recursal/Fanatic-Fandom huggingface dataset:
Некогда Великолепная Бу

### Внешность

Густые белые волосы, лопнувшие когда-то сосуды по одну сторону носа, глаза до того тёмные, что казались двумя дырами (в глазах плескалась жутковатая тьма). Казалось, что вместе с ней в комнату входила сырая тишина вроде той, что бывает в пещерах

### Титул

«Изумительная» — в 10 лет, «Невероятная» — в 15 лет, «Великолепная» — к 20 годам, «Некогда Великолепная» — после похищения антимагически настроенными экстемистами (её лишили указательных пальцев)

### Должность

Государственный Отловщик Тварей; арбитр при вручении магических лицензий

### Первое появление

«Песнь Кваркозверя»

*«Если существует один Кваркозверь, значит, где-то есть и другой, во всём равный и подобный первому, но противоположный ему».*

— Бу Дженнифер

## История

Она была магическим вундеркиндом. В пять лет она уже составляла собственные заклинания.

Её теория «связывания заклятий» для множественных задач признавалась блистательным вкладом в науку, ибо позволяла одновременно пользоваться несколькими заклятиями.

Подростком она отмачивала такое, что Могучему Шандару удавалось только после тридцати, и ей уже прочили славу Следующей Величайшей.

Во время Олимпийских игр 1974 года она выиграла беспрецедентные шесть золотых медалей на спортивных магических соревнования. В том же году её схватили антимагически настроенные экстремисты. Сказать, что похитители вернули её в целости и сохранности, было бы преувеличением. Они лишили её указательных пальцев. После освобождения она больше не колдовала. Да ещё и сторонилась тех, кто остался в профессии.

Через тридцать три года после своего похищения она всё ещё жила в Херефорде. А также содержала единственный в Северном полушарии центр по спасению кваркозверей.

### Кваркозвери

Занимается ими двадцать лет, но сама ещё не во всём разобралась. Имеет четыре кваркозверя:

Q3 — вытащила его из боевого ринга;

Q11 — на шоссе М50 его сбила машина и тащила за собой около шести миль;

Q35 — его поймали в бакалейном отделе магазинчика на Хольмер-роуд;

Q23 — выкупила его у зоопарка.

Все они состоят у неё на учёте как «особо опасные» домашние животные. По закону никто не имеет права к ним прикоснуться.
Jukebox

When activated, the level music is changed to its set song.

## List of available songs

The jukebox comes with 38 songs. Players can change the selected song via the properties menu in the bottom left corner.

* Disaster Manager
* Ambient Leaves
* Ambient Winds
* Ambient Breeze
* Chief Creative Officer
* Sanding Edges
* Reflective Replay
* The Zone
* Final Touches
* Woanope Sunrise
* Crystallized Thoughts
* Shaded Grotto
* Butter Flies
* Death Executive
* Secret Spaceducks
* Stalac Tight
* Heroes Lost
* Dripline
* Ambient Squelches
* Hidden Jems
* Payday
* On-Time Delivery
* En Route
* Levelhead
* Breakroom Bop
* Clockwork Punchcard
* Thermal Paced
* Slurb n' Save
* Perplexitude
* Canopy Slam
* Giant Lemons
* Tree Twister
* Gallum Warpcore
* Zero Degrees
* Shirk Blubber
* Mechoes
* Hidden Oasis
* Rock Hopper

## Version Changes

0.6.2

* First added
Hardlight

Hardlights are blocks that will toggle between being being solid and nonsolid.

## Behavior

On it's own, a hardlight will toggle on and off automatically every **1.5 seconds.** It should be noted that this automatic toggling syncs up with the automatic toggling of Spike Blocks, where a hardlight will be solid while the spike block is dangerous.

Hardlights can be given receiving channels, which will cause it to remain active as long as it is receiving and inactive as long as it isn't. There is currently no way to switch between 1.5 second toggling and switch toggling.

If an object such as GR-18, an Enemy, Carry Item, or a projectile from the Rebound powerup is obstructing a Hardlight, it will not reactivate until the area is clear.

Hardlights can be any of the four primary Levelhead colors: Blue, Gold, Fuchsia, or Green.

When touched by GR-18, Hardlights become slightly brighter.

## Advanced Uses

Because Hardlights are sometimes a solid, they can be used to press on Pressure Switches. A Hardlight that is set to be an "Inactive" receiver of a Pressure Switch can turn that Pressure Switch into a one-tick switch.

## Trivia

* Hardlights used to be Balloogs, which functioned the same but were pink and had more rounded corners
Ocula

Ocula was a enemy added in the 0.27 patch with the Scrubb.

## Behavior

Similar to the Scrubb, it patrols an area back and forth and shrinks every time it gets damaged until being squished. However, it lacks depth perception, so it falls off of edges.

## Trivia

* Ocula, along with Scrubb, were added due to the fact that "the current slate of enemies is... *too* interesting."
* An Ocula's eyebrow is supposed to defend it from dangerous predators; it resembles spikes if you squint at it and is very upsetting... but it fails to defend it. It's also detachable, but it's unknown how it can be detached, and what it looks like without them.
* Oculas can store up to 15kg of junk.
Levelhead Wiki/Rules

These rules are site-wide; each time you violate a rule, you will get a strike. Three strikes, you're out; the block may last a few days to indefinitely depending on the severity of your actions. Unless stated, violating any of these rules will earn you a strike.

Currently, there are four rules: General, Pages, Commenting, and Admin. Except for General, each of these are specific to one thing.

