recursal/Fanatic-Fandom huggingface dataset:
Demon Nose of Birmingham

The **Demon Nose of Birmingham** is a demonic creature that does not attack the player directly. It seeks to be in the general area of the player, but will not attack when near. Instead, it will wander mindlessly whenever in vicinity to the player, leaving behind a snaking trail of acidic mucus. It appears to be a green nose on legs.

## Backstory

"It was a cold, rainy evening in Birmingham. The cobblestone that lined the roads glistened with icy water, fresh from the stormy tempest above. I was walking home from the shoe factory on this night, the oil street lamps cast an eerie orange glow out into the cold.

I had found myself on the very outskirts of Birmingham, in the distance I could see the rest of civilization, obscured by a pale fog. Looking far off into the fog, I spotted an odd figure. It was inhuman, a creature unfamiliar to this world. Strange and abominable, I tensed up as it approached. I scream for help, the creature was in clear view now.

Its wrinkled worn skin was putrid and slick. It seemed to be a nose with legs, coming straight for me. Fleeing away into the wilderness, it seemed somehow offended as I ran away. It had simply been strolling as I had, perhaps to its own home to its own family. I was too afraid to ask, I had an irrational fear of noses." -Ploomutoo 74

## Stats

The statistical stuff for the Demon Nose of Birmingham.

### Demon Nose of Birmingham

The classic nose.

* HP: Very High
* Speed: Average
* Damage: Average (Mucus)

### Satanic Nose of Birmingham

The super nose.

* HP: Very High
* Speed: Fast
* Damage: High (Mucus)

### The Forsaken Nose from Hell

The best nose. Now will randomly spew mucus into the air.

* HP: Astronomical
* Speed: Very Fast
* Damage: Very High (Mucus)
Man O' Money

The **Man O' Money** is a golem made of pennies.

## Gimmick

Whenever the Man is damaged, it drops money. Most of its attacks generate money as well, and it will drop a bunch of cash upon its death. A greedy player may be inclined to farm the Man's vast supply of coin, leading to a high risk-high reward situation.

## Variants

### Man O' Money

The Man O' Money has high stats, that may be overwhelming to a weaker Player. It drops money when damaged, and it can fire coin projectiles that generate money upon impact.

* HP: Average
* Damage: Good
* Speed: Quick

### Master O' Money

The Master O' Money is even more powerul than the Man. In addition to statistical superiority over its inferiors, it gains a new attack, seperating its stacked coin-body into multiple flying disks and hurling itself at you, piece by piece. It will then reassemble, losing any coins which collided with the Player, resulting in a slight health penalty and a smaller hitbox. It will die instantly if it loses all of its coins, but it would've likely killed the Player long before then.

* HP: Good
* Damage: High
* Speed: Quick

### Penny God

The God of all Pennies. Its attacks can drain your money if they hit, so if you want to reap the money benefits, you'll have to dodge. In addition to its mastery of all inferior attacks, the Penny God can detonate any money on the ground, so you'll have to pick up the loose change generated by its attacks quickly, or it'll explode and damage you. Keep clear of, or pick up any coins when the Penny God begins to telegraph this attack.

* HP: High
* Damage: Very High to Low (Money Explosion, Multiplied by Coin Quantity)
* Speed: Quick

Upon its death, the Penny God will drop the Man O' Money's Mass of Moola.
Grand Ghoul

## Overview

**Grand Ghouls** are unlocked by beating The Dusk. They feed upon the corpses of Lesser Enemies for temporary boosts to speed and damage.

### Lore

They surpass standard Ghouls in the Ghoulish social hierarchy, but are inferior to the Grand Ghoul Empress, who is the leader of all Ghoulkind.

## Social

They are larger versions of Ghouls, lesser creatures also found in The Dusk. They will hang out near large groups of Lesser Enemies, waddling from group to group on.

## Combat

It will slash the player with its claws, and will eat the corpses of fallen Ghouls and other enemies to regain health and recieve a temporary speed and damage boost.

## Stats

The Grand Ghoul does not currently have any variants other than its tier 1 one.

* HP: Average
* Damage: High to Very High (Fed)
* Speed: Quick to Very Fast (Fed)
D-Tour

The **D-Tour** is a use item that is dropped by the **Putrid Patrolman**, a variant of Blood Obstructor, upon its death. When used, it drops a barricade down, which can be destroyed by damage. Enemies will have to smash through it to get to you.

The item recharges in 45 seconds, and the barricade has Average health.
Froggy Freak

*"You've been chased by noses, zombies and vegetables. Now prepare to be chased by an evil frog."*

**Froggy Freak** is a small, impish enemy that attacks in numbers. Three of them will spawn, and they will split up and search the level for the player. If one finds the player, the others will be alerted, and they will begin their assault.

As a general rule, they move very quickly and try to stab the player with their syringe. Upon landing a successful attack, they will flee and generate a clone of themself.

## Variants

Froggy Freaks come in several flavors of varying threat.

### Froggy Freak

The standard frog.

* HP: Low
* Speed: Very Fast
* Damage: High

### Faster Froggy

A faster frog, 4 will spawn instead of the usual 3.

* HP: Below Average
* Speed: Warp Speed
* Damage: Very High

### Froggy Führer

The mother of all demented frogs, they spawn in groups of 5, with 4 of them being the Faster Froggies that are lead by the 1 Frog Führer. The Führer will spawn 2 froggies whenever any of its minions deal damage.

Upon death, the Führer drops either the Splice-O-Syringe or Leetle Injection.

