don't use ammo, several launchers do. Grenade launchers have special ammunition types.

* Grenade launcher
 40-mm shell (plas)
 40-mm shell (pul)
 Rocket
 Balefire egg

## Other weapons

Weapons that can be crafted have ammunition that would not normally be considered as such.
Ministry of Image

Location

In order to get to this map, you need to get through the second EXIT door and the EXIT room of Canterlot ruins (symbolising the search for Ministry building).

## Background

In the Ministry you can find several terminals with log entries from before the Megaspells.

One of the terminals contains a series of messages between two employees. They discuss the recent breach in security and theft of propaganda posters. It was done by one of junior employees, whose relative was killed in the Grizzly Islands massacre (portrayed as a proud victory by the Ministry).

One of Ministry's goals was to find and change any information about zebras in publications, so that zebras were seen as an inferior race.

One of the terminals contains a message from Snips to Snails, briefly mentioning a "Project" they were working on for Rarity herself - it was probably about creating the ministry mare statuettes.

## Gameplay

On this map you'll find two general types of rooms.

Some rooms are filled with Pink Cloud. Here you'll fight enemies that you met exploring Canterlot (Canterlot Ghouls, Swarms of necrosprites, etc.).

Other rooms contain automated defence systems, traps and robots. In those ones you won't find Pink Cloud, so it might be a good idea to put on some armor. It's really good to have your science skill high, as you'll be hacking many terminals.

At the end you'll face a boss, a zebra necromancer known as Mchavi, located at the bottom right of the map.

### Stash room

After you've defeated the boss, you can unlock the stash room (see the map below) with the Necromancer's key. This room has few containers with loot.

However, if you blast the wall to the right side of the room, you'll find another small room with 4 info terminals. All of them contain a single disc for the quest Data on the stealth-buck M2. This may come in handy if you didn't manage to find all 8 discs scattered around the map. You can also just sell the discs to any merchant - 250 caps a piece.

After the room with 4 terminals you can enter another small room through a door. Here you'll find a training dummy and a single zebra-assassin. You can only guess what they were doing there, buried behind 10 meters of concrete.

## Notable loot

See the map image for item locations. Terminals with log entries are also marked.

* Scheme for enhanced Robo-owl laser, increasing damage by "about one third"
* All discs for the Data on the Stealth-Buck M2 quest for Scribe Amaranth (minimum 8 required for quest found around the map, another 4 can be found in the stash room)
* Black Book for quest The Black Book (from boss)
* Grim Reaper (melee weapon, from boss)
* Granny Smith's Apple bitter for Rare alcohol quest

## Gallery

Shortest route through MoIStash room with every concrete block blasted. Nothing interesting found.First room
## See also

* Ministry of Image on *Fallout: Equestria Wiki*
Legion Headquarters

Location

The location of the Zebra Legion's headquarters, protected by a large amount of traps and guarded by many zebra soldiers. Taking down their commander will disrupt the Legion's forces.

## Gameplay

Being the headquarters of the stealthy Legion, is it filled with many traps, including the zebra's own special mines. If you trigger a zebra mine, it will shackle you to it's location before detonating, forcing you to take the full explosive blast, plus whatever other traps it may trigger nearby.

Once inside the base proper, you'll have to face a large amount of cloaked zebras, now including legion officers as well. Unlike most other non-grind map locations, triggering alarms here will summon reinforcements.

### Centurion Upanga

In the deepest parts of the headquarters you'll face off against a unique legion officer named Centurion Upanga. Defeating him will drop a key, allowing you to access the rest of the headquarters to obtain the secret documents of the legion.

There are 2 ways to reach him, however both ways are dangerous. The first is a direct approach, which leaves you vulnerable to Centurion Upanga and his 3 legion officer's attacks as there is no proper cover. A strong weapon, good armour, good defensive spells and healing potions are recommended.

The second way to reach him is through a trapdoor just outside his room, however the path below is filled with many mines, including 2 balefire mines, one of which is nearly impossible to spot without triggering it. Once through, you are able to snipe Centurion Upanga and his guards from above.

