recursal/Fanatic-Fandom huggingface dataset:
Halo infinite

En la E3 de 2018 se anunció el desarrollo de la secuela del video juego, junto con el tráiler que presenta a
Jefe Maestro sosteniendo su casco mientras observa la llamada de auxilio de unos marines de la UNSC.1​ Después de la E3, el jefe de marketing de Microsoft Aaron Greenberg dijo “Estoy personalmente emocionado al saber que no es solo Halo 6. Este es más grande, atrevido y más ambicioso”.2​ El título presentara
un nuevo motor gráfico llamado "Slipspace" 3​es el más potente que han utilizado nunca ya que estamos entrando en la nueva era de video juegos

La demostración del motor Slipspace mostrada en el E3 de este 2018 es la culminación de años de trabajo y
está realizado con la pasión de cientos de trabajadores de 343 Industries. Cuando comenzamos este proyecto, la visión del equipo sobre el juego era ambiciosa, tanto como para saber que sería necesario contar con nueva tecnología para conseguir los objetivos que nos habíamos propuesto con Halo Infinite. La demostración de la conferencia del E3 muestra parte del prometedor potencial de esta tecnología. Todo lo que vemos está hecho con motor in-game. Seguimos
teniendo mucho camino por delante hasta que lancemos el juego, así que las cosas evolucionarán con seguridad hasta ese momento, y el motor de la
demostración es una clara prueba de la dirección que estamos tomando con
nuestro próximo juego y una buena manera de reflejar hasta dónde llega nuestra
tecnología ahora mismo.

Explicación del juego:

En el tráiler podemos ver que se muestra más fauna ya que nunca en todos los video juegos de halo nunca  se han mostrado esas especies y vehículos

¿Que es la E3? :

La Electronic Entertainment Expo, o simplemente Expo 3, siendo su abreviatura de E3, es la convención de video juegos más importante de la industria
Custom Maps

**Custom maps** are available to the player once "Bubble Sort" (formerly was Cuckoo hashing) in the research tree has been researched. Once unlocked, custom maps can be created, edited, played, or deleted.

The player can create custom maps by adding tiles earned from story mode or custom maps themselves. Tiles include:

* Platforms
* Roads
* Sources
* Spawns and bases
* Special
* Sounds

The quality of loot obtained from a custom map depends solely on the difficulty% of the highlighted enemy.

Source tiles in custom maps can be mined to depletion for that game, unlike source tiles in story mode which can yield an unlimited amount of resource in each game.

In the custom map editing interface, there are four buttons for tile placement or map panning and six for tile type. The first four button descriptions below are visible by toggling "Show map editor UI hints."

1. Tap on map tiles to remove them to inventory;
2. Select tile in inventory and then tap on map to place it;
3. Drag & drop (pan & zoom is turned off);
4. Pan & zoom;
5. Platforms: tiles that may may add effects to towers;
6. Roads: road tiles that enemies travel on to move towards the base, as well as teleporters and barriers that may impact the path taken;
7. Sources: tiles that contain varying resources and density;
8. Spawns and bases: portals that spawn enemies of varying difficulty, and bases with varying gameplay bonuses;
9. Special: cores and Boss tiles (which affect their presence and scoring); both can be earned through boxes. *Used to contain teleporters and barriers, but these are now in Roads.*
10. Sounds: tiles that play soundtracks during gameplay.

## Trivia

* Custom maps began to be implemented in Alpha build 14.
	+ Custom maps were fully implemented in Alpha build 45.
* Paths made out of non-platform tiles are valid (even without an EWOP effect), but enemies will only travel over non-road and non-platform tiles if there is no path fully consisting of roads.
Armored (Enemy)

**Armored** is an enemy type found in *Infinitode 2*, being the first type of enemy that supports other surrounding enemy types by blocking 50% of damage dealt to the ally when in close proximity.

## Strategy

Unlike most enemy types in the game, Armored are typically seen accompanying other waves as a secondary "supporter" role, assisting other enemies such as Regular or Strong progress through the current level. Though waves of only Armored can occur, the primary ability of the Armored is to cast buffs to every other enemy in a set radius around itself, causing any incoming damage for the protected enemy to be halved.

Since it is commonly found in groups of other enemies, towers which attack in an area would be preferable. However, most towers which deal well with groups largely suffer from the Armored's own resistances, with single targeting towers having the most luck in having bonus damage or no penalty at all. At its extreme, the Armored has complete immunity to Tesla, preventing the tower from attacking or even targeting this enemy type. Armored is also immune to the Thunder and Ball lightning abilities.

Of the best options to taking out Armored, Sniper and Minigun have good single-target prowess, making them good to targeting an Armored and taking them out for other splash towers to mop up other arriving enemies. Gauss also deals increased damage to Armored, but requires Miners to fire and needs the enemies to be lined up. While technically being a single-target tower, Venom can apply its poison effect to a large group of Armored enemies, which deals deals great damage thanks to a 50% higher damage against them. Surprisingly, Laser provides area-of-effect attacks while also not suffering from any damage penalty, making it a good choice in Daily Quests.

Freezing tower has reduced effectiveness against Armored, slowing it down by 32.5% at most. Blast, on the other hand, has increased effectiveness against it. While it does not increase its chance to stun, it makes Blast deal devastating damage to Armored. Flamethrower with both Cold fire and Napalm can actually slow them down more effectively than Freezing.

## Trivia

* Armored was introduced in Beta build 53
Magnet (Ability)

**Magnet** is the 7th unlockable ability. It redirect all projectiles to the toughest enemy and multiplies their damage for 5s. Enemies killed by it drop 150% of coins. Damage from non-projectiles is not affected by this ability. Damage from affected projectiles does not count towards MDPS. Once Magnet expires, all attracted projectiles disappear.