* HP: High
* Speed: Average
* Damage: Uber High
Klay Kid

**Klay Kid** is a humanoid figure made out of goopy clay. Its gimmick revolves around its sludgy demeanor.

## Powers

As it is damaged, chunks of it will fly off. It will scoop up these chunks and repair itself whenever on low health. It may also use these chunks for throwing at you, or molding a wall with *Low* Health.

Goops of clay on the ground can be damaged and destroyed in a single hit, preventing Klay Kid from utilizing them.

## Variants

### Klay Kid

* HP: Below Average
* Speed: Quick
* Damage: Good

### Terrakidda

Clay globs will slowly slide towards Terrakidda.

* HP: Average
* Speed: Fast
* Damage: High

### Porceling

The globs of clay will now fling themselves at you when the Porceling is at a decent amount of health. This does *Good* damage.

* HP: Good
* Speed: Very Fast
* Damage: Very High
Fountain of Ills

The **Fountain of Ills** is a fountain-type enemy, spawning somewhere inconsequential and creating a large area of deadly slime. It will slowly expand its ring of decay and disease and its spawning algorithm means that it will block the exit within 3 minutes in a worst case scenario. Like all fountains it is inpervious to most physical attacks.

It appears to be a rotten, one-eyed corpse laid on the floor with several flies and fungi eating away at it. It exists simply to rush the player, and punish those who spend too long on a level.

## Stats

* WC Obstruction: 3 Minutes
* Fountain Damage: Average
* Vulnerable: No
Opulo the Avaricious

**Opulo the Avaricious** is a construct made of coins, jewels and dollar bills. Much like its design would suggest, Opulo and its attacks are themed around the ingame currency.

## Gimmick

Opulo will generate money when damaged and with many of its attacks. A greedy Player may be inclined to take advantage of this, but this is where Opulo's true power shows. Its stats increase as the Player's currency count increases, though it will only count the money picked up from Opulo as to not screw over Player's who had been saving up and happened to run into this freakshow. Once a certain amount of cash has been stolen from Opulo, it will die, though it cannot take damage through weaponry or other conventional sources.

### Coinshot

Fires a large coin at the Player which ricochets off of surfaces. It will bounce more times and travel quicker as the Player takes more of Opulo's money. Upon bouncing its last bounce, the large coin will explode into a light shower of coins for your taking.

### Money Fissure

Pillars of coins erupt from fissures in the ground, telegraphed by a red glow from deep below. More pillars will erupt more rapidly as Opulo grows more enraged by the Player's money snatching. Coins for your taking may burst from the earth alongside the deadly pillars.

### Cash Wall

Fires a large, nonviolent dollar bill that simply and peacefully obstructs the Player's motion so that Opulo may disembowel them. It will self-destruct after a short time, but can be prematurely destroyed with enough firepower. When destroyed, via either method, it will burst into a small pile of coins.

* HP: Incredibly Low

## Variants

### Opulo the Avaricious

* HP: 90$ (Attacks use 1-5, Average of 30 Attacks)
* Speed: Slow to Quick
* Damage: Average (Coinshot), Good (Money Fissure)

### Avardelicious

* HP: 140$ (Attacks use 2-6, Average of 35 Attacks)
* Speed: Slow to Fast
* Damage: Above Average (Coinshot), High (Money Fissure)

### Dolla' Holla'er

Appers to be made entirely out of gold. Upon its death, it drops the Heart of Gold, an item with an effect, opposite to Opulo.

* HP: 200$ (Attacks use 3-7, Average of 40 Attacks)
* Speed: Slow to Very Fast
* Damage: Good (Coinshot), Very High (Money Fissure)
Areas

Areas are the thematic zones, each consisting of 3 levels except for Sepulcrypt. The appear in the following order.

The appear as follows:

* The Park appears 1st, it has a grassy theme
* The Matrix appears 2nd, it has a technological theme
* Hellspring appears 3rd, it has a desert theme
* The Hyperborean appears 4th, it has an ice theme

At the end of the 4th area, the player is given a choice of 2 exits, leading to their own areas.

* Metropolis appears 5th, it has a city theme
* The Basalt also appears 5th, it has a volcano theme

They both lead to the same area.

* 200,000,000 Leagues Under appears 6th, it has an underwater theme

At the end of the 6th area, the player is once again given a choice of 2 exits, leading to their own areas.

* Horror Hive appears 7th, it has a beehive theme
* The Dusk also appears 7th, it has a graveyard theme

They both lead to the same 8th zone

* Aether Labyrinth appears 8th, it has a sky theme

* Fallen Heaven appears 9th, it has a ruins theme
* Sepulcrypt appears 10th, it only has 1 level and is not randomly generated. It is a massive mausoleum complex

## UNLOCKABLE ZONES

If a later zone is unlocked but an earlier one isn't, you just skip ahead. At the end of Sepulcrypt, the player can choose between the levels of Path A and Path B.

### Path A

* The Titan's Guts appears 11th, it has an internal organs theme. Unlocked by defeating 5 different bosses across runs.
* Blood Asylum appears 12th, it has an asylum theme. Unlocked by killing 3 bosses in a single run.
* Severed Faces Zone appears 13th, it is an area with severed faces everywhere. Unlocked by killing all major enemies in an area.

### Path B

* Demon Keep appears 11th, it has a demonic fortress vibe. Unlocked by unlocking 10 characters.
* The Cult Temple appears 12th, it has a cultist theme. Unlocked by beating the Sepulcrypt 5 times.

Feel free to add new zones.
Brain Boy

**Brain Boy** is a cerebral creature with little skulls for eyes. It has powerful psychic abilities.

It uses Lesser Enemies to attack. It will hang around large concentrations of them. It can summon its own Lesser Enemies if it can't find any. It will pick up and throw them at you, not only dealing initial damage from the impact, but allowing the enemy to attack you on its own.