## Notable Loot

* "Atropos" - a unique zebra assault carbine from Centurion Upanga
* Zebra mines

## Gallery

A zebra mineA hidden bunker before the headquartersCenturion Upanga and his 3 legion officiers. Note the path below for stealthy tactics.
Rescue captives (quest)

Quest

The captive who gives you the quest

Raiders hold their captives in cages. Find a way to release them. Break cage locks or find a key.

## Locations

All captives can be found in the Falls Springs map. Captives that have been found but are not rescued are marked on the map in game with a purple square.

Where captives 9 and 10 are held you will find a unique elite guard named Overseer, who has the Slavers Key. This key allows you to unlock all cages, including some doors and other things.

The final captive will warn you about Butch, the boss of Falls Springs.

Below you can find a Falls Springs map with each captive marked, as well as images showing each captive's location.

Map of all captivesCaptive 1, who gives the questCaptive 2Captive 3 and 4Captive 5Captive 6Captive 7 and 8Captive 9 and 10Captive 11 and 12
## Rewards

* 10000xp, plus 500xp from some cages
* 1 skill point
* 5 reputation

## Notes

* Captive numbers are only used for this article's purpose. In game captives are not numbered.
* Do not worry if you jam a cage lock. The Slavers Key will be able to open up the cage regardless.

## Trivia

* Captive 8 is actually a sentient ghoul known as Ditzy Doo, who appears in the original *Fallout Equestria*. The Wasteland Survival Guide skill book always appears in the nearby bookshelf to emphasize this.
Command post

Location

The location of the Great Pegasi Enclave commander.

To enter the command post, you must complete 2 levels of Enclave base and proceed through the exit on the right.

## Gameplay

Almost immediately you get access to the boss, the pegasi team Wing of Ravagers. However searching the other rooms will get you additional loot.

After dealing with the boss, then leaving and proceeding to the next room you'll come across Colonel Windflow, who immediately surrenders and tells you what you needed to know. After talking he will not attack you, only doing so if you attack him first. Leaving the room with him unharmed lets him go free.

The final room afterwards has even more loot behind a forcefield (all containers ulocked with a key), a checkpoint and a terminal with information on the Enclave's observations of the Wasteland.

## Notes

* After defeating the boss, there is a MAw stash located next to the Enclave symbol under the staircase, leading into a vent. A second fake wall can be broken below, leading into the stash proper.
* There is a Wasteland map in the room with Colonel Windflow, although it doesn't allow fast-travelling.

## Notable Loot

* Hyperbeam twilifuser for the quest Technologies of the future, located in a safe at the top right of the first room.
* "Ashes of Equestria" a unique thermoemitter located in an Enclave case in the final room.

## Gallery

First room. The Hyperbeam twilifuser is in one the wall safe/smaller safe.Second room. (Note the MAw stash below the staircase)
Technical department (trial)

Trial

A series of square little rooms, separated by locked doors, bars, or metal platforms. Some doors can be lockpicked, others require a specific button to be pressed. You have to get to the bottom right section.

The section in the middle is hardest to unlock. It's possible to get to it by placing some object (e.g. ammo box) in the doorway of yellow-black armored door nearest trial entrance.

## Notes

* There's a locked locker on the left side, behind a destructible wall
* There are two Rollers in the bottom left room
* There are 4 horseshoes in this trial, each one worth 200xp
Excavation

Trial

When you enter the room you only have access to the topmost layer and have to dig your way to a safe. You can use explosives, spells, or melee weapon to break the tiles (crowbar works well).

Buried in the ground are various containers, enemies, and mines.

## Notes

* There are 12 horseshoes in this trial, each one worth 200xp
* Watch out for buried mines!
* Bloodwings continuously spawn in the top layer

## Notable loot

* Ice sapphire for quest Collect precious stones
Two sides (trial)

Trial

You have to activate two buttons on the opposite the sides of the room at the same time. Every button - when pressed - only stays activated for some time, before it shuts down again. The button on the top opens both doors for a short time.