Trophy "MODIFIER: SEARCH" increases coins dropped by enemies killed by Magnet by 10% (160% total).

## General characteristics

Refill cost based on the amount the player has:

\*Endless mode only

## Strategy

Despite its bonus to coins from killed enemies, Magnet is not a good choice for gathering coins like Thunder or Bullet wall. Affected projectiles deal more damage, but also constantly aim for the toughest enemy, meaning they often fail to kill anything. For that reason, Magnet should either be used to finish off the last few enemies remaining or used in conjuction with Cannon or Missile, since their projectiles can damage enemies around the target. Magnet can make up for the inaccuracy of Multishot and Splash and greatly boost their damage, but their projectiles cannot leave their range, which may render these towers useless if the strongest enemy is too far away. Even with the x0.1 ability damage multiplier, the damage amplification from the Magnet and perfect accuracy makes these towers perform much better against bosses, though still not coming close to designated single-target towers.
Rôles de voyance

Les personnages ayant la capacité de déterminer le rôle ou l'alignement d'autres personnages sont considérés comme des rôles de voyance.

## Exemples de rôle de voyance

Au sein du jeu des Loups-Garous de Thiercelieux , on peut trouver :

* La voyante, pouvant voir la carte du joueur de son choix chaque nuit.
* Le renard renifle un joueur et ses deux voisins chaque nuit. S'il trouve trois villageois, le Maître du Jeu lui indique qu'il a perdu son pouvoir. Sinon, le renard peut continuer à renifler la nuit suivante.
* Le montreur d'ours possède un ours qui grognera au petit matin si le montreur d'ours est assis à côté d'un ou plusieurs loup-garou.
* La petite fille, ayant le droit d'entrouvrir les yeux au tour des loups garous chaque nuit.
* Le confesseur peut regarder la carte d'un joueur, une fois par partie, pendant la journée (voir extension n°2 : Le Village).
* La gitane (sans filtre!) peut distribuer des questions qui seront posées par les joueurs aux morts (voir extension n°3 : Personnage).
* Le medium est un rôle disposant d'un temps d'échange silencieux avec les morts pendant la nuit.

Il y a également beaucoup de rôles de voyance dans la variante Town Of Salem , adaptée spécifiquement pour être joué sur web:

* Le shérif, qui étudie l'alignement d'un joueur chaque nuit. Il obtient alors comme résultat "suspect" ou "non suspicieux", à l'exception de certains personnages.
* L'enquêteur, qui obtiendra une liste de trois à cinq rôles possibles pour un joueur chaque nuit. Attention tout de même : d'autres personnages ont la possibilité de brouiller les résultats.
* Le pisteur, qui a la possibilité de suivre quelqu'un la nuit. Il saura alors toutes les maisons qu'il a visitées cette nuit, quelque soit l'intention, bonne ou mauvaise, de ces visites.

Les versions sur forum proposent une diversité de rôles, parfois applicables en vrai, parfois uniquement fonctionnels sur internet. On trouve les rôles de voyance suivants :

* Le prêtre peut savoir chaque nuit si un joueur est un simple villageois ou non.
* L'aurore peut obtenir la catégorie de pouvoir d'un joueur (protection, voyance, tueur, etc...)
* Le détective peut poser une question de son choix au Maître du Jeu.
* L'observateur cible un joueur et sait sur qui ce joueur a agi (mais il ignore ce qu'il a fait exactement)
* La sentinelle désigne un joueur et sait qui a ciblé ce joueur pendant la nuit.

## Références

1. ↑ http://lesloupsgarous.free.fr/htm/regles.html
2. ↑ https://town-of-salem.wikia.com/wiki/Town\_Investigative
3. ↑ http://rpgthiercelieux.forumperso.com/t963-roles-liste-des-roles-joues-sur-rpg
4. ↑ http://thiercelieux.bb-fr.com/t7572-descriptions-des-rles-jous-sur-ce-forum
Modifiers

Modifiers can be placed on platform tiles instead of towers. They affect the surrounding 8 tiles with various beneficial effects, though often with certain trade-offs as well. They're also more economically flexible than towers, being sellable for greater percentages of their original costs than towers generally are - they can be sold for their full price 5 minutes after placing them. If sold earlier, they will return 75% of the coins.

Modifiers can be unlocked most commonly via Research, where upgrades to the quantity and quality of each can be purchased; and less commonly via specific Trophies.

Modifier price increases for each matching modifier already in play, with compounding cost increases that vary by type (details for each type are provided below).

## Modifiers Available

### Balance

* Doesn't diminish experience if this leads to a decrease of tower's level
* Rate of xp transfer per second increases with level (at a cost of xp)

Prices:

 Cost

Transfer Rates and Upgrade Costs:

 2
 3
 4
 5

### Search

* Increases tower range by 4% (upgradable to 5% in Normal and 9% in Endless)

Prices:

 Cost

### Power

* Consumes 1 XP/s of the most experienced tower for bonus of each tower. Doesn't diminish experience if this leads to a decrease of tower's level
* PWR increases all common (non-gold) characteristics except range

### Damage

* Decreases attack speed of towers on the corners by 5%

Prices:

 Cost

### Attack Speed

* Decreases damage of towers on the corners by 5%

Prices:

 Cost

### Mining Speed

* Reduces Rotation and Projectile speed of nearby towers by 5%

Prices:

### Bounty

* Surrounding towers don't gain coins for killed enemies
* Cost also increases with map difficulty
* See Bounty tactics for details on costs and optimal purchase points

Minimum Prices (≤100% difficulty):

### Experience

* Takes 1 cheapest resource from each neighbouring miner every 10 seconds

Prices:

 Cost
Phillipe des Palières

Phillipe de Palières

Philippe de Pallières est un auteur français de jeux de société, né en 1959 à Paris. Il est l'auteur d'une vingtaine de jeux, dont certains ont été traduits en plusieurs langues et ont remporté de nombreux prix.