## **GENERAL**

1. *No spamming unnecessary/intentional edits or comments*. Spamming is making irrelevant comments or edits for the sake of getting your edit counter up. It's okay if you're fixing errors you didn't see first time around or errors that you mistakenly created.
2. *No offensive/sexual content*. This should be self-explanatory. Doing so will earn you an instant block; **nothing you can do against this once you post it**. Depending on how severe the content is, it may net you a one-month block, or an indefinite block; but not a block for a few days.
3. *Don't sockpuppet*. Sockpuppets are alt-accounts made to circumvent blocks. Alt-accounts themselves are okay, *if you at least specify what you're doing with it*; please try and leave out "moving account" blogs if you really are moving accounts.
4. *Don't take advantage of personal information or revealed passwords*. Doing so will reward you an instant block.
5. *You can't issue warnings if you aren't an admin*. Only admins can issue out warnings.

## **PAGES**

1. *Vandalism is heavily discouraged*. You're vandalizing if you're either: A. posting unnecessary content such as spam, or B. removing necessary content.
2. *Avoid editorializing*. Editorializing is making unnecessary first-person comments. This won't reward you a strike, but it makes us look unprofessional. Speaking of professional...
3. *Don't put out unnecessary categories*. If you don't know what's unnecessary or not, please ask an admin. Unnecessary categories themselves count as unnecessary edits.
4. *Create pages when they're necessary*. This is not a fanon wiki. This may or may not earn you a strike depending on the severity of it, but doing this too much times will definitely start earning you a strike.
5. *Please do research before you put anything out*. For example, glitches should be backed up with proof and instructions on how to pull it off, rather than simply describing what it does.

## **COMMENTING**

1. *No roleplaying in the comments*.
2. *Don't flame or bully users*. In short, don't harass users. If they want you to stop, stop. About what flaming is, it's sending out mean and abusive comments to users.
3. *Don't advertise wikis here or post links to suspicious websites*. For the latter, this'll net you an instant ban if it happens to be malicious.

## **ADMIN**

1. *Basic rules still apply*. Self-explanatory. (See the above rules for more.)
2. *No cruel April Fools jokes*. Whenever we plan an April Fools prank, we shouldn't make it overly disruptive or extremely worrying. Please think twice about your April Fools joke.
3. *Don't abuse your admin rights*. Don't go handing out blocks for the sake of it.
Campaign

The Campaign for Levelhead currently has 93 levels in total. The campaign unlocks pictures for the level icons and the player's profile pic.

The levels also include hidden collectibles and Jems that are sometimes required to unlock VEND-Rs which hold icons.

## List of Campaign levels

For a full list of every level in the campaign, visit List of Campaign Levels.

## Special Features

Every level in the campaign has 4 collectibles, that, when put together, form what's known as a Bug. To 100% complete the campaign, you must collect all these parts in each level. Most of them are hidden in secret locations, or hard-to-reach spots, so you'll have to get out your best skills!

Right before we enter the level Kick Jump Grotto, we get informed about GR-17, an older version of GR-18. This version was too big and clumsy and was unable to complete deliveries. Because of this, many GR-17's were left alone in levels, but players can send them back to the Levelhead Department by using their Tow Cable on the sad robots. They will then fly back safely, and be used for a better cause. Once again, saving every GR-17 helps you come closer to that sacred 100% completion!

Each level also has a record time to aim for. Try to beat all of these times, if you dare...

## Trivia

* Every message from the announcer ends with him 'singing' the company's popular tune. The tune goes 'Your goods delivered real good!'.
Vacrat

The Vacrat is a custodian Robo, programmed to belive that GR-18 is garbage. Before it was repurposed in the Levelhead department, its original purpose was to keep the Bureau of Shipping's warehouses clean.

## Behavior

If GR-18 isn't near it, the Vacrat will fall asleep. Once GR-18 gets within 7 tiles of it, however, it will awaken and start attacking the player, unless the player is sneaking with the Tiptow enhancement.

Once awakened, the Vacrat will start following GR-18, attempting to sterilize it, however, it will not follow GR-18 off of any sort of ledge. If it misses its target, it will turn around to try again. It will not stop instantaneously, sliding 2 more tiles before stopping, though it will still halt at ledges.

Like almost other Enemies, Vacrats can be Scale-Popped. Medium Vacrats take 3 hits to defeat, while Large Vacrats take 5. When defeated, a medium or large vacrat will also drop a Vacsteak, which they keep on themselves for snacking emergencies. As a Vacrats size increases, so does its speed, making it more dangerous.

## Vacsteak

A Vacsteak is a carryable that can be thrown to damage enemies. It obeys gravity and will roll along a surface for a while.

## Trivia

* Its original color was gray, and got increasingly more blue as it grows. The reason why they changed colors is because "there were too many gray things in the game".
	+ Its original color can still be seen on the web versions of the Marketing Department, Tower, and Creator Browser, however.

How the Vacrat originally looked.
Boombox

### Workshop Descriptor

Just don't hit the turbo bass, or everything will get OUT OF CONTROL.

## Properties

Boomboxes have many properties, here are the most important ones.

* BPM (Beats Per Minute): How fast the boombox should play notes
* Instrument: Percussion, Bass and Melody
* Percussion Note (Percussion Only): Type of percussion beat the boombox plays
* Pitch (Bass/Melody Only): Note from A1 to C5
* Sharp: Should the note be sharp (#) or not
The Tower

The Tower is the public database of levels that have graduated from the Marketing Department.