Lesser Enemies around it move slightly faster, and will not leave their master without its command. Being near this fiend will slow your movement and cause a small delay on all of your controls.

## Variants

### Brain Boy

* HP: Below Average
* Speed: Very Slow
* Damage: Good (Toss)

### Cerebral Creep

When provoked, it will command its minions to attack in coordinated waves. When not in combat, it can heal and ressurect the Lessser Enemies in its squadron. It keeps a larger posse than Brain Boy.

* HP: Average
* Speed: Slow
* Damage: High (Toss)

### Brainling (Summoned Minions)

Has no psychic powers. Is loyal to its their master. It spawned by Brain Boy and Cerebral Creep.

* HP: Very Low
* Speed: Medium
* Damage: Low
Tether Terror

The **Tether Terror** is a monster composed of a rotten head, connected to a rotten hand by its stringy entrails. It does not know the exact location of the player, but it will hone in on loud noises and can be lead towards you if you are not careful.

## Gimmick

The Terror's healthpool is divided into two different entities, being its main body and the tether between them. Hitting the Terror in its connecting viscera will damage the connection, and eventually it will break, severing the head and hand and forever seperating them. Seperating them will divide the main body health by two, giving half to each new entity.

The head and hand work well together when connected, as the hand acts as the main damage dealer and the head functions as navigation. When seperated, the head will be forced to roll around in order to move and thus be slower. The hand will also no longer recieve directions to pursue the player and will wander aimlessly, attacking whatever it runs into.

## Variants

### Tether Terror

* **Main Body** HP: Average
* **Tether** HP: Low
* Speed: Quick
* Damage: High

-Seperate-

* **Head** Speed: Slow
* **Head** Damage: High
* **Hand** Speed: Fast
* **Hand** Damage: High

### Connection Creature

Head is tethered to two hands now. Destroying a tether will divide the health evenly in thirds among all parts.

* **Main Body** HP: High
* **Tether** HP: Low
* Speed: Fast
* Damage: Very High

-Seperate-

* **Head** Speed: Normal
* **Head** Damage: Very High
* **Hand** Speed: Fast
* **Hand** Damage: High

### Attatchment Attrocity

One central head is connected to two hands and two heads, making a total of 4 tethers. Health is distributed evenly and fairly.

* **Main Body** HP: Very High
* **Tether** HP: Low
* Speed: Fast
* Damage: Incredible

-Seperate-

* **Head** Speed: Fast
* **Head** Damage: Very High
* **Hand** Speed: Warp Speed
* **Hand** Damage: High
Pablo

**Pablo Jośe Kristobal** is an alternate playable character for Onsécher. A grizzled combat veteran of the DMT on the Mexican-American border. He is a powerful gun user who is perfect for wanabee snipers. He is unlocked by helping him fight off some Elliots in the Metropolis.

## Characteristics

* Low Health
* Can zoom in with guns, and does extra damage
* Takes no penalties from drugs
* Starts with a Pistol
* Can't use melee weapons
* Medium speed
Manomandible

**Manomandible** is a large chunk of rotting flesh with 4 veiny eyes and spider legs, and a large mouth with two arms sprouting out of it. It's name derives from "mano", being hand, and "mandible", being mouth. It is designed to force the player to look upwards or be ambushed.

## Behavior

It will climb up walls onto the ceiling in an unexplored room near to the player. It will jump down on the head of the player should they pass under, but if it is damaged while still on the ceiling, it will be stunned momentarily and fall down.

If it does successfully land on the player it will grab them with its mouth hands and maul them, holding them in place and draining massive amounts of their health. Once it has damaged them sufficiently, it will throw them in a random direction, possibly into a bottomless pit.

After throwing the player, it will chase them down in hopes of mauling them again, but due to its slow speed, it will not likely be able to do so. When the player gets far away enough it will seek out a new ceiling meeting its criteria.

## Variants

### Manomandible

* HP: Average
* Speed: Slow
* Damage: High

### Meanermandible

A meaner version of the mandible. It will throw them further and recieve a temporary speed boost after mauling the player, allowing it to then rush to wherever the player landed and maul them again. It will not recieve the boost if the player ism't thrown a sufficient distance, as to avoid unfairness.

* HP: High
* Speed: Average (Boost), Slow
* Damage: Very High

### Murdermandible

This mandible is imbued with the power of extreme anger. It recieves a larger speed boost and throws the player further. It will also instantly teleport to a celing meeting criteria whenever the player gets too far away.

* HP: Very High
* Speed: Fast (Boost), Average
* Damage: Incredible
Birdfoot Face

**Birdfoot Face** is a very powerful enemy, spawning when the player has spent too long on a level in the Hellspring or a handful of other late areas. It appears to be a large bird with a foot for a face.

It moves around by flying, but can land in case of a low ceiling and is capable of running. When it attacks, its neck plumage opens up and reveals a set of sideways jaws, and it can easily take huge chunks out of the player's health.

Should it be killed, it will soon respawn as the invulnerable, **Spookfoot Freak**, a more powerful version with a dark purple colour scheme. In the 7th area and up, it will spawn as Spookfoot and can no longer be killed.

## Birdfoot Face

* HP: High
* Speed: Fast
* Damage: High

## Spookfoot Freak

* HP: Utterly Impervious
* Speed: Very Fast
* Damage: Very High
Cthunoid

The Cthunoids are the most basic of enemies. Flying low on the ground with average stats in every department, their main threat comes from their deadly status effects.