Philippe de Pallières commence à écrire des jeux de société dans les années 1980. Son premier jeu, Le Chat noir, est publié en 1987. Le jeu est un succès et remporte le prix du Jeu de l'année à Essen en 1988.

Philippe de Pallières continue à écrire des jeux de société dans les années 1990. Il publie notamment Le Loup-garou de Thiercelieux, avec Hervé Marly (en 2001), qui est un jeu de rôle narratif, et Les Sept familles (1998), qui est un jeu de cartes.

Dans les années 2000, Philippe de Pallières continue à écrire des jeux de société. Il publie notamment Ghost Stories (2007), qui est un jeu coopératif, et Les Aventuriers du rail (2009), qui est un jeu de gestion.

Philippe de Pallières est un auteur de jeux de société très prolifique et ses jeux sont appréciés par un large public. Il a remporté de nombreux prix pour ses jeux et il est considéré comme l'un des auteurs de jeux de société les plus importants de sa génération.

Voici quelques-uns des jeux les plus célèbres de Philippe de Pallières :

* Le Chat noir (1987)
* Le Loup-garou de Thiercelieux (1997)
* Les Sept familles (1998)
* Ghost Stories (2007)
* Les Aventuriers du rail (2009)
Montreur d'ours

**Camp:** Villageois

**Gagne:** En groupe

**Pouvoir:** Chaque matin, si le montreur d'ours se trouve à droite ou à gauche d'un loup-garou, son ours grogne (le MJ). Si le montreur est infecté par l'infect père des loups, l'ours grognera jusqu'à la fin de la partie.

**Notes:** Personnage de l'extension n°3 : Personnages
Bounty tactics

The Bounty modifier is one of the most important modifiers in the game for doing long runs.

## Description

* Each placed BOUNTY awards the player 2% of their current coin total each time an enemy wave is defeated. Reward for each bounty is limited to 50 bonus coins per wave during normal gameplay, upgradable to 60 in Normal mode or 100 in Endless mode without Star Research. Star Research can add an extra 5 to the limit.

* Surrounding towers don't gain coins for killed enemies

## How to use

As the bounty modifier gives you up to 2% of your current gold reserves, you can get better usage out of one by holding back on your spending of gold during the early game. At the base level, it requires 50/.02=2500 coins to give you max income, and at max normal mode level with Star Research, it requires 65/.02=3250 coins to supply the maximum. The in-game bounty tile info display will show the current threshold required for 100% usage at your current research.

For the highest efficiency using it, you want to build up to 2500/3250 coins as quickly as you can and build the bounty modifiers at the optimal time(s). Your can then enjoy an income of up to 455 coins per wave in normal mode story levels. This is often well over 50% of the total number of coins you get in a run. Once you hit the full total, ensure that you only spend the excess. If you spend too much, then you will lose potential income until you get the coin total back up.

To build up to this amount quickly, spend as few coins on towers as you can. This might mean holding off from building miners until you hit the cap, or working out the minimum possible arrangement to kill the enemies.

Unlike other modifiers, bounty prices also scale with map difficulty (with minimum possible prices at 100% difficulty, below which the prices will descend no further). In turn, this means that the optimal purchase points also vary by map difficulty. There are calculators available in discord and the compendium where you can see Bounty costs and their associated optimal purchase points for any given map difficulty.

## Recommended coin thresholds to build at for difficulties 100% and less

Remember modifiers can be sold for the same amount that you built them for after 5 minutes in place, and as long as you always sell the most expensive, you can rebuild for the same cost. This means that if you buy one and then a few minutes later need to build more towers, you can consider selling if you would go below the previous reserve limit (minus cost). Also, nearing the end of the game, you can sell them all and spend all of your coins to try and get an extra few waves.
Core (Tile)

Cores are special tiles that can be used in maps to provide bonuses

## Functions

Core automatically generates xp to level up itself for skill points which can be used to upgrade the nodes in the core's skilltree

Just like miners, cores also get double exp generation for early wave calls

## Core Skilltrees

### Alpha

Appearance: 5.5
Exp generation: 2.0/s
Rarity: Very rare

### Delta

Appearance: 5.7
Exp generation: 2.5/s
Rarity: Epic

### Zeta

Appearance: 5.8, 6.1, 6.2
Exp generation: 3.0/s
Rarity: Legendary

### Beta

Appearance: This core has never appeared in any story levels
Exp generation: 2.0/s
Rarity: Very rare

### Theta

Appearance: This core has never appeared in any story levels
Exp generation: 2.5/s
Rarity: Epic

### XI

Appearance: This core has never appeared in any story levels
Exp generation: 3.0/s
Rarity: Legendary