## How it works

When you've created a level in the Workshop, you can complete it and ship it to the Marketing Department. There, it will be available for anyone to play and rate, in the marketing department, people can tip coins they earned by completing levels to other levels. The more coins a level has, the higher it will show up in the marketing department, and the more people will play it. If your level gets enough plays, it will graduate from the Marketing Department and go to The Tower. Once it's there, it is available for everyone to enjoy. Unlike the Marketing Department, The Tower does not have a tipping feature, as your level cannot go higher than The Tower.

The Tower can be accessed from the main menu, where you will find a tower-like structure, decorated with gems, on the left. Simply click it to enter The Tower. Right under The Tower, you can also find the Tower Trial.

## Tutorial: How to push your level to The Tower

Making a popular level is hard, and so is getting your level to The Tower. Here are 5 steps that will help you on your way to becoming a master level builder!

### Step 1: Building a good level

Good levels get more likes, and more tips, which equal more plays. But how exactly do we create a good level? Well, let's not make it too complicated. Before building anything, try thinking of a base idea for your level. Maybe you want to build a Boss Trial? Or maybe a wacky contraption? Or maybe a calculat- Alright, people like a good concept, if you build your level around that single concept, you'll most likely end up with a decent enough level. For more tips on level-making, visit Level-Making.

### Step 2: Metadata is key!

Give your level a good title! It might seem like Levelhead's title maker is limiting, but that's not true! You can choose from a bunch of nouns, adjectives, and more. Make sure your title summarises the level nicely.

### Step 3: Tip yourself?!

It might seem odd, but the best way of getting your fresh level to The Tower is by tipping it yourself. Levels that do not get tipped will stay at the bottom of the Marketing Department, and nobody will play them! Coins can easily be earned by playing a bunch of levels, whether from the Marketing Department or The Tower. We recommend collecting about 16000 coins, before tipping them all to your level. This way, your level will show up on the first page of the list, and people will play it!

### Step 4: Wait for glory...

Once your level is on the front page, it won't take long before it gets enough plays to graduate.

## List of Tower levels

For the sake of length, we have decided to move this list to a different page, being List of Tower Levels.
EREDGrupo3 Wiki

## Actividad reciente

Wiki módulo Evaluación de Recursos Educativos Digitales

## Colabora con este wiki

Para escribir un artículo, ingresa el título en la caja de abajo.

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**¿No estás seguro por dónde comenzar?**

* Revisa **Ayuda:Comenzando este wiki** para conocer algunos consejos
* Si eres un novato respecto a los wikis, revisa **Ayuda:Empezando**

Las imágenes y videos son una gran manera de atraer lectores a tu wiki. ¡No olvides colocar uno u otro!

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Мубин

## История

### Арест («Песнь Кваркозверя»)

Арестован по обвинению в осуществлении незаконного акта волшебства; в незаявлении о вышеуказанном акте; в непредоставлении необходимой документации о вышеупомянутом акте; в заговоре с целью сокрытия вышеуказанного акта волшебства от властей предержащих.

Речь идёт о букете роз, извлечённых «прямо из воздуха» для вручения некоей мисс Банкрофт. Дата — двадцать третье октября одна тысяча девятьсот восемьдесят восьмого года. Плюс-минус несколько дней.
DBot

DBot surrounds GR-18 with a rainbow colored shield that provides damage immunity for 6 seconds; this renders it invincible to most things, except falling off the edge of the screen.

The immunity granted by DBot is removed when GR-18 goes through a powerup Purge Gate.

## **Building Tips**

* Know the difference between Lectroshield and DBot's functions. DBot protects you from most hazards and allows you to walk through enemies, while Lectroshield destroys enemies and Cromblers. Both the DBot and Lectroshield give GR-18 the capability to bounce off of Cannon Fireballs.

## **Notes**

* When under the effect of DBot, some hazards have a different hitbox. Objects like a Spiketron will seem to have a full square hitbox.

## **Glitches**

* DBot even allows you to survive through being trapped in Environment. If GR-18 has the DBot and gets into a moving cannon that is going inside Environment, GR-18 will survive and be softlocked; it can jump and move, but nothing much happens.

## **Trivia**

* DBot was featured in *Crashlands* with a completely different design due to being a "near-perfect replica" of being smaller and having a face which sort of looks like GR18 instead of a smiling face. Of course, it was crafted by the *Bureau of Science* and not a *Stoneshaper*.
Goal

The goal is where GR-18 must deliver the Package in order to complete a level.

The goal itself is 2 blocks wide, and must be placed on top of solid support tiles. When GR-18 has the package, the goal will emit a beam of light that is 8 blocks tall, containing glowing white orbs. Touching this beam of light will complete the stage, and award a "Dunk Bonus" for that increases the higher up GR-18 is when touching the goal beam. Each white sphere he touches will earn him **300** more points, for a total of up to **3900**.

## Building Tips

* When building a level, it can be a good idea to make touching the higher portions of the goal a challenge in and of itself, especially if the challenge is related to challenges seen in the level earlier.
	+ However, keep in mind that dying at the very end of the level and having to repeat sections can be frustrating for the player. Balance the challenge out accordingly.
* The goal can be hidden by enclosures, but you can leave the beam of light it can make exposed, to have a goal that is only visible when GR-18 has the package.
* After beating a level, the camera centers on where GR-18 lands. This can show sections outside of the building area. If you'd like to avoid seeing a gap under your level, plan accordingly.
* Even when in performing the dunk animations, enclosures and Eye Switches still react to GR-18's position. This can be used to display things that only show up when the level is completed.
* At ground level with the goal, it is possible for the player to perform a Super Jump and reach the top of the goal and receive maximum dunk bonus.
Canoodle

Canoodles are defensive robots designed by the Bureau to stop Jibberjabbers from onslaughting the Bureau.