## Behavior

They will aggresively hunt down the player, and will leave Oculuses around to act as spies to help them find you. They hunt in groups of 1 or 2. In combat they suicidally charge you and attempt to attack and inflict poisonous status effects.

## Stats

### Cthunoid

The basic Cthunoids appear as early as The Matrix. They can inflict a slowing effect on you, lowering your speed.

HP: Average

Damage: Medium

Speed: All Cthunoids have Medium speed

### Poison Cthunoid

These Cthunoids are the same as basic ones, except their slowing effect also inflicts light damage. These appear in greater and greater numbers through the game.

### Void Cthunoid

The ultimate Chunoids, appearing only in the last areas of the game. Its poison does massive damage and can only be cured with Holy Water. Antidote is ineffective.

HP: Resilient

Damage: Extreme
The Park

The park is the first area of the game, taking the appearance of a sprawling urban park. Fountains, stone paths and well-trimmed vegetation are commonplace, and small brick buildings are scattered about.

## Level 1

The player will awake from a bench, and must find the exit. This level consists of large open areas, with stone paths that lead nowhere in particular. Brick buildings are scarce and a grand total of 2 or 3 will show up. These buildings contain most of the level's loot. Trees are scattered about and are often surrounded by rings of flowers. Occasionally, items may be found at the base of trees. Benches are placed to the side of paths, as well as streetlamps that produce light. The stage is decently lit, as a full moon looms in the sky bathing the entire stage in a low blue light.

## Level 2

The player will come from a subway exit, into an administrative section. Large brick buildings are all around, and the stone paths are replaced by cement tiles and dirt roads. Wooden structures with 2 floors can also be found, hiding the best loot upstairs. Most buildings are now divided into several rooms, unlike the small sheds and shacks of the first level.

## Level 3

Again, the player will spawn from a subway exit. This level has many cliffs, and bottomless pits dot the landscape. The ground is very hilly, and brick buildings are once again reduced to sheds. Large roads traverse this stage, and parking lots full of abandoned cars can be found around. These cars cannot be used, as their doors have been welded shut.

## Boss Level

If the player manages to find The Obol and The Doubol, they can fight Gaiavarice.
Grismit the Cruel

**Grismit** **the Cruel** is an abominable creature, with large hands for legs, feet protruding upwards from its head and tentacles on the sides. Its face is divided by its vertical mouth, which is filled with jagged, haphazard teeth.

## Gimmick

Grismit is able to split itself in two, dividing by its vertical mouth. It will try to surround the Player and then snap its jaws shut, violently sandwiching the Player. Its healthpool is split between its two parts, so the Player can target one half exclusively as to reduce Grismit's effectiveness. However, when one part is left on its own, it will just charge at the Player wildly because it has no counterpart to meet. It will also deal and take double damage on its own.

### Grismit the Cruel

* HP: Above Average (Split Among 2)
* Speed: Quick to Very Fast (Sandwich Charge)
* Damage: High

### Hismit the Terrible

Hismit is wiser than Grimsit, jumping into the air when charging to dodge the Player's attacks.

* HP: High (Split Among 2)
* Speed: Fast to FTL (Sandwich Charge)
* Damage: Very High

### Vismit the Satanic

Vismit is incredibly angry. When one of its 2 pieces is reduced to half health, that piece will divide into 2 as well, which each have half of the piece's remaining health, potentially allowing for 4 pieces of Vismit alive at a time.

Upon death, it drops 100 Splitting Bullets.

* HP: Very High (Split Among 2, up to 4)
* Speed: Very Fast to FTL (Sandwich Charge)
* Damage: Very High
Crouching Creature

The **Crouching Creature** is a squatting, red figure, scarred and humanoid with mismatched yellow eyes and barred teeth.

It sits in corridors, waiting for the player to stumble upon it. If it is not found in its current location for 45 seconds, it will get up and find a new spot. But should it spot the player when sitting or relocating to a new spot, it will strike.

It attacks with its mouth, gnashing its teeth and chasing the player, evidently imbued with a great undiluted rage. It moves at a good pace, though at not a great enough speed to make escape impossible. This is where it's gimmick comes in.

It will occasionally rip its larger eye from its socket and toss it at they player. This will deal significant damage, and the Creature will move at incredible speed to retrieve its eye. The Creature will be solely focused on getting its eye back, and will pause its pursuit for the moment. Damaging the eye will push it around to inconvenience the beast, as well as dealing double damage to the Creature.

## Variants

The Creature comes in several flavors. Pistachio is the best one.

### Crouching Creature

* HP: Above Average
* Speed: Quick to Very Fast (Retrieval)
* Damage: Normal

### Bent Over Beast

Throws out 2 eyes at once, just to get a good look at you. It must retrieve both before resuming its normal activities. Follows a deep blue colour scheme.

* HP: High
* Speed: Quick to Warp Speed (Retrieval)
* Damage: High

### Squatting Sadist

Will throw out two eyeballs at once, and must retrieve them both. Each eye takes triple damage and will shoot lasers every 2 seconds. Follows a fabulous golden colour scheme.

* HP: Very High
* Speed: Fast to FTL (Retrieval)
* Damage: Very High to Normal (Laser)
Hellion

**Hellions** are a race of impish creatures found in the Fallen Heaven. They are small, horned Lesser Enemies that are covered in spines, and resemble small demons. They are one of two races found in their homeworld and are the more common variant, living alongside the Hellioffs.

## Behavior

### Social

Hellions will flock together, forming groups of 3-8 and roaming the ruins. They will stay at a constant elevation, not commonly climbing buildings. Because of this, they can be found most commonly at ground level, though in the final level of the **Fallen Heaven**, they will be found on all floors, as they will spawn and be constrained there.