### LZR

Appearance: 5.6
Exp generation: 2.0/s
Rarity: Very rare

### BNS

Appearance: 5.b1
Exp generation: 1.5/s
Rarity: Very rare

### GAU

Appearance: 5.b2
Exp generation: 1.7/s
Rarity: Very rare

### RMBL

Appearance: Rumble
Exp generation: 2.5/s
Rarity: Legendary

### BFLY

Appearance: 6.3
Exp generation: 1.7/s
Rarity: Very rare

### CRAUS-core

Appearance: 6.4
Exp generation: 1.7/s
Rarity: Legendary

### Y12

Appearance: DQ8
Exp generation: 2.0/s
Rarity: Legendary

### M

Appearance: DQ9
Exp generation: 1.5/s
Rarity: Epic

### Z2

Appearance: DQ10
Exp generation: 1.5/s
Rarity: Very rare

### Z-CORE

Appearance: DQ11
Exp generation: 1.0/s
Rarity: Very rare

### X1

Appearance: DQ12
Exp generation: 2.0/s
Rarity: Very rare

### RPG

Appearance: zecred
Exp generation: 1.5/s
Rarity: Very rare

## Trivia

* BFLY is the smallest core in the game containing 9 skill nodes
	+ BNS is the second smallest core in the game containing 10 skill nodes
* Prior to verison 1.8.0 update, RMBL used to have Sniper critical chance and Damage (DAMAGE) instead of Crusher and Gauss
Accelerators

Accelerators are special items that can be obtained by playing or doing quests or buying it directly or completing an achievement, and can be used to do any of the following:

* Instantly complete an ongoing chest decryption (removed in v1.8.4)
* Instantly complete crafting of an item (removed in v1.8.4)
* Buy Cyan Chest in Shop (100  Accelerators)
* Extra Spin in the Lucky shot (up to 10>20>30>40>50,Multiplier Skips spin prices)
* Skip quests (daily loot and star can't be skipped)
* Resetting star branch and most of research
* Crafting research ticket
Level 0.2

## Description

Tutorial #2

Small map with curved road and a set of platforms
This level teach new players how to view incoming enemies, upgrading, tower target, toggling detailed mode

## Dialogue

ADVINAS: You can view what kind of Enemies will appear on the next Wave and prepare the defense against them. Tap on the Portal to view the next enemy waves.
ADVINAS: Small enemy icons running from the Portal to the Base show ways in which Enemies will move in the next Wave.
ADVINAS: Look like a large crowd of Enemies will come, we need to prepare.
ADVINAS: Build the maximum number of Towers.
ADVINAS: That should do it. Let's start the first Wave.
ADVINAS: Well done!
ADVINAS: You coped with the first wave, but each wave will be more difficult and you'll need better defense.
ADVINAS: Currently there's no more room for new Towers, but you can Upgrade existing ones. Select any Tower and tap on the Upgrade button to see how it will be affected. Tap it again to confirm.
ADVINAS: Now this Tower will shoot faster and do more damage.
ADVINAS: There are two kinds of Enemies in the next Wave which differ in the amount of health. It will take two shots to kill those more powerful Enemies, but your upgraded Tower will do it in one.
ADVINAS: Let's make it aim at stronger enemies. Select your upgraded Tower and change its aiming strategy to Strong.
ADVINAS: You can see the Upgrade level of all Towers at once. To do this, turn on detailed mode.
ADVINAS: You can turn off detailed mode by tapping on that button again.
ADVINAS: Now Upgrade other Towers and deal with the third wave of enemies to complete this tutorial.

## Quests

Level selection menu:

View next wave enemies
Upgrade tower
Turn on detailed mode

Ingame:

Tap on Portal
Build Basic tower 0/3
Protect from the first Wave
Upgrade any Tower
Set Strongest target in the upgraded tower
Protect from the second Wave
Turn on detailed mode
Upgrade Towers 0/3
Defeat the third Wave

## Base Effects

No abilities
No research
Starting money =144
Game saves =disabled
Manual game speed =disabled
Max tower experience level =1
Max tower upgrade level =1
Tower available: Basic
Enemies

Enemies can have a different amount of health, speed, give a different amount of experience and coins for destruction. Most non-boss enemies deal 1 point of damage to the base.

Different towers are differently effective against different types of enemies. Enemies appear in the game as you open new levels.

You can meet bosses at the last level of each storyline stage (1-5).
Mode

## Introduction

On the Main Menu of the game, you will see your current mode at the bottom of the screen. The default mode selected will be Normal mode. Easy mode is also available at the start of the game. Hard mode will be unlocked upon completing the game at level 5.8.

## Easy mode

Portals will be 92% of their actual difficulty percentage. Waves can only be called by the player, but all miners will stop working if the timer runs out. All miners also mine 25% slower. Leaderboards are disabled, no profile XP is given. Achievements cannot be obtained.

## Normal mode

Standard difficulty. Unless called early, new waves will come when the timer runs out. Standard leaderboards.

## Endless (Hard) mode

Portals will be 150% (can be increased to 900% with research) of their actual difficulty percentage.  Bit Dust will be gained as a loot and passively over time. Endless research (a buffed version of research requiring a lot of resources) will be given to cope with added difficulty. Has separate leaderboards limited to 1 hour per game, which do not count towards seasonal scores. Profile XP is halved and limited to 1 hour per game. Achievements cannot be obtained.
Graphical game interface

### **The main buttons and symbols on the screen:**

1 - Opens the pause menu in which you can restart the game, end the game or go to the main menu.

2 - Button to toggle detailed map display mode, showing you tile bonuses, building improvement levels, aiming modes, etc.

3 - Number of the current wave of enemies.

4 - Number of lives of the base *(a game is lost if enough enemies get to the base)*.

5 - Number of coins *(can be earned primarily by exterminating enemies, calling waves early or by using 'Bounty' modifiers; coins can be spent to build or upgrade buildings).*

6 - Score

7 - List of quests. You can click on the title to maximize / minimize.