## Behavior

Canoodle go forward approximately three blocks before stopping and shooting two projectiles out of its cannon; it doesn't fire out if it's airborne. The projectile it shoots can either be Canoodle Cores, which can be grabbed, or Fire, which are like Fireballs and scalepop with the Canoodle. Just like Scrubbs and Oculas, its starting direction can be changed.

Like all enemies it goes faster varying on size; going the opposite direction, large Canoodles can resist 350-speed Toe Sliders, medium Canoodles 300-speed, and small Canoodles 250-speed.

## Trivia

* Canoodle is:
	+ The only enemy that can be scalepopped that comes from the Void Update.
	+ The only enemy that's not a Void Demon from the Void Update.
	+ The only enemy that's editor icon is not a pose it can make in-game. (Note one of its walking animations is *not* the same as its icon.)
	+ The only enemy that was showcased in the 2018 trailer, but wasn't released in the Beta at all. It also wasn't released in the base game.
		- This also makes it the only enemy from the 2018 trailer to not have a cutscene related to it.
	+ The only enemy that can shoot projectiles.
	+ The third enemy that doesn't drop their Carry Item upon death, rather shooting it out if it is not Fire. The others include Lizumi and Flipwip.
		- If set to Fire, Canoodle is the only enemy that doesn't drop their Carry Item.
* Canoodles originally would lunge toward GR-18 and each had a different projectile arc. Noticeable in the trailer is a Canoodle Core being shot at angles that Canoodles can't shoot at, such as directly upwards (precisely at 0:44) and their cores varying in size and having different gravity. Also, looking at the small Canoodle, it looks as if it's walking, but it isn't.
* It is one of the only items in the editor from the Void Update that doesn't use Void Energy, the other being the Puncher. Coincidentally, they were both meant to stop Void Demons.
* It along with the Flipwip are the only enemies showcased in the 2018 trailer that weren't in the base beta. However, the Flipwip was added later to the beta.
Lizumi

## Behavior & The Did You Know Facts!

Charges at GR-18. Will run off an edge of a platform if provoked. When hitting wall it becomes vulnerable and drops a Lizumi Thorn.

In the "Did You Know?" it says that GR-18 stole Lizumis' life giving almonds and this was a upgrade by the company because who knows actually who stole the almonds so the made a "small" upgrade that makes **Lizumi** think that GR-18 stole Lizumis' life giving almonds. THAT THIEF OF A ROBOT!.

In the "Did You Know?" it states that **Lizumi** is a life saving robo before being updated in the Level-Head division and it was previously meant for being deployed for saving couriers and other robos in the event of emergencies. Carrying inside itself the tools and medical supplies needed to repair and heal Bureau assets. Included with a Bag of Snacks -Mostly Almonds- that Lizumis give to those it has rescued.

## Trivia

* One of Lizumi's facts is "Airless tire never gives you up, never lets you down", referencing "Never Gonna Give You Up" by Rick Astley, specifically the lyrics "Never gonna give you up, Never gonna let you down".
Jinglebox

Plays a short jingle when activated via it's receiving channel.

## List of jingles

The jinglebox comes with 16 jingles. Players can select a jingle via the properties menu in the bottom left corner.

* Reveal
* Surprise
* Long Sad
* Short Sad
* Long Happy
* Short Happy
* Crashlands Happy
* Crashlands Sad
* Crashlands Reveal
* Chill Reveal
* Chill Success
* Tense Reveal
* Tense Success
* Spooky Reveal
* Spooky Success
* Puzzle Success
Lookannon

## Behavior

Can be set to target GR-18, the Package, or Enemies. Periodically shoots a projectile, which are available in Steel, Fireball, Rocket, and Guided Missile.

## History

* The Lookannon is used only to target GR-18, but in Void Update he can now target Package or enemies

## Trivia

* In 1 tick speed, Lookannon will shoot too much that it makes an laser, it's complicated to dodge it. It also works with Cannon.
Tech

**Tech** refers to various techniques and game mechanics players can use to help GR-18 accomplish goals in *Levelhead*. Tech makes use of the objects, power-ups, and enemies in a level. The Campaign teaches some basic techniques, while the *Levelhead* community has discovered more advanced techniques.

## Training

The first tech that the campaign teaches is sprint jumping in "Deliver The Package, GR-18!", where if GR-18 gains sprint speed it can jump higher and further than at walking speed. This level introduces the concept of package jumping, where GR-18 can jump a tile higher by jumping off the package. "Bop Jump" teaches that GR-18 can jump higher by jumping on enemies.

## Community

The *Levelhead* community is compiling a list of tech in a Google Doc and on Steam, including advanced tech not taught in Training. These techniques are often used in speedrunning levels or to get On-Time Delivery/Shoes, and are required to complete some community-generated levels which are usually tagged Elite.
Tower Trial

The Tower Trial is a part of The Tower, it is a daily set of levels you can play and set a record time on.