### Combat

Though they attack at range with a fireball, they will try to chase the player. They can fly over gaps, though they cannot ascend without the aid of stairs. The fireball travels slow, and knocks the player back. This may knock the player off of an edge or building, moving them down to ground level, closer to the Hellions, or into a bottomless pit.

## Stats

* HP: Low
* Speed: Average
* Damage: Normal
Scott Rhodes

## Overview

**Scott Rhodes** is a playable character with several gimmicks. He is a priest and is bound by honour, and thus deals much less damage to monsters that have not damaged him yet. This is crippling, meaning that hordes of smaller enemies will not easily be dispatched, and high-damage and lethal enemies cannot be dealt with easily. However, to make up for this, Scott recieves a large damage multiplier against those who have wronged him, and can retaliate extrodinarily effectively.

## Starting Items

Scott also starts with several holy bonuses. Although he has less health than most, he will be ressurected and allowed to try the level again, but only once. He also may find **pillars of light**, with a pillar hidden somewhere on every third level. Standing in these pillars allows you to collect a blessing, such as a 50% health refill, a pile of loot, or a permanent increase to one of your stats.

## Characteristics

* Starts with Eternal Beads and Scripture of Light
* HP: Low
* Speed: Medium
* Damage: 1.5x on Retaliation, 0.75x on Unprovoked

## Unlock

Reach the 6th area without dealing lethal damage to anything.
AP Bullet

The **Armor Piercing Bullet** is a powerful type of ammunition that deals 3x damage to targets with more than "resilient" health. They deal 1.5x damage to everything else. These bullets are rarely found in Hellspring and appear more commonly as then game goes on. These bullets are best paired with sniper rifles for taking down big targets like Prowlers.
Handerman

## Behavior

The **Handerman**, (*Mans Manus*), is part of the **Mans** family. It attacks by moving towards the player and slamming them or the ground with its fists. A successful blow on the player will stun them temporarily, leaving them a small margin to escape from a second hit. Hitting the ground will cause physics props, items, and even other enemies and the player to be bounced into the air. It has only 1 form.

## Appearence

The Handerman appears a tall faceless white figure with large hands and formal attire.

## Stats

The Handerman deals High damage by slamming the player or the ground: Slammy

* HP: Average
* Speed: Average
* Damage: High
Child of Chaos

The **Child of Chaos** is a crazy kid, dressed in all sorts of psychadelic colours and with tentacles, a crab claw and a hand for a finger. Its touch is very deadly, and avoiding this kid should be a priority.

## Gimmick

The Child's affinity for the chaotic can mutate your run, randomly selecting one of your items and changing it into some other random one. The Child can ruin your synergies and tamper with your build if it makes contact with you, sabotaging the rest of your run. More powerul variants tend to mutate more items at a time.

Being so incredibly chaotic, the Child may perform one of the following actions occasionally. The exact time inbetween these events is determined by random number generation because of chaos.

* Teleport Self near to Player
* Teleport an Enemy near to Player
* Apply Random Movement Debuff to Player
* Divide Self into Two Clones, Each with Half of the Original's Health
* Summon a Bomb near Player
* Reroll 1/2 of all Pickups on the Level
* Destroy 1/3 of all Physics Props on the Level
* Dupicate 1/2 of all Physics Props on the Level
* Reroll some Enemy into another (New HP determined by Initial Enemy's percentage of HP)
* Reroll some Enemy's variant (Either +1 or -1)
* Reroll 1/3 of all Lesser Enemies in the Level
* Kill 1/8 of all Lesser Enemies on the Level
* Summon a pack of Lesser Enemies

## Variants

The Child of Chaos is pretty chaotic, and its variants are randomized.

### Child of Chaos

Variant rank heavily weights stats but does not guarantee anything. Variant rank also determines the amount of items swapped out whenever it hits you. Stats are also weighted to be balanced, (ex. lowering the chances of high speed after rolling high HP).

* HP: Below Average to High (Random)
* Speed: Sluggish to Very Fast (Random)
* Damage: Average to Very High (Random)

Item Swapping:

* Rank 1: Rerolls 1 item
* Rank 2: Rerolls 3 items
* Rank 3: Rerolls 4 to 6 items, (Random)
Tough Luck

**Tough Luck** is an ingame system, randomly placing new mechanics in levels. At the beginning of a level, an effect may be selected from the list.

## Effects

* **Quadruple Trouble**: An additional monster chosen for the level, bringing the count up to 4. Lesser enemies will not appear.
* **Culling of Loot**: The more common and lower tier loot will be removed and exchanged for a smaller amount of rarer loot.
* **Twinsies**: Only two different monsters will appear on this level, but there will be two of each.
* **Super Monsters**: Only two different monsters will appear, but each are guarenteed to be top variant monsters.
* **XL**: The floor is larger, and there is an additional monster and more loot.
* **Tight**: The floor is smaller, the only upside is that there is the same loot as a regular stage, but just packed tigheter together and thus more easy to access.
* **Slow Zone**: There are twice the amount of monsters, lesser and otherwise, but they all move, attack, etc. at half speed.
* **You're too Slow**: Game runs at double speed, everything happens twice as fast. There is also slightly more loot.
* **Pain and Gain**: Everything does double damage, both you and your enemies. There is also slightly more loot.
* **The Calm**: Recieve a one minute grace period of no enemies at the start of the level. Once it ends, half of all loot left on the level will vanish, and 4 monsters will appear.
* **Be a Hero**: One of the enemies will hold the keys for the exit. You will be forced to kill that one if you want to leave. It will be indicated by a small gold sparkle around the enemy, and killing them will not count as murder and interfere with passifism and related unlocks. There will also be much more loot than usual.
* **Allergies**: Every 30 seconds, you will sneeze, producing a loud noise that may alert monsters to your pressence. Planning accordingly will be key. Lesser enemy populations will be reduced, and slightly more loot will be present.
* **Silent Night**: Nothing will make any noise. You can run around without making a sound but the monsters could be silently lurking around any corner. Loot is slightly reduced.
* **Spyman**: There are 5 monsters, but you can see their sillouettes through walls. Sneak appropriately.
Lust Bloodbuster