8 - Abilities buttons *(you need to play through the game a little so that they appear)*. It is indicated near each skill how many times it can still be used for this game. Select ability by clicking on it and cast the ability by clicking on chosen destination on the map . If you click on the ability icon again, it will be deselected. The lightning bolt icon on top of the abilities bar shows how many energy you have. Energy is used to cast abilities. Energy cost of each ability is displayed by white squares near ability icon.

9 - Button for calling next wave of enemies immediately. Button is only active when the last enemy of the current wave spawns. Hold the button for a few seconds to set to 'Auto', which calls the next wave as soon as all enemies from the current wave are destroyed *(can be changed to call as early as possible in Settings)*. Auto-call is disabled when there are still enemies remaining from 3+ waves prior.

10 - Bonus coins for calling the next wave early. The maximum number of coins for the wave is multiplied by the proportion of enemies still alive, and by the proportion of the time left until the next wave is called. Until you kill the first enemy of a wave, you will get 0 coins, so on higher waves auto calling mode will not get you many coins. Calling the wave also scores 50 times this number in points *(prorated by portal difficulty multiplier)*.

11 - Time left before the next wave arrives.

12 - Game speed control button. It has 4 positions - *paused / 1x / 2x / 3x.* To pause, hold the button for a few seconds. During this pause, you can still interact with the game as normal *(each action executed at this 'zero speed' will progress time by a single 'frame').* The speed setting purely modifies how fast the game runs, nothing else is affected.
Money Face/Slunker

> "Henlo, do you require satelite dihses?" - Slunker
>
>

The Money Face is one of the many Surreal Memes Characters.

He likes to sell Meme Man and others sattelite dihses. He also tried to lend Meme Man him a hand, but meme man had plenty. Very little is known about him.

He is also presumed to be a family member of Meme Man and was one of the five heads who lived together in Meme Lads.

In one period of meme lads he becomes Death Lord Slunker: lord of the Death Realm

## Appearance

### Fetaures

Slunker is a 3D head like meme man. he has blue eyes and a strange mouth.

### Voice

Eric (Meme Lads)
unknown (satellite and riddle of the rocks 2)

## Biography

### Origin

He is presumably related to Meme Man, which is highly possible because they lived together in Meme Lads with three other meme faces, though it is not certain. In Meme Lads, he is also referred to as "Slunker" although this is not his official name.

### Riddle of the Rocks

He is absent for all 3 parts of riddle of the rocks

### Riddle of the Rocks 2

In Riddle of the Rocks 2, Money Face further helps with punishment at the very end. Nothing is known about what happens after that.

### Meme Lads

In Meme Lads 2, Money Face (aka Slunker) took the money the lads had put aside for rent and used it to buy anime figurines, yet he couldn't return them, because he claimed to have "already eaten them".

The hecking boys go ahead to scronch him. Later, Birdman visits the death realm and takes him (now known as Death Lord Slunk) and the other lads back to the life realm.

### Other

In some memes, he tries to sell satellite dihses to people, and no matter what the "customer" says, he gives them the satellite dishes anyway. The fact that he always has satelite dishes points towards him having something to store his satelite dishes.

## Abilities

### Satelite Dihses

Slunker masters the ability to throw hundreds of sattelites from an unknown source.
Bit Dust

**Outdated:** This page may contain information that is no longer relevant.

Bit Dust is described as a "mysterious item" within the game, it is a necessary, rare material used for purchasing upgrades on the Endless mode research tree.

## Earning Bit Dust

Bit Dust can be earned in any of the following ways:

1. **Secret Codes**: the game developer occasionally posts news items on the Infinitode Facebook page.  Within any given post, he may occasionally divulge a new secret code to be entered into the game, resulting in rewards which may include a few Bit Dust.  Secret codes are subject to expire after a certain amount of time.
2. **Playing Endless mode**. The basic mechanism relies on game time played in Endless mode, and this "time" can be earned faster when playing on a higher difficulty portal (i.e. 1.75 seconds per 1 second of time played on a "750%" difficulty portal).  Playing at 3x speed will earn time 3x faster, while early wave calls will NOT grant any increase to your time earned.
	* IMPORTANT: Bit Dust will not be rewarded during or after the same game that the associated time thresholds are met, but rather at the end of the immediately *following* Endless mode game(s).
	* While no more than 5 dust will be rewarded per game, no earned time is ever lost: any dusts beyond 5 still remaining to claim will be carried over to be rewarded in the next Endless mode game(s) as necessary.
	* For the first 100 dust ever earned in this manner, the time required for each will gradually scale up from 2000 "seconds at 150% difficulty" to a maximum of 8000 per dust (regardless of how much of that dust is spent along the way).  Therefore, on a 750% difficulty portal (really a 500% portal multiplied by the Endless mode 1.5x  difficulty multiplier) and at 3x speed, then: each dust after the first hundred will require around 25 and a half minutes to earn.
3. Completing quests in endless mode
	* Many of the quests in endless mode reward a bit dust for completion. As of version 1.7 this is generally the fastest way to farm bit dust.
		+ Note that the quest must be completed in endless mode to reward the bit dust. However, quests that don't contain the "during one game" qualifier, can be partially done in easy or normal modes then completed in endless mode to receive the reward. This is often the most efficient way to complete quests such as play for two or more hours.
4. **Factory**: It is expected that the upcoming "Factory" feature will introduce another method of acquiring Bit Dust, likely to require the expenditure of some other resource(s)/materials.