It's easiest to complete the trial using the safe in the room to block one of the doors. Move it close to one door, press the top button, then run to the door and move the safe into a doorway so the door can't close.

Now activate the top button again, this time running to the opposite door. The door also won't close if you stand in the doorway yourself. Now that both doors are open (one is blocked by a safe, other by yourself), just press the button near you and run to the other button. Once both are activated, the safe will open.

You'll need at least Telekinesis-1 to move the safe.

Alternatively, you can complete this trial if you can run very fast - a combination of Potion of vivacity, Dash/Ultra-Dash and Kinetic dash should allow you to press top button, then one of the bottom ones, then top button again, and other bottom one quickly enough to complete the trial without the help of the safe.
Dusty Nebula

Character

Dusty Nebula is a merchant at "Prancing pony" camp.

## Trading

Dusty Nebula sells spells, both offensive and defensive, as well as ingredients and recipes for making potions.

She also has a magical orb nearby, which lets you change your character's appearance for free.

Most offensive spells have an upgraded version that can be purchased several levels later.

## Quests

### Starts quests

* Library - collect 50 Pre-War books and 5 unique "Celestial Mechanics" books, and bring them back.
* Collect precious stones - collect 10 emeralds, sapphires and rubies, and a unique Marine emerald, Ice sapphire and Fire ruby, and bring them back.
* Collect Potion Ingreidents - collect 10 magic dust and 3 fiery crystals, and bring them back.
Cabinet of the factory CEO (trial)

Trial

Turrets hidden

A small office with two terminals, safe, and a Princess Luna portrait. One of the terminals and the safe are alarm-protected. Failing to disarm the alarm will activate defense systems - 4 turrets and 3 Robobrains.

## Notable loot

* Armor schematics for Find armor schematics quest
* Pulse pistol (one of the few ways of dealing EMP damage)

## Notes

* If you activate the alarm, turrets will kill you quickly. To avoid this, run to the entrance as soon as the alarm goes off. There you will have some cover from turret fire and can use a long-range weapon to deal with turrets and robots in a more controlled manner. It can be a good idea to move a sofa, a desk or the safe to that room - if you stand on it behind the door, turrets can't hit you.
* If you activate the alarm for a second time, nothing will happen.
* The same Princess Luna portrait can be found in another trial - Dark and dangerous cellar, as well as in Stable 88's Overmare office
Bloatsprites nursery (trial)

Trial

Destroy 5 bloatsprite nests. Magical energy weapons work well against them.

Note: Balefire Phoenix can help greatly with destroying the nests. Use the [U] key to direct it to nests.

Note: there is a MAw stash hidden underneath the floor (smash the floor near the crates). Here you'll find a few ammo crates as well as 3 horseshoes, worth 100xp each.

## Quests

* Destroy bloatsprites' lair - destroy all nests in this trial
Battle for the Stable

Trial

The same type of room as Battle for the Factory and Battle for the Sewers. You press a button and 4 waves of enemies come one after another, each one has a predefined duration.

2 Sprite-bots
 2
1 Catcher
1 Warden
1 Ponytron
1 Mister Gutsy
 3
1 Catcher
1 Warden
1 Guard
1 Elite guard
 4
1 Equidroid
1 Sentinel

Enemy spawns are marked by stable doors in background. A good place to defend is near the button. This way the "bottom" 3 enemies won't shoot you immediately, and might even have trouble reaching your position. In this time you can deal with the "upper" 3 enemies and eventually take the position at the highest platform (good for sniping and throwing explosives).

## Notes

* Enemies here will not give any experience, however they will still drop loot.
Stable Pi entrance

Location

The final location of the game. Stable Pi is under attack by the Great Pegasus Enclave, and it is up to you and your friends to stop it from being captured.