The **Lust Bloodbuster** is the ranged counterpart to the Rust Bloodluster. It acts like the Shotgun, despite looking like a red spiked Pistol, dealing higher damage at closer range and lower damage from afar.

Whilst wielded, the Player will take 50% more damage than usual, and firing will drain 5 health, though not consuming ammo. Upon killing an Enemy, the Player will recieve a permanent increase to their damage, and a slight damage taking penalty.

Specifically, they will deal 10% more damage at range and 5% more damage with melee, but they will also take 10% damage from any source.

* Damage: Good to Very Low
* Fire Speed: Incredibly Slow
The Experiment

**The Experiment** is an alternate character for Onsécher. He can be unlocked by finding a hidden room full of vats in The Matrix. A horrific science experiment gone wrong, this highly aggressive character is one of the few that can stand toe to toe with enemies. However due to his unstable makeup, he will constantly take damage, requiring the use of healing items.

## Characteristics

* HP: Extreme
* Takes moderate damage over time from existing
* Starts with a Crowbar
* Speed: Medium
* Does extra damage with melee weapons, but when using ranged weapons the screen will randomly swivel, making it very difficult to hit anything.
Bomb E

**Bomb E** is a grenade type item and acts as a noise bomb. Upon detonation, it produces a massive amount of noise that can deafen enemies across the map for a period of time. Lasting for around 30 seconds, it allows the player to be as loud as they like. It is found in stacks of 3 and stacks to that same number.
Mother Chungah

## Behavior

The Mother Chungah is a character often found following the Christie Chunga or pacing around abondoned houses. If a player is within view distance of the Christie Chunga while the Mother Chunga is present, the Mother Chunga will violently attack with stolen guns. The Mother Chungah's only weakness is technology.

## Appearance

The Mother Chung appears to be depressed. Tears stain the Mother Chungah's face, and hair will often fall off the Mother Chungah in large chunks.

## Stats

### Basic Mother Chungah

The Basic Mother Chungah, though basic, packs a powerfull punch.

Damage: High

HP: Low

Speed: Medium

### Psycho Mother Chungah

The Pshyhco Mother Chungah is insane, it will stop at nothing to destroy you. The Psycho Mother Chungah is able to call up to 5 other enemies within the area to help it fight.

Damage: Very High

Speed: Fact

HP: Low

Effect: Summon
Bloodied Blaster

The **Bloodied Blaster** is a passive item, not a weapon, that can be collected up to three times in a run for additional power. It trades the user's health for pure offensive capability, occasionally consuming healthpoints instead of ammo and giving a standard damage buff.

## Stacking

1. Have a 1/6 chance to consume 3 HP instead of ammo, +20% damage.
2. Have a 1/4 chancd to consume 2 HP instead of ammo, +40% damage.
3. Have a 1/2 chance to consume 1 HP instead of ammo, +60% damage.
Gunk Chunker

## Behavior

The **Gunk Chunker** is a sinister foe, chucking creepy chunks of gunk at the player. It knows where the player's general area is, under most circumstances, and will patrol within this area in the hopes of finding them.

It will be alerted by loud noises, such as gunshots and heavy footsteps. It constantly produces a loud gurgling noise, subtly alerting the player to its closeness and offering oppurtunity to stop being so incredibly noisy.

## Combat

It attacks at range, throwing globs of goo with deadly accuracy, though it will also chase down the player at a rather low speed. The goo is a slow projectile and will arc downwards due to gravity, thus making the Chunker ineffective at long range.

When the goo lands, it will settle on the ground and will damage the player if it is stepped in. It will then despawn after 3 seconds.

### Gunk Chunker

* HP: Average
* Speed: Slow
* Damage: High

### Sludge Slinger

Goop will explode on impact with surfaces, leaving 2-3 seperate puddles of damaging goo in a radius. Goop also travels much quicker and thus functions at longer range.

* HP: Above Average
* Speed: Uninspiring
* Damage: Very High

### Filth Führer

Said to be an avatar of pure goopiness, the Filth Führer is lord of all Gunk Chunkers and throws 3 globs of gunk at once, which each explode into 3-5 puddles of goo in a larger radius. The Führer may even pause inbetween gunk barrages, and summon forth 2 **Mini-Chunkers** at the cost of some health.

He wears the Gunk Crown and may drop it upon his demise.

* HP: High
* Speed: Normal
* Damage: Incredible

### Mini-Chunker

A lesser variant of Gunk Chunker, it will not spawn naturally and must be summoned by the Filth Führer and is inferior to all other variants. Upon death, it will explode into 2-3 puddles of goop.

* HP: Low
* Speed: Quick
* Damage: Normal
The Devourer Hydra

The **Devourer Hydra** is a reptilian creature with many mouths and a large central eye. It uses its arm-mounted mouths as its primary method of attack, but uses its more damaging central mouth when up close to the player. A red overlay will be displayed whenever the player is in its direct vision.