## Statistics

The current Endless mode research tree requires around 1157302 Bit Dust (among other costs) to complete.
Thunder (Ability)

**Thunder** is the 3rd unlockable ability. It strikes a number (dependent on research) of random enemies, which drop 200% of their coins value if killed by this ability. One enemy can be struck by multiple charges if there are less enemies than the number of charges. If no valid targets are present, charges will be preserved until new enemies emerge from the portals.

Trophy "MODIFIER: MINING SPEED" increases coins dropped by enemies killed by Thunder by 10% (210% total).

## General characteristics

Refill cost based on the amount the player has:

## Strategy

Because of the increased coin drops from killed enemies, Thunder can be used in very early waves to quickly amass a good amount of coins and subsequently have all Bounty modifiers running at full efficiency much sooner than usual. It can also be used to dispatch low density waves of enemies such as Jet. Since the charges are split between enemies on the map, Thunder excells at killing isolated bosses while also doubling the coins they drop.
Score

For each time you play a level, you earn a score based on various factors (explained below).  Scores are the basis of numerous types of rewards, including end-of-game Green papers, score-based level quests, and leaderboard ranking (I.e. seasonal or daily quest ranking rewards).  To prevent leaderboard cheating, a validation server receives a full account of all player actions taken during a game, and completely replays each game submitted, skipping any impossible/invalid actions, to assign leaderboard score. Only the player's highest verified score for each level will be retained in the associated leaderboard, and all scores in story leaderboards will be wiped at the end of each season .

### Rewards

The number of Green Papers you earn for completing each level is 4% of the score you get.

### Score calculation

Score is earned through the following activities:

* Killing enemies.
	+ The amount varies depending on the enemy.
* Mining resources
	+ 10 for  Scalar
	+ 15 for  Vector
	+ 20 for  Matrix
	+ 25 for  Tensor
	+ 30 for  Infiar
* Calling waves early
	+ Up to 50 times the coin bonus (will usually be slightly less than this, as the integer coin bonus is actually a rounded value from another underlying variable; and it is that underlying value that is used when multiplying for score).
	+ The coin bonus goes up for each enemy killed, but goes down with time. To maximize this, you need to call the next wave at the right point, and not too early.
	+ Miners will mine at double speed for the same number of seconds you call a wave early (this bonus time can be added to over multiple waves if not depleted).
* Earning coins
	+ 0.1 points for each coin.
	+ During the game, this is shown next to the score as a small +X.
	+ Coins obtained by selling things will not count.
* Wave clearing
	+ When all enemies of the current wave are defeated with no leaks, a bonus is granted based on the wave number.
	+ At wave 1, this value is 50, and it increases by 25 points at each wave that is a multiple of 10 (ie 75 points total starting at wave 10, 150 points total starting at wave 40).

* + Enemies remaining from prior waves are not taken into account (e.g. you can defeat the available waves in any order without necessarily forfeiting the wave clear bonuses for any of them).

### Score multiplier

Score earned for all of the above activities is also multiplied by a factor based on the difficulty of the portal.

* 50 = x0.5
* 75 = x0.75
* 100 = x1
* 300 = x1.5
* 500 = x2
* 750 = x2.62

So, for instance, on a map with a single 90% difficulty portal: each scalar mined will yield 36 points rather than 40, and calling a wave early will yield 45 points per coin rather than 50.
Bosses

There are 5 different bosses in total that are found at the last level of each stage. Bosses appear every 20 waves on custom maps and appear no earlier than on wave 40, unless a boss tile is present.

Bosses take 100% damage from all towers except Gauss, but some exhibit damage mitigation. All bosses are immune to Sniper's Killshot, being stunned or snowballed and take 90% less damage from abilities.

 Stakey |     | *"New boss incoming! It is a representation of a blockchain, actually a chain of enemies. Data we need is stored in one first block, other blocks add layers of encryption and make it harder to crack the main block. Just try to drop those encryption layers before going for the main block. Good luck!"*
 Constructor |     | *”You will meet something interesting in this level. I think you also want to get access to a new resource? (glitch text) Well, this isn’t the interesting thing I was talking about, something needs to be done about it. We need to defeat the next boss. His name is Constructor, and he can make new enemies himself. Try to kill him as early as possible- when his HP drops to 75%, 50%, and 25%, he creates large groups of enemies.”*
 Mobchain |      | *The Mobchain boss will appear in a few waves. Remember - you need different towers to cope with it.*
 Metaphor |      | *"Good job, now the most interesting part begins - the Metaphor."*
**Disables any tower that is in a one tile radius of it. Will also disable the strongest non-disabled tower on the map at any range when its health reaches 75%, 50% and 25%. Can create smaller spiders with different behaviors to distract your towers.**
Smoke bomb (Ability)

**Smoke bomb** is the 5th unlockable ability. It deals poison damage to enemies within 2 tiles radius for a long amount of time. Toxic is immune to this ability.

Trophy "MODIFIER: BOUNTY" increases coins dropped by enemies killed by Smoke bomb by 10% (110% total).