## How it works

The Tower Trial is a randomly generated set of levels from The Tower, that changes every day. Each day, there will be a leaderboard for the best score, and the best time to complete the set of 6 levels. You can go back and play old sets, or try to get a high score on the current one. There is also a Time Trophy, which you can receive by beating the average completion time. You can skip levels in the trial, but if you do, you won't get a chance at the podium.

You can access the Tower Trial from the main menu. Under The Tower, you'll find a small trophy logo sticking out, click it to enter the current trial. You can use the arrows at the bottom of the page to cycle through previous trials.

## List of trials (2019-2019)

### 5/31/2020

Süb by Aro

Auch Nicht Schlecht! by Shadow

The Sproing Test by Stratonian

Forêt Impénétrable by Oussou

March Toward Victory, GR-18 by DogLord

Correre Da Lama Rotante by Edwin53

## Trivia

* The first ever Tower Trial was on May 31st, 2019. This was only a few weeks after Levelhead's official release on April 18th, 2019.
Fireball

A ball of fire designed to test your GR-18s' abilities.

## Behavior:

* Fireballs are functionally almost the same as wizblades, although they have the added option of being turned on or off with channels.
* They are one of only four level elements that can go through solid objects, with the others being Popjaws, Swoopadoops, and whizblades.
* They can be placed on paths.
* They can move horizontally or vertically in a range of 3-5 tiles.
* Their wildfire variant can also damage enemies.

## Notes:

* In their one tick state, they look similar to an exploding white ball, and can be placed at the bottom of a set of blue purge gates to make a waterfall-like level element.
* They can be changed from a orange to a green variant unlike the whizblades.
* Fireball-like objects can be spewed from Canoodles, however these are not pathable or channelable (they can however be interactable with punchers unlike the regular fireballs)

## Lore:

* Fireballs are allegedly made of pure cinnamon, however the fact that they come in to colors means that either the green variant is somehow hotter causing the color shift, or that the Levelhead foundation is lying about the danger of this fire.

* Cinnamon is a highly flammable substance from the planet Earth (being made out of the bark of one of it's native trees), this implies that the Levelhead foundation either exports this substance throughout the entire galaxy for this specific purpose, or that largescale intergalactic farming is commonplace in the time of the levelhead foundation.
Lectroshield

The Lectroshield is a powerup that electrifies GR-18. In this state, GR-18 is not only immune to enemies, but destroys them on contact. This powerup lasts for 5 seconds once collected, and GR-18 will be surrounded by electricity, making a buzzing noise that dies down towards the end of the powerup's duration.

While electrified, GR-18 is capable of bouncing off of Cannon Fireballs and other things without problem; however, he can still take damage and die. It can be recharged by touching other Lectroshields.

## **Tips**

* Know the difference between Lectroshield and DBot's functions. DBot protects you from most hazards and allows you to walk through enemies, Lectroshield destroys Cromblers, enemies, and is capable of bouncing off of Cannon Fireballs.
Deliver The Package, GR-18!

**Deliver The Package, GR-18!** is the first level of the Campaign. It introduces players to Levelhead's basic mechanics, including jumping and grabbing. Players have to defeat a few Vacrats and fight a final boss.

## Strategy

GR-18 learns how to jump across a chasm and over some terrain. It then learns how to go through Fallthrough Ledges. It encounters two Vacrats near Spiketrons.

It then sprint jumps into a large structure where it first encounters the Package, which it needs to deliver to the end of the level. To get past the first Powered Gate, GR-18 places the Package on the Pressure Switch and has to grab it from the other side of the Regret Gate. The next gate can be opened by throwing the package up to the Package Cam. GR-18 encounters two Vacrats, which it can defeat by throwing the Package at them, forcing them to fall into the pit and green flames.

Outside of the structure, GR-18 can throw the Package onto the Spiketrons and then jump onto it to get over the terrain. It can grab the Package through the Spiketron to get past the next gate. It can use the same technique to get past the next two parts, and a Bumper helps bring the package up the ledge.

The final boss, a giant Vacrat, can be defeated by jumping on it or by throwing the Package at it so it falls into the flames. Two Long Flyblocks and a Blaster appear, which sends GR-18 to the Goal.

## On-Time Delivery

GR-18 can gain sprint speed after the first chasm, which most players can maintain until grabbing the Package.

The final Vacrat does not need to be defeated; GR-18 can reach the goal by jumping on the boss with sprint speed.

## Collectibles

All of the Jems are on the level path. Defeating the final boss is required for all of the jems to appear.

## Trivia

* There is a Rift near the top of the room with the Package. This is meant to teleport the Package to a later part of the level in case the player throws it off screen, but speedrunners can reach it using a super jump to skip part of the level.
Ripcord

## Behavior

Gives a rocket boost when holding the jump button while in the air. The boost limited and resets when landing on a platform or hitting an enemy.

When holding the action button, GR-18 will fall much slower in the air.

## Trivia

* Ripcord's old name was Juicefusion Drive.

## Lore

* Some deliveries are inaccessible from the ground - that's where the Ripcord GR-18 enhancement comes in handy.
Sign

## Behavior

Signs are items that are using to inform or warn the player about something in the level.

## List of Sign Types

Signs come in 50 types, they can be selected from the item properties menu (bottom left corner).