## Behavior

Although appearing to be menacing, the Hydra is passive and useless for most of the time. For 40 second intervals it will wander mindlessly. But once that time runs out, it will actively pursue the player and try to kill them for 20 seconds. After that runs out, it will return to the beginning of the cycle and forget the player. The 40 second intervals give the player time to get as far as possible from the creature, as once it runs out, they are placed in a boatload of trouble. Alternatively, the monster can be lured into its 20 seconds immediate anger if it is attacked in its passive state.

## Devourer Hydra

40 seconds of peace, 20 seconds of extreme anger.

* HP: Average
* Speed: Slow (Peace), Normal
* Damage: High (Central), Medium

## Consumer Hydra

35 seconds of peace, 25 seconds of extreme anger.

* HP: Above Average
* Speed: Slow (Peace), Quick
* Damage: Very High (Central), High

## Nullifier Hydra

30 seconds of peace, 30 seconds of extreme anger.

* HP: High
* Speed: Slow (Peace), Fast
* Damage: Astronomical (Central), Very High
Oculus

The oculus is an enemy that functions as the eyes for the Prowlers. They float across the map, and when they can see you, the prowlers won't be far behind.

## Appearance

A floating bloodstained eye with leathery wings that screeches loudly. Higher level ones have different color schemes like red or oily.

## Behavior

They will float around the map randomly until they find you. Once they do all the oculi AND all the Prowlers will aggressively close in on your location. When attacked they will fly up to try to dodge your attacks.

## Stats

### Oculus

The basic oculus looks like a normal eyeball and shows up early. They don't have any kind of attacks and will simply follow you around.

HP: Tough

Speed: Fast

### Dark Oculus

They take the appearance of a black eye with a red iris and pupil. They can loudly scream at you to lower your movement, allowing the prowlers to find you faster and will sometimes shoot an eye laser at you when you are at low health.

HP: Resilient

Speed: Fast

Damage: Low

### Demon Oculus

The Ultimate oculus. Fast, aggresive and it's slowing scream can even stun you if you don't have the proper ear protection. Their massive speed and health, as well as their heavy use of eye lasers ,can make them as much of a threat as the prowlers.

HP: Extreme

Speed: Ultimate

Damage: High
The Hyperborean

The **Hyperborean**, a cruel and frozen wasteland inhabited by only the most resilient creatures. The land of the Hyperborean is precarious and far above the clouds. Land seems to have formed in a series of layers, stacked atop each other, gradually growing smaller and smaller. These treacherous spires are connected by stonw bridges, presumably built by the indigenous Tundrans. The Birdfoot Face has stayed behind back in Hellspring where it is warmer.

## Level 1

Entering through a great stone gate, the land surrounding is a collection of spires, connected by stone bridges. Lower layers of the spire are accessible by stairways and natural slopes, and some even connect to other spires. Igloo-like structures housing the Tundrans are placed at the top of the spires, and at the bottom lay bottomless pits.

## Level 2

This level has far fewer bridges at the top, forcing the player to travel downwards to reach the other spires. Tunnels leading through the spires have appeared, and some are hidden behind locked doors, but lead to item stashes. The exit gate has been placed atop a high spire.

## Level 3

This level is the most precarious, only a few lower layers are left on the spires. With only 2 or 3 layers below the top, there isn't much land left to cling on to should you fall off of the one of the many long, stone bridges, into the bottomless abyss below.
Hellioff

**Hellioffs** are a race of winged-demons found in the Fallen Heaven. They are one of the two species of Lesser Enemies, found in their homeworld, and are rarer than the Hellions.

## Behavior

### Social

They will group up with the other lesser enemies around and roam in flocks of 3-8. They can fly upwards and do not need stairs to do so, but will generally not leave their groups for long, and will return whenever they become too distant.

### Combat

Hellioffs shoot fiery projectiles that knock back whatever they may hit. They also pursue they player, and are able to move vertically with great speed. They are provoked on sight and will take notice of other agitated members of their group.

## Stats

* HP: Low (60)
* Speed: Fast (9x)
* Damage: Good (15)
Bigger Brother

**Bigger Brother** is a boss of the Metropolis, and is a large angry face on a screen.

## Level

Bigger Brother is themed around surveilance, and it is fought in a high tech labrinth, comparable to The Matrix, though much darker. Light comes from the low glow of Bigger Brother's screen, and also from small and scarce blue lights.

The labrinth is composed of one large room, which houses Bigger Brother, and several tight and winding passages that shoot off from it. You enter the large chamber with Bigger Brother, and the entrances to the smaller offshoots are located up high. You must climb the metal platforms and beams to reach the offshoots, and Bigger Brother will harass you all the while as you ascend.

### Bigger Brother

Bigger Brother has several projectiles to fling at you, it will fire lasers and bouncing balls of plasma, and when on low health, even deadly missiles. Cover is not common, and you must keep moving to avoid Bigger Brother's rage.

### Offshoots

Once you have reached the offshoots, small screens inside will light up so Bigger Brother can observe and interfere with your progress. Reaching the ends of these passages is the sole way to damage Bigger Brother, as at the ends are placed levers which control its power supply.

However, these passages are dangerous. Filled with traps controlled by Bigger Brother. Timing your movements correctly, as to avoid the drills that spring from wall panels, fire salvos from the floor grates and crushing spike plates from tne ceiling, is key.

#### Drills

The Drills are triggered by your approach, proceeding slowly and with caution will cause them to fire off and reveal themselves. Once the player is in range, the drills will activate and deactivate on a timer.

* Damage: Above Average

#### Fire Salvos

The Fire Salvos will spew flaming death regardless of the player's proximity. The alternate from on to off rather slowly, and are the easiest trap to deal with. They do deal incredible amounts of damage though.