## General characteristics

Refill cost based on the amount the player has:

## Strategy

While very powerful, Smoke bomb should be used sparingly because of its high energy cost. It has a good synergy with Freezing, as slowed enemies stay in the range of the cloud for longer. With enough duration research, it can be used on a portal to kill 1 or 2 waves of harder enemies.
Level 0.4

## Description

Tutorial #4

Level is unlocked after unlocking 2.1
Level introduce players to teleports and barriers, and miners
Basic is built upon starting the level, selling Basic will replace it with Cannon

## Dialogue

ADVINAS: In this tutorial, I'll show you Teleports, Barriers, Resources and Miners.
ADVINAS: First, let's make some Coins. I already put a Basic tower for you, so go on and defeat the first Wave of Regular enemies.
ADVINAS: Enemies can pass through Teleports. Each Teleport is associated with other Teleports of the same color.
ADVINAS: Select any Teleport to view information about it.
ADVINAS: Now deal with the second Wave of Fast enemies.
ADVINAS: As you could see, Fast enemies chose a longer path to bypass Barriers.
ADVINAS: Barriers can block certain types of Enemies. Tap on Barrier to see more details about it.
ADVINAS: Barriers can also block more than one enemy type. I slightly changed the existing Barrier so that it also blocks Strong enemies.
ADVINAS: Now let's talk about Resources.
ADVINAS: Resources is a useful material that I can use to Research and discover new content for you.
ADVINAS: Resources can be obtained from Sources. Select any Sources to view information about it.
ADVINAS: You'll use Miners in order to dig out Resources from Sources.
ADVINAS: We have enough Coins to build our first Miner. Select any Source and build a Miner on it.
ADVINAS: You have a limited number of Miners of each type, Research can increase their number.
ADVINAS: Miners take some time to install before they can start digging.
ADVINAS: Installation progress is displayed as a progress bar on top of Miner menu, let's wait for it to install.
ADVINAS: Each next Miner you build will cost more Coins. You can also upgrade Miners to increase their speed.
ADVINAS: Now just watch while my tower deals with the remaining enemies and your Miner digs some Resources for us.

## Quests

Level selection menu:

Check out teleports and barriers
Find out where resources come from
Build a miner

Ingame:

Defeat the first Wave
Select any Teleport
Defeat one more Wave
Select any Barrier
Select any Source tile
Build a Miner
Wait for Miners to install
Defeat remaining Enemies

## Base Effects

No abilities
No research
Starting money =0
Game saves =disabled
Auto wave calls =disabled
SCL1-R =1
Miners installation time =5s
Miners installation time (SCL1-R) =5s
Max towers experience level =20
Max towers upgrade level =10
Range =75%
Attack speed =200%
Metaphor (Boss)

Metaphor is the 5th boss that is introduced in Levels 5.8. It is currently the final boss in the Infinitode 2 Storyline.

## Behavior

Metaphor moves at a speed of 0.48 t/s, slightly faster than Broot. It has an aura that will disable all towers within 1 tile radius. In addition, Metaphor will also disable the 3 strongest active towers (based off Tower Upgrade Level / Experience Level), regardless of range, with every 25% of its health lost. Those 3 towers will remain disabled until Metaphor dies.

While disabled (which is indicated by the white glitch-like effect), towers are unable to attack. If a Freezing tower is disabled, it will not apply its freezing effects. While disabled, the towers cannot be sold.

Metaphor will also spawn smaller gray spiders along its path. They differ from one another vastly, but all serve the purpose of diverting attention from the boss.

Metaphor is the only boss that cannot be healed by Healer.

Metaphor deals 100 points of damage to the base, which usually ends the game immediately.

## Strategy

Since Metaphor can disable nearby towers, it is recommended to use those that can target the boss from far away, such as Sniper (preferably) or Minigun. It is also important to keep as many towers as possible at least 2 tiles away from the road.

Against Metaphor, building more towers is usually better than upgrading existing ones. Not upgrading the single-target towers too much can prevent Metaphor from disabling them when losing health.

Like other bosses, it takes 90% less damage from abilities. Metaphor is the only boss without additional resistance against Ball lightning, making this ability great for quickly burning through its HP. If Metaphor is the only (or one of the few) enemy on the map, Thunder can be used to deal great damage to it, since all lightning strikes will hit the boss.

Blizzard and Windstorm have no effect on Metaphor.

## Bugs

* When Tesla or Freezing gets disabled at level 10 or higher with no enemies in range, they will continue producing Ball Lightning or Snowballs respectively.
* When Flamethrower gets disabled, it will appear to still be firing, but will not actually deal any damage.
* When Laser gets disabled while firing, the beam will last for its remaining duration and keep dealing damage.

## Trivia

* If Metaphor receives damage fast enough in 5.8, Advinas's dialogue will mess up, resulting in non-sensible statements.
* If a tower is disabled due to Metaphor's health being lowered, it will re-enable if Metaphor walks away after being 1 tile away from it.
* Metaphor's in-game sprite resembles a black widow spider.
Strong (Enemy)

**Strong** is a common enemy type in *Infinitode 2*, serving as a large target with a larger health pool than a standard enemy, with a good range of tower resistances to further make it a large threat for most defenses.

## Strategy

In the early levels of the game, Strongs are often used as the major threat of the enemy pool provided, with their large health pool, numerous resistances and effective scaling with growing wave difficulties all combining to become a large-scale threat.

As hinted at in its list of tower effectiveness, combating Strongs effectively requires towers which excel with single-targets, such as Sniper, and discouraging spread damage towers like Cannon, making sure a defense needs to be varied when paired with other common enemy types such as Fast or Regular.

Oddly enough, Minigun suffers from a 50% damage penalty against Strongs, even though they typically do well against single targets. Inversely, Tesla is granted a 50% damage bonus despite being an area-of-effect type tower. Missile also does not suffer any damage penalty, despite dealing explosion damage just like Cannon.
Level 2.6

## Description

2.6 is a small map with lots of places for turret overlap. It uses two different teleporters to condense it's size and allow its 16 build-able tiles to overlap much of the pathway. Additionally, there are five tiles where you can place a mining speed modifier, increasing the speed of the miners for more resources and score. For example, the top left tile, adjacent to two 100% density Vector resources is a good place to add a mining speed modifier, as it improves the speed of two resource tiles instead of one.
Boost Tile

Boost tiles are a type of tile that can be found in maps or used in custom maps.