* Danger
* Hazard
* Enemy
* Path
* Puzzle
* Look
* Throw
* Use Powerup
* Boom
* No
* Yes
* Question
* Reset
* Heart
* Music
* Blue
* Gold
* Fuchsia
* Green
* BUDD-E
* Package
* Goal
* GR-18
* Grab
* Jump
* Sprint
* Key
* Key Chest
* Jem
* Puncher
* Sneak
* Zipper
* Waylay
* Propeller
* Jet
* Rebound
* Shade
* Shade Rune
* Scrubb
* Ocula
* Vacrat
* Lizumi
* Flipwip
* Flapjack
* Swoopadoop
* Canoodle
* Popjaw
* Blopfush
* Jabber
* Peanut
Rebound

### Workshop Descriptor

Many things went wrong developing this GR-18 upgrade, but... we're too invested.

### Pathable

Yes

Rebound is a powerup that transforms GR-18 and gives him new abilities.

When pressing the ability button, GR-18 will launch a face orb forward, propelling himself back and upwards. The orb will bounce off any solid blocks and can be bounced off of by GR-18. GR-18 can shoot up to 2 orbs during the cooldown period of 2 seconds from the time the first orb is fired.

Face orbs will damage enemies if they come into contact with them. Orbs can also activate Pressure Switches, Tempswitches, Waitswitches, and Boomboxes. Orbs will be destroyed by Cromblers, Fireballs, Wildfire, and all Cannon projectiles. In turn they will also destroy any Cannon projectile except fire.

## Building Tips

* Along with Waylay, if GR-18 uses it with the Blopsack, he will be capable of infinite flight that even the Ripcord can't do.
* Face orbs are on a timer rather than a bounce count, so you can use this to make an artificial Tempswitch that requires the Rebound.
* Face orbs count as items. Red Purge Gates purge items, You can use this to create static face orb platforms.

## Trivia

* Its original name was "Faceblaster" which describes its main function.
* It is the rarest power-up to be seen on release; Rebound is used late-game, before the end of the game. It does not appear in the box-arts with GR-18, neither does it appear in the "GR-18 gets POWERED UP!" introductions in Ballyhoo #2.
* This is the only power-up which replaces GR-18's face entirely. Shade only covers GR-18's eyes and Tiptow only covers its mouth.
* Rebound has the most icons, with 6, if power-up is included.
Popjaw

Popjaw, or Neptune, is a SPDV modified into a enemy. It greatly resembles a shark when awakened.

## Pattern

The Popjaw will attack once it finds the player. It will attack by trying to warp at the player and jumping at it.

## Trivia

* Originally, it was used as a Submersible Package Delivery Vehicle, and named Neptune. However, because if they didn't even modify Neptune for the Levelhead department in the next 2 weeks, Neptune would be destroyed. So, teeth were welded onto Neptune, causing a "near-accident", and "Steve has taken to calling this prototype the 'Popjaw', in homage of some movie he'd seen in the Old Earth archives."

## Gallery

The Popjaw in action.Memo 47, the "kind way of saying that our little Neptune would be destroyed".
Tiptow

GR-18 upgraded with Tiptow

Tiptow is a powerup gives GR-18 ninja-like abilities.

With Tiptow, GR-18 can slide down and jump off walls. He can climb a wall by repeatedly jumping up it. He may also grab onto ceilings and scuttle along them for a limited amount of time, 0.7 seconds.

Using the ability button, GR-18 can hide in a bush. In this stage, enemies will ignore GR-18, and he can walk through them without taking damage. Do note, this doesn't make GR-18 immune to damage from hazards, aside from Cromblers.

## Trivia

* At one point, this powerup was known as "The Eye of Gorble."
	+ Before that it was "Mountaineer", likely because of its wall jump capabilities.
* The reason why GR-18 has a mask is to not just protect its face (likely due to the leaves in its way) but also to allow it to enter the "Masquerade Ball".
* Tiptow GR-18's feet is lined with microhooks that gives it wallsliding capabilities, and can also be used for backscratching.
* This is the only power-up that's on the Levelhead box art but not on the Levelhead tee.
* If you go fast enough in the bush (easiest set-up being Slippy Goo, Waylay, Toe Slider, and Purge Gate), you'll be able to see a sprint animation for it.

## Lore

* For those more discrete deliveries, customers of the Bureau of Shipping can choose to enhance their delivery GR-18 with the Tiptow.
Eye Switch

A "Hold" style Eye Switch.

A "Lock" style Eye Switch.

The Eye Switch is a type of Switch that receives power depending on if GR-18 is in its proximity or not. As the name would suggest, it has the appearance of an eye.

## Behavior

Eye Switches can be made to start Inactive or Active. In the latter case, the switch will lose its power when GR-18 comes into view. They will not change if Tiptow GR-18 is hiding under a bush

Like most other switches, the Eye Switch has 2 modes: Hold mode, which keeps its power as long as it can see GR-18 (or not), and Lock, which turns on when GR-18 is in sight, but doesn't turn off when it leaves.

There are two types of shapes for the radius of the Switch:

* **Square:** The radius is completely centered around the Eye Switch. It goes from 1 (3x3) to 20 (40\*40).
* **Rectangle:** The radius can be customized to a higher degree, allowing you to set a custom range in 4 directions. Each range can go from 1 to 20, for a total radius of 1,600 blocks.

Additionally, Eye Switches can be made invisible. In this state, they cannot be collided with, and they will not play any noise. They will also see-through Tiptow's bush disguise.

Eye Switches can be set to detect a certain amount of players. By default, Eye Switches only function when all players are in its range, but it can be set to detect 1 to 4 players. Note that this feature is only useful when constructing levels made for 2 or more players.

## Gallery

An unused "Explode" style Eye Switch, found in the Wiki Export Images.An unused "Toggle" style Eye Switch, also found in the Wiki Export Images.

