recursal/Fanatic-Fandom huggingface dataset:
Trident Prince

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

The **Trident Prince** is a uncommon enemy found in the Atlantic Waters in Awakened Mode.

## Description

The Trident Prince is the smaller, inferior version of it's larger brethren, the Trident Lord. They feature the same trident shaped head of the Trident Lord, albeit smaller. They also have similar moth-like wings, though scaled down considerably. All in all, the Trident Prince is extremely small in it's appearance, and therefore can be difficult to spot.

## Behavior

A Trident Prince is only and always spawned upon defeating a Trident Lord. They move incredibly quick, even faster than the Trident Lord. They also will rarely miss their target, and are generally a bit more accurate than their larger counterparts. Due to both their speed and small size they can invoke large amounts of damage before being killed, making them a massive threat to the Submarine.

 Obstacles
The Shambler

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

 **Appearance** | Interior

**The Shambler** is a uncommon enemy sometimes found inside the Submarine in Awakened Mode.

## Description

The Shambler is unlike any other creature seen in The Living Infinite. At first glance, it looks like a white, ghostlike figure that strangely seems to resemble some human characteristics. It appears to have a head, neck, body, and arms, though it lacks any legs. The Shambler doesn't seem to have any resemblance of any specific face, as it is constantly changing shape. There also aren't any specific eyes, only a few dark slits in their place. It's body and neck appear to be rather boney in appearance, and it's waist and what would be legs look like billowing clouds or smoke. But it's more prominent feature are it's long, strange arms, designed to grab any players within it's reach. Unlike the rest of the body, a portion of the arms are blue and purple. What it wants is unknown.

## Behavior

This oddity of a creature will randomly appear inside the Submarine. The Shambler will make a certain sound when it appears, and the Wake Lantern will glow bright green. While present, it will attempt to chase players down, albeit not very quickly. It can be blocked by doors, allowing for an easy means to escape it. It is important to note that The Shambler **cannot be killed**, so it's best to stay away from it. Once within reach it will sometimes grab a player and take them to one of three Alternate Dimensions. Crew Bots and recruitable NPCs are also at risk of being grabbed. The Shambler can also grab unsuspecting players who are using the Navigation Console or the Weapon Control Console. Note that the Shambler has to be practically on top of any players or Crew Bots in order for them to be grabbed.

## Alternate Dimensions

There are three Alternate Dimensions that The Shambler can bring players to. Once in one, players will immediately begin drowning, and will need to run to the right to escape. Even if players take drowning damage, they cannot acquire any Afflictions from the water. Each dimension is different in color, and has different features. It not currently known if players are more likely to be taken to specific dimensions over others.
The Ambassador

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The Ambassador is the boss of the Mechanical Abyss.

## Description

The Ambassador is a gigantic, biomechanical cannon attached to an enormous metal foundation. It protects the exit to the Mechanical Abyss and prevent anyone from exiting, sending the Mechanical Emissaries, beings that it seemingly is able to control, into anyone that has managed to get past all other of the biome's defenses, to "recycle" their organic matter and transform them into one of their own.

## Behavior

The Ambassador will aim at the Submarine and periodically shoot compacted Mechanical Emissaries at it. It takes a long time to reload, but considering how powerful the Emissaries are, the crew will often be in constant battle inside the ship. Its security protection, Mechanical Turrets, lie scattered around its arena, and will provide the Ambassador fire support.

## Tactics

Park the submarine near the boss and assign the most well-armed crewmembers to a defensive position, to take care of The Emissaries. The gunner must not be interrupted, as he will have to continuously chip away at The Ambassador's health, and possibly shoot down Emissaries before they arrive. One last crewmember should constantly repair to avoid overflooding.

 Obstacles
Snail

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The Snail is a common enemy found in the caves of the Dark Depths. It can also be spawned by Snail Mounds.

## Description

The Snail is a shelled gastropod living in The Living Infinite. However, it differs in many ways from normal snails, most notably its size and aggressive behavior. It also lacks a radula, having actual teeth instead. Weirdly, it's also capable of spitting some sort of (presumably acidic or poisonous) mucus as a projectile, which it uses to defend itself and its lairs.

## Behavior

The Snail will rarely move, preferring to spit at crewmembers from a distance. Its projectile is not affected by gravity until it reaches a certain distance, at which point it will quickly fall until it touches the floor or an unlucky crewmember. If they are unable to hit the players for any reason, they will attempt to reposition themselves, but as they move extremely slowly, their attempts are often ineffective.

## Tactics

Since it shoots directily from its head, standing on top of it will leave it defenseless and make killing it way easier. Otherwise, standing at an upper or lower ledge will make you avoid its attacks as well, although it will prevent you from attacking it with melee weapons.
Starborn

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

The Starborn is an uncommon enemy found in The Meteor.

## Description

The Starborn is a spore-ridden abomination, a being of eternal evil whose existance transcends the boundaries of our reality. Its head is a crystallic dome, dark like the void of space, lacking any manner of compassion, empathy or human emotion. Its body is covered in fungal growths, pustules of maleficence emerging from its mycelium-ridden interior, each harboring its own eldritch life, waiting to be removed from their host-parent, patiently enduring the calls of their insatiable thirst for blood until they are, at last, released from their tormentous prison and into the nightmarish waters of The Meteor.