## Function

Boost tiles are usually transparent with an icon of the stat that they modify. They always impact exactly 1 stat, sometimes applying a buff, a nerf, or toggling something on or off. They are similar to how bases impact stats, except as its own tile.

## Appearances

There are only two boost tiles that can be obtained by players without cheating currently, being the EWoP tile and the Emoji Enemies tile.

Boost tiles appear in certain levels.

* zecred
	+ Max towers experience level = +96
	+ Extended Stats = true
	+ Enemies Walk on Platforms = true
	+ Emoji Enemies = true
	+ Score = -90%
	+ Stun duration (Blast) -65%
	+ Modifier Count (Balance) = +10
	+ Starting money = 700
	+ Projectile speed = -30%
	+ Attack speed = -70%
	+ Starting health = 1
	+ Max towers upgrade level = -2
	+ Boost tiles to enable every tower.
* 5.8
	+ EWoP = true
		- Appears after Mobchain is killed
* 6.1
	+ Wave interval +5s
		- 2 more appears after left and right gem is killed
	+ Coins generated per minute = 180
		- Appears after upper or bottom white gem is killed
* 6.2
	+ Coins generated per minute = 120
		- Appears after the top left black gem is killed

## Trivia

* Boost Tiles can be set to modify any stat a base can and can either override research or add/subtract from it.
	+ For this reason boost tiles are not often seen in levels, as the effects are usually applied to bases instead.
* Only 2 boost tiles can be obtained by the player without cheating: the EWoP tile and the Emoji Enemies tile.
* Boost tiles were in the game's code long before they were "officially" added. They were originally the only tiles under the special category until the addition of cores and boss tiles.
Regular (Enemy)

**Regular** is the first enemy type introduced in *Infinitode 2*, appearing in almost every level throughout the game. As the very first enemy, it lacks any special effects and travels at an average speed.

Upon reaching the base, it deals 1 point of damage to it.

## Strategy

Given the wide variety of threats that are often present throughout each and every level, Regulars are often used as a breathing period between harder enemy types, or used in conjunction with those other types in order to provide bulk or take away priority for single-target towers.

Any tower that can hit in a large area often excels in defeating Regulars, with towers like Cannon, Tesla or Flamethrower providing good damage without reduced effectiveness. Multishot with Penetrating bullets also does well.Venom help greatly in early-mid waves with its increased effectiveness and damage over time. Crusher also excels at finishing weakened Regulars near the base.

Hardly any towers have reduced effectiveness against Regular enemies, which makes them quite easy to defeat. Nevertheless, it is unadvised to build a defense against them with single-target towers like Sniper or Minigun, as Regulars tend to come in dense groups. While Basic can handle them in early waves, its limited power and lack of area damage makes it fall behind relatively quickly.

## Trivia

* Regulars are present in every single level found within the main campaign except for 5.2 and 5.6.
Level 0.1

## Description

Tutorial #1

Small map with few platforms, this level introduce basic game mechanics to new players such as camera movement, selecting tiles, base health, building towers, wave calls, score points, coins and more

## Dialogue

Ensor Inc.: Welcome to Infinitode 2!
Ensor Inc.: This is an experimental interface to the neutral network training system in the form of a game.
Ensor Inc.: Anyone can take part in our experiments. At the end of each experiment, participants will receive their own corresponding rewards of accumulated Green Papers.
Ensor Inc.: Please follow the instructions of the Advanced Intellectual Assistant to proceed.

ADVINAS: Hi! Let me show you the basics of Infinitode 2 Testing Interface.
ADVINAS: Let's start with the game field. Tap on thr highlighted tile to see its details.
ADVINAS: This is a Portal. Enemies come from here and move along the road to your Base.
ADVINAS: I've highlighted the other tile, it is your Base. Tap on it to see its details and continue.
ADVINAS: You are doing well!
ADVINAS: So, this is your Base, and it has a limited capacity. When it is full, the game will end.
ADVINAS: Your task is simple: keep Enemies from passing to the Base for as long as you can.
ADVINAS: You'll use Towers to damage Enemies and stop them.
ADVINAS: Towers can be built on Platforms. Tap on the highlighted Platform to continue.
ADVINAS: You can choose the type of Tower you want to build in the menu that appears.
ADVINAS: Each Tower type has its price in Coins. You can build only those Towers for which you have enough Coins.
ADVINAS: You have enough Coins for a Basic tower, so let's build it! Tap on the Basic tower icon in the right menu to see information about it. Tap again to confirm the construction.
ADVINAS: Great!
ADVINAS: Basic towers are the simplest and the cheapest tower. They are essential in the early waves, but are obsolete in later waves.
ADVINAS: Now you are prepared to call the first Wave of Enemies. Tap on the Wave call button to start some action.
ADVINAS: You'll gain Score Points and Coins for each killed Enemy.
ADVINAS: The next Wave will start automatically a few seconds after the current one.
ADVINAS: You can also tap on the wave call button before the time runs out to gain extra Score Points and Coins.
ADVINAS: Build new Towers and try to fight off 3 waves of Enemies to finish this tutorial.

## Quests

Level selection menu:

Use the interface
Build a tower
Call enemies and defeat them

Ingame:

Tap on Portal
Tap on Base
Tap on Platform
Build Basic tower
Build one more Basic tower
Fight off 3 Waves of Enemies

## Base Effects

No abilities
No research
Starting money =48
Game saves =disabled
Manual game speed =disabled
Max towers experience level =1
Max towers upgrade level =0
Tower available: Basic