## Lore

* Keep an eye on what's important in life with just 3 payments of $19.19!
BUDD-E

## Behavior

Mid-stage save point. The most recent one can always be returned to by holding LB or the Reset Button. There is a default variant which allows the players to reset their spawn point by touching it multiple times.

## **Building Tips**

* If Eye Switches are correctly used, BUDD-E can become a troll trap that hinders more than help.
* On topic of that, one can also use BUDD-E as a punishment for cheesing a stage in tandem with Regret Gates, or simply to create a softlock.

## **Trivia**

* In-game, BUDD-E shows a reset symbol as opposed to an exclamation point as shown in the box art and the signs. Additionally, his face was green when you touched him.
* BUDD-E originally was capable of having limited uses, but BScotch figured out that it made people ragequit on even the simplest of stages. This function was removed.

## **Lore**

* The best friend of every GR-18, BUDD-E is that robo that cheers you on from the sidelines and helps you do your best.
Arrow Hologram

The Arrow Hologram is, as the name states, a hologram of an arrow.

## **Behavior**

As simple as it gets, Arrow Hologarm simply points the player in a direction. It can be set to only appear when it receives a signal. It can also be colored to Fuchsia, Gold, or Green.

## **Building Tips**

* As the Workshop Descriptor says, you can use this as a trick to fool players into falling for a trap, making it the easiest to use for those who want to make troll traps. However, do note that *placing an Arrow Hologram pointing to a troll trap does not immediately convince players,* as it may just make them suspicious.
* Arrow Holograms can be linked to paths and can be used to simulate signposts, used as decor, or even as a slower way of redirection.
Enclosure

Create hidden leafy areas! Or rocky, or something!

Ever been inside a Kronkrete house? The insulation is TERRIBLE!

It's not much, but it's an honest Rickety Enclosure.

What's in there? OOOOH SPOOKY!

## **Behavior**

Looks like solid Environment, but when GR-18 walks into it, the area is revealed and open to all adjacent Enclosures.

## **Building Tips**

* You can use the Secret Eye in tandem with an Eye Switch or similar mechanic; Enclosures *don't* really mesh well together with seperate enclosures.
* By making a chess-like pattern, Enclosures can be used to simulate darkness. Once again, in tandem with the Secret Eye (and paths), you can use it to create something to simulate moving light.

## **Gameplay Tips**

* Usually, Enclosures are placed in suspicious areas, so if there's an area that looks suspicious, look there and you may find something.
* You can tell if it's an Enclosure if the Environment overlaps with GR-18. This is useful if you want to easily find secrets or to counter sudden troll traps.

## **Trivia**

* Rickety Wood Enclosure references the "It ain't much, but it's honest work" meme.
Blopfush

The Blopfush is an enemy with a very broken mind due to the Great Hack.

## Behavior

Moves in a line or circle, ignoring GR-18. Drops a Blopsack when killed.

They can also be put on a path so you can control where they go and can then be used for decoration.

## Trivia

* Ignoring the redesign, Blopfush is likely the only enemy to survive out of the alpha with a known pattern, 100% replicated.

## Lore

* The Blopfush was originally intended for assistance in air-delivery, but it's squooshy form quickly made it a favorite of warehouse employees as a companion.
Environment Variation

Kronkrete ("You can do whatever you want with it, except just about anything.")

Spookstone ("It's cold to the touch. It's also emotionally distant.")

Rickety wood ("Just like grandpappy used to make!")

*Not to be confused with Environment.*

**Environment Variation** refers to any of the three tiles on the third slot of the World category in the editor, which consists of Kronkrete, Spookstone, and Rickety Wood. These tiles are functionally the same as Environment or any other Environment Variation, and serve no difference except aesthetically. Unlike Environment, they are always the same regardless of the level's biome.

All Environment Variation tiles have their own Backdops, Enclosures, and Fallthrough Ledges as well.

## Behavior

All Environment Variations function very similar to Environment, having different textures depending on if there are other Environment or Environment Variations next to them. Additionally, Rickety Wood will change in appearance if there is a Rickety Backdrop below or above it. Other backdrops will have no effect.

## Building Tips

* All Environment Variations can be used alongside certain types of Environment to create different aesthetics by blending the two
	+ Kronkrete can be intermixed with the Environment from the Aquadunes or Asteroid Tunnels to make a more varied terrain
	+ Spookstone can be intermixed with any Environment to create the effect of an environment near a ruined stone structure
		- However, it stands out in the Kistoon Ruins and Asteroid Tunnels environment, so it should be used sparingly
	+ Rickety Wood can be intermixed with the Environment from the tree of Maarla to create a more tree-like effect by adding more wood to the terrain, or with the Environment from the Kistoon Ruins to make a more varied terrain
* Using the appropriate Backdrop and Fallthrough Ledge alongside an environment variation will create the most seamless effect
* Putting Enclosures of any kind next to Environment Variations with a Secret Eye inside them that's always activated will give them the same texture they would have if Environment or other Environment Variations were next to them, even though revealed Enclosures look almost the same as their Backdrop counterparts
	+ Additionally, if there is no backdrop next to an Enclosure, it won't appear at all

## Trivia

* Kronkrete is a reference to the real-life material concrete
Crombler

a normal Crombler

an Enraged Crombler

## **Behavior**

Periodically speeds until it hits a wall, or the limit of 20 tiles, then returns. Enraged Cromblers hurt enemies and break blocks.