## Behavior

Once the Starborn sees the Submarine, it will quickly swim towards it, spawning a Starspawn each time it receives any damage. Once it reaches the vessel, it will latch onto the sub, and disable the Shields for as long as the Starborn is holding onto the submarine. Four tentacles will appear inside, and cause a hull breach each. The Starborn will not release the submarine until all tentacles are severed in the interior.

## Tactics

Due to them spawning more enemies each time it receives damage, using the Minigun to kill them is generally a bad idea. Instead, using Torpedoes is preferred, due to it often killing the Starspawn they create. Otherwise, running away is also a possible tactic, since the Starborn is not particularly fast.

 Obstacles
 **Locations** | Hub
Pickups/Upgrades

**Pickups/Upgrades** and other items are normally found in Caves, and can also be found on sale at underwater Civilizations.

# Potions

Potions are pickups dropped rarely by Barrels or sold at Civilizations, and they either increase greatly one stat specified by the Potion. However, one of them will instantly damage and potentially kill the player who drinks it. As such, identifying Potions is important to avoiding a mishap. Furthermore, some Potions might be more beneficial to some players than others.

If the host of the lobby drinks a Damage Elixir, Repair Elixir, or a Eldritch Elixir, the respective added damage and repair Stats will benefit any Crew Bots or hired Mercenaries. For Bots and Mercenaries, other Stats like breath and health will **not** be altered even if the host drinks a respective Potion.

# Player Upgrades

Player Upgrades include various items that add new abilities to the player's character. They can be found in Caves, Undersea Lairs, Civilizations, or given by the Trash Hermit.

# Pickups

Pickups will help you on your way deeper or are optional loot (like gold). They are commonly found in caves.

# Trash

Trash is given by the Trash Hermit and serve no purpose other than littering the floor.

# Upgrades

Upgrades help you to survive the Living Infinite by increasing a SubmarineStat. Upgrades are dropped by Crates, which are dropped when a Lair Guardian killed. They can also be sold at Civilizations or randomly gifted from the Trash Hermit. The Poubelle benefits more from most Upgrades. However, certain Upgrades are incompatible with specific Submarines. Some Upgrades can also be gathered multiple times while others cannot.

# Torpedo Upgrades

Upgrades improve the effectiveness of Torpedoes in different ways, and will help fend off any Enemies the crew comes across. Each of these can be obtained from the same sources as other Ship Upgrades, however they can each only be acquired once.

# Turret Modifiers

Turret types, when picked, will modify the Minigun in different ways, and will help you fend off any enemies you come across. They do not stack; one will replace the current one once taken.

# Trivia

* The Potions used to give a random negative side effect in the form of a stat reduction. This was changed in the Drunken Sailor Content Drop.
Ship

*This Disambiguation page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

"Ship" may refer to:

* Submarines, the submarines available in We Need to go Deeper.

* Cursed Ship, an enemy found in the Cursed Waters.

* Shipwreck, the Civilization found in the Cursed Waters.
Mechanical Vessel

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The Mechanical Vessel is a rare enemy found in the Mechanical Abyss.

## Description

The Mechanical Vessel was once a Submarine that delved into the depths of The Living Infinite, being able to transverse most of the enormous, looming trench. Nevertheless, its voyage met its end in the grim, corrupted waters of the Mechanical Abyss. Their remains, however, were not left untouched, and they were eventually "recycled" by the Great Machine, and both the vessel and the bodies of those that once populated it were remodeled into vile amalgamations of flesh and metal, brought to life to scour the abyss in search of intruders for them to incorporate into the mechanical society, just as they once were.

## Behavior

The Mechanical Vessel will often lay in wait in the shadows of the Mechanical Waters, waiting for the Submarine to approach. Once it's near enough, it will start its biomechanical engines and attempt to ram itself into the ship. Once it makes contact with your vessel, four Mechanical Hunters will board your ship, tearing the metallic walls to make their way in. Having served its purpose, the Mechanical Vessel will shatter with the impact, and its pieces disappear into the ocean, never to be seen again.

## Tactics

Due to the large amounts of Hunters the Mechanical Vessel can bring inside the submarine, it may be one of the most dangerous enemies in the biome. Additionally, as every Hunter will create a small hole to enter the submarine, if this enemy succeeds at hitting the submarine, it will deal heavy damage to the hull, possibly destroying badly damaged vessels. It is highly recommended to have at least one Shield to deal with this ship.

 Obstacles
Mechanical Eye

* Detached

The Mechanical Eye is a common enemy found in the Mechanical Abyss.

## Description

The Mechanical Eye is a large biomechanical creature consisting of a round visual sensor mounted on top of a plant-like metallic structure that uses its four tentacle-like appendages as roots, attaching the creature to the ground. Due to their multiple similarities with the Giant Flowers found in the biome's organic counterpart, it's possible that the Mechanical Eye is the result of the conversion of that biome's flora into the biomechanical creatures of the Mechanical Abyss.