* Damage: Very High

#### Spike Plates

Spike Plates are especially devious, as they are only activated when the player is underneath them. They must sprint through them to avoid their spiky wrath, hopefully timed well enough to also avoid other traps.

* Damage: High
Gustav Sneakstein

**Gustav Sneakstein** is a steathy character, who is very fragile in combat. He has very low health and average speed, but he moves much quieter than other characters, and any enemies that follow him directly will be chasing down his last known location, and only be able to attack him if he comes into their line of sight.

## Characteristics

* Starts with Cloak of Shadows
* HP: Low
* Speed: Medium

Noise output 75% of standard.
Player

1/7The **Player** is the character you play with. The first character you recieve upon begining the game is Franko del Frank. You can unlock more advanced characters by completing tasks.

## Mechanics

* 2 Weapon Slots (Hold 2 Weapons at a Time)
* 1 Use Item (Grenades, Healthkits)
* Health
* Stamina
* Gun Ammo
* Money
* Keys

## Playable Characters

### Franko Del Frank

* Height: 2 Meters
* Weight: 90 Kilograms
* Nationality: Spanish
* Occupation: Manifacturings Supervisor

Unlock: The starting character, is unlocked by launching the game.

### Natara Wescott

* Height: 1.8 Meters
* Weight: 75 Kilograms
* Nationality: Canadian
* Occupation: Resort Manager

Unlock: Destroy 10 Snowmen across runs. They are found uncommonly in The Hyperborean, usually within enemy settlements.

### The Experiment

* Height: 2.4 Meters
* Weight: 105 Kilograms
* Nationality: Unknown
* Occupation: Test Subject

Unlock: Found within vats inside of a secret room in The Matrix.

### Pablo Jośe Kristobal

* Height: 2.2 Meters
* Weight: 95 Kilograms
* Nationatlity: Mexican-American
* Occupation: Veteran

Unlock: Help fend off a crowd of Elliots in Metropolis.

### Damian Cray

* Height: 1.6 Meters
* Weight: 70 Kilograms
* Nationality: [TO DO]
* Occupation: "Small Loan of a Million Dollars" Recipient

Unlock: Find his corpse in Cray Towers in the Metropolis.

### Petey Parkson

* Height: 1.8 Meters
* Weight: 90 Kilograms
* Nationality: American
* Occupation: Vigilante

Unlock: Kill 3 enemies with the Grappling Hook.

### Elliot

* Height: 1.4 Meters
* Weight: 2 Kilograms
* Nationality: "Upper Middle-Class"
* Occupation: Bird

Unlock: Find his corpse in the complexes of 200,000,000 Leagues Under.

### Lilian Runnisen

* Height: 2 Meters
* Weight: 100 Kilograms
* Nationality: English
* Occupation: Athlete

Unlock: Complete any level in under a minute.

### Beatrice

* Height: 1.4 Meters
* Weight: 60 Kilograms
* Nationality: Babylonian
* Occupation: Folksy-Wisdom Dispenser

Unock: Complete the final area once.

### Getty

* Height: 1.8 Meters
* Weight: 85 Kilograms
* Nationality: Seripite
* Occupation: Mayor

Unlock: Complete the entirety of Hellspring, *the first area to introduce lesser monsters*, without killing any lesser monsters.

### Scott Rhodes

* Height: 2.4 Meters
* Weight: 100 Kilograms
* Nationality: Moroccan
* Occupation: Bishop

Unlock: Reach the 6th area without damaging anyone.

### Mannequin

* Height: 2 Meters
* Weight: 30 Kilograms
* Nationality: Unknown
* Occupation: Store Display

Unlock: Die 100 times.
Lilian Runnisen

**Lilian Runnisen** is an unlockable character, with a focus on mobility. She can accelerate to high speeds, but when travelling fast, the inertia makes stopping and turning difficult.

The high speeds she reaches also offer offensive capability, as if she moves at a high enough speed, she can run through enemies and deal massive damage to them.

## Characteristics

* HP: Average
* Speed: Quick to Very Fast
* Damage: 0.75x
* Run Damage: High
Wall Maw

**Wall Maw** is an enemy consisting of multiple entities, as this creature is joined by its sinister cohorts, the **Wall Spawn**.

## Behavior

### Wall Maw

The Maw is bound to walls, it cannot move off of the walls it clings to, though it can sink in and out of walls. When it sees the player, it will regurgitate **Wall Spawn**. It can bite the player if they get too close.

### Wall Spawn

The Spawn are the primary damage dealers, and will swarm the player. They will explode after 10 seconds, though this deals no damage.

## Variants

The Wall Pals come in several delicious flavors.

### Wall Pals

#### Wall Maw

* HP: Normal
* Damage: Average
* Speed: Normal

#### Wall Spawn

* HP: Incredibly Low
* Damage: Average
* Speed: Fast

### Maul Pals

#### Maul Maw

This variant can move on ceilings in addition to walls. Floors are still put of the question.

* HP: Respectable
* Damage: Good
* Speed: Quick

#### Maul Spawn

These ones move faster and will lunge when at close range.

* HP: Very Low
* Damage: Good
* Speed: Very Fast

### Doom Pals

#### Doom Maw

In addition to moving on ceilings, the Doom Maw can spit fireballs directly in front of it.

* HP: High
* Damage: High to Good (Fireball)
* Speed: Very Fast

#### Doomspawn

The Doomspawns' explosions deal damage and shoot 3 fireballs in random directions.

* HP: Low
* Damage: Astronomical to High (Fireball)
* Speed: Warp Speed