## **Notes**

Although listed in the Hazards palette of the editor, the Crombler is technically an enemy.  They kill GR-18 like other hazards, but may be avoided with the Tiptow power up. They are also detected by Baddie Eyeswitches, and Lookannons set to target enemies will face them. They can be destroyed by the Lectroshield or by being caught in a closing Powered Gate.

Downwards Cromblers are stopped by Throw Blocks or the Package, protecting GR-18 if stood next to or in front of them.  Sideways and upwards Cromblers pass straight through these obstacles.

Cromblers of any direction pass through invisible Prize Blocks, but are stopped by them, once revealed, on their 'down' stroke.  Revealing a prize block or other obstacle like a Hardlight will not stop a Crombler returning to its start position.

## **Lore**

* Originally designed as intelligent cargo-lifting robos, Cromblers had their directional programming reversed so they smashed instead of lifted for the Levelhead department.
Environment

*Not to be confused with Biomes, Environment Variations, Environment Backdrops, or Environment Enclosures.*

Environment is a solid tile and one of the four tiles that changes depending on the level's current biome (the others being the Fallthrough Ledge, Environment Backdrop, and Environment Enclosure). Like Environment Variations, Environment will 'blend' with other Environment or Environment Variations placed next to it.

## Building Tips

* Environment is made to be the primary terrain block for all levels, so if you're not up for making any complex terrain, one made completely of environment can still look decent
* Placing patches of other blocks within an area of primarily Environment can add good texturing, even with tiles that don't blend with it
* Environment Backdrop blends in well with Environment tiles
* Environment in the Tree of Maarla biome will create a wood texture when no blocks it blends with are placed near it
	+ Doing the same with Kistoon Ruins Environment can be used to create stone columns as an alternative to Spookstone
* Using the Asteroid Tunnels Environment, it is easy to create mushrooms by creating a 'T' shape of tiles

## Trivia and History

* Its original description was "Mold it into shapes and other shapes!". The description for the Environment Column was, "Just... get that environment... just... RIGHT ON UP IN THERE."
* Environment Variations were previously a dropdown option from the standard Environment, but were moved to their own dedicated slot
* Environment was also the only tile that could be placed by two items in the workshop: the standard Environment item and the Environment Column
* There is a very small chance that a wood Environment block in the Tree of Maarla biome will have a heart on it's texture with the letters 'BS' inside of it, as a reference to Butterscotch Shenanigans, the creators of Levelhead

1. ↑ The Environment Column has been removed as of version 1.3.0-rc.0.
Tiny Vacrat Throw Machine?

**This page is a candidate for deletion.**

*Remember to check what links here and the page history before deletion.*
## Basic Description

Tiny Vacrat Throw Machine is a short level by CasperThePancake. Published on 12/27/2020, the level shows off a small contraption, which shoots out Vacrats from the ground. This is just a simple showcase.

## Metadata

* Icon: Vacrat
* Tags: Beginner-friendly, Contraption, Single Screen
* Difficulty: Easy

## Trivia

* This level shows off a contraption that creator CasperThePancake saw in another level, so he decided to make a short level about it!
Blopsack

A Blopsack is an item dropped by a medium or large Blopfush when killed.

## Behavior

The Blopsack floats up when dropped from a Blopfush. When GR-18 grabs hold of it, the robot can jump higher while falling slower. Throwing the Blopsack can deal damage to Robos directly next to GR-18 before it instantly disintegrates.

When holding the Blopsack, GR-18 will jump a distance of **7 Blocks**, and a sprinting distance of **8 Blocks**. This height boost is also applied to:

* Bumpers (**15 blocks** normally / **22 blocks** performing a Bump Jump)
* Punchers (**21 blocks** normally / **31 blocks** performing a Punch Jump)
* Sproings (**13 blocks** normally / **19 blocks** holding the jump button)
* Sky Wigglers
* Both types of Blaster (at least **17 blocks** past the destination)
GR-17

GR-17, stuck in its protective casing.

GR-17, once released

GR-17 are the predecessors of the GR-18 model delivery robot. Due to design flaws, they are: too big (in their protective casing), and unable to hit the eject button to free themselves due to the fact that MAYA gave it telescope arms and not telescopic arms.

Many GR-17 can be found within the campaign, usually hidden out of the way, or inside enclosures. GR-18 can use its Tow Cable on them to set them free.

## Trivia

* It's as tall as two GR-18s, and as wide as two GR-18s.
* GR-17 has a secret description; "It was too big, and it failed." This can be seen in an unused tab called "Campaign" during "Building Levels with Sam!" Episode 1.
Shade

**Shade** is a powerup that transforms GR-18 and gives it new abilities. It was introduced in The Void update.

## Abilities

GR-18 creates a Rune of Teleportation when the ability button is pressed, which can be picked up and thrown. Pressing the ability button again will teleport GR-18 to the Rune.

When left on its own, the Rune disappears after four seconds. This can be extended with Recyclers.

## Appearance

The Shade powerup is the result of exposing GR-18 to Void Energy, which causes the robot to go blind and grow a pair of horns.

When GR-18 creates a Rune, a triangular symbol appears between its horns, which starts to blink just before the Rune disappears.

## Trivia

* The Shade is the only powerup that does not have a Bureau training video or level associated with it. This is because it was introduced after the main campaign was completed.

## Glitches

* On mobile, the icon used for Shade's ability button used to be the same as Rebound.
* Shade's downward kick animation is used when Shade is throwing the Rune to the left. This does not affect gameplay.