## Gameplay

Immediately after teleporting in you are set upon by Enclave soldiers and their hellhounds. You start at the left-most part of the map and must work your way right, dealing with the invaders as you go.

There might be some turrets in some rooms, but they'll attack the Enclave soldiers instead of the player. Depending on the weapon the turrets have, they can be a great help in defeating the enemy.

At the top-right room you'll come across Heartrose behind a forcefield, who will let you in after recognizing you. She'll tell you about how the Enclave attacked, getting in through the main entrance and killing everyone in their path. Littlepip asks about Mentor, but unfortunately he was struck by a bolt of plasma and was fatally wounded.

Speaking to Mentor, he'll tell you how they didn't have time to test and configure the Alicorn Armor properly. Despite this, he tells you to use it before succumbing to his injuries.

In the next room where the Alicorn Armor is being constructed, Littlepip tells the others to help her put on the armor. While everything seems to be working normally with the armor, it's working capacity is far below 100 percent. Despite this, Littlepip says there is no time to calibrate and it's current ability will have to do.

### Alicorn Armor

Once you've equipped the Alicorn Armor, the game will change drastically. Many things will no longer be available to you, and you'll gain many new abilities.

*Main article: Alicorn Armor*

### Stable Pi Entrance

With your new abilities, what Enclave soldiers stand in your way becomes incredibly easy. Your massive health and constant regeneration soaks up their attacks, and the new weapons you gain access to melt them into puddles.

As you proceed dealing with the Enclave as you go, you'll come across Steelhooves and Askari dealing with some of the soldiers. They'll tell you that they will not let the Enclave pass, allowing you to go forth and deal with any other threats coming.

At the end you meet up with Calamity, who tells you that the soldiers you're facing is only the beginning. The massive flying fortress, the Thunderhead, is waiting up above the clouds. You must now go and deal with the threat to ensure the safety of Stable Pi.

### Endings

**Warning**: contains massive spoilers for the end of the game.

*Main article: Endings*

## Gallery

The Enclave in Stable PiThe Alicorn ArmorCalamity in his Enclave armor
Kagengetsu

**Kagengestu** is Shiro Tsukikage's signature weapon. It consists of a pair of tantō blades that can be combined into a bow.

## Description

Shiro most often uses Kagengestu in its bow form. This bow has a an extremely long range and quite a lot of power behind its shots. Two types of arrows are used: regular broad-tipped arrows, and dust-infused ones. Shiro uses his Semblance to make himself able to land almost impossible shots.

In its melee form, Kagengestu is dual-wielded as a pair of curved tantō blades. These blades only have one cutting edge, on the curved part, as to not pose a danger to the user when being used in bow form. Despite their small size, their reach is fairly long, allowing Shiro to stand back from combat and only move in when he needs to.

## Dust Use

Shiro carries several Dust-infused arrows to produce a variety of effects.

* **Ice Dust** - "Shatters" the arrow into several shots.
* **Fire Dust** - Causes infused arrows to explode on impact.
* **Wind Dust** - Fly faster and with more power than regular arrows.

## Trivia

* Kagengestu (下弦月) is a Japanese word literally meaning "last month moon". It is a term used for the waning crescent moon.
Danger

Trial

There is a single starred sentinel named Exterminatus at the top of the room behind a wall with a glass pane. During the fight you'll notice that almost every wall in this trial is destructible.

## Notable drops and loot

* Star blaster (in gun case) - for Star blaster quest
* Passwords database (dropped by Exterminatus). Note: this is useless if you completed Value of information. You can sell it for 500 caps.
Locker room

Trial

After breaking into the main area of the locker room, you'll have to deal with a unique Enclave soldier. Be aware of the alarm buttons within the room, since the alarms going off will call in 2 regular Enclave soldiers (one Enclave Stormtrooper and one Elite Stormtrooper) to help. The Enclave Power Armor is in the cabinet.

Killing the unique Enclave soldier will complete the trial.

## Notable Loot

* Enclave Power Armor for the quest Enclave armor.