## Behavior

The Mechanical eye scans the oily waters in a large cone section in front of them and slowly turn their "eye" to monitor a larger area of the biome. Additionally, they will periodically blink, making them unable to see for a short amount of time. Once a non biomechanical creature or object appears in front of them, they will spring into action and employ one of the following methods to eliminate the trespasser:

* They will employ a magnetic field to pull the Submarine in and render it immobile until the Eye is destroyed.
* They will detach from the wall and pursue the Submarine, latching onto it and sticking its "tentacles" inside to attack anyone in the interior of the vessel.
* They will open its "eyeball", releasing a Mechanical Shark to attack the Submarine.

 Obstacles
NonNegotiable Bill of Negligence

## Letter

TO: DOCTOR A. MOREAU

For your crimes against humanity, nature, and especially for sending a horrifying Mandril-Swine-Man to make a mess of our offices, The Humanitarian Society hereby sends you this NON-NEGOTIABLE BILL OF NEGLIGENCE. Please pay at your earliest convenience to our offices the following amount:

$75.00 USD

Regards,

The Humanitarian Society
Power Switch

## Description

The power switch is located in the middle of the Engine Room. If pulled up it will trigger the EMP, but only if the EMP Charge Bar is filled up. If switched down, it will power off all Power Consoles. Using the EMP will switch the power out and momentarily lock the power switch. Additionally, the EMP will not be able to be used again until it recharges. The recharging progress can be seen in the three blue bars located on the top of the Power Switch.
The Erupting Shell

**Appearance** | Exterior

The Erupting Shell is the boss of the Volcanic Depths

## Description

The Erupting Shell is a colossal cheloniidae that roams the bottom of the Volcanic Depths. With an appearance similar to the Volcanic Turtle, but bearing a more scorched appearance and a much larger carapace, on which lush flora develops, deeply rooted in the rocky surface of the behemoth's shell. Inside the creature, a great, searing heat expands - a boiling rage that forever grows, and is released through the enormous Vent that rests alongside the small ecosystem in the top of the giant's shell - a great danger to anything that lurks above it.

## Behavior

The Erupting Shell is a gigantic turtle that resides within the Volcanic Depths. Its hard rocky shell renders it invulnerable to most weapons, making so you will have to target the creature's vulnerable spots. Additionally, the large Volcanic Vent on the top of its shell will constantly erupt, damaging and knocking back anything unlucky enough to be above the great behemoth, and should you get far enough from the creature, it will periodically spit out Volcanic Boar carcasses, which will release multiple Sea Monkeys should they hit your vessel.

## Tactics

The Erupting Shell is certainly a force to be reckoned with solely because of the fact you can only damage it by shooting its head, tail or vent. However, that can be bypassed should you have a Harpoon Gun. Otherwise, you better prepare the best of gunners to fight this ancient beast because you will definitely need those skills in order to pass its impenetrable defenses. Additionally, it is wise to attempt to be constantly below the behemoth, as it cannot directly attack anything below, and most importantly, you will be far, far away from its mighty Vent.
Monkey Wrench

**Repair** | 7

## General Description

The Monkey Wrench is a is a variation of the wrench. The Monkey Wrench is able to deal 7 points of damage, the same as the original Wrench, however, only deals 7 points of repair, compared to the original Wrench, with 10. The Monkey Wrench, however, provides an agility buff and jump boost when it is being held. The Monkey Wrench costs 1000 gold.

## Comparison

The Monkey Wrench is has the same damage as a normal wrench but lacks its repair efficiency, being only as effective as the Pipe Wrench. The increased speed it provides may help you locate and get to holes quicker but the jump height increase may make it more difficult to fix the hole. Overall, it is a great utility tool for the speed boost but is less suited for constant repairs or fighting than other items.

 Other
Mummy

*This Disambiguation page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

"Mummy" may refer to:

* Aztec Mummy, an event enemy found in all caves during the Summer Event.

* Egyptian Mummy, a recruitable NPC found in the Dome Hub, a Civilization from the Ancient Abyss.
Mechanical Hunter

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The Mechanical Hunter is a rare enemy found in the Mechanical Abyss.

## Description

The Mechanical Hunters were once a group of explorers that delved into the depths of The Living Infinite, eventually arriving at the Mechanical Abyss, where they ultimately met their end. However, neither their bodies nor their wrecked vessel were left untouched, and their remains were twisted and transformed as their organic material became interwoven with the sentient machinery that controls the abyss, and when they sprung back to life, they were little more than mindless husks, twisted into jagged, metallic creatures, designed by the Great Machine to be efficient killing machines, which now drive their distorted vessels, scouring the Mechanical Abyss for intruders for them to eliminate and incorporate into their macabre society.

## Behavior

Found inside their Mechanical Vessel, the Mechanical Hunters will ram their vessel into the player's Submarine and proceed to tear their way inside. Once in the interior of the ship, they will follow anyone they see, and repeatedly slash them with their use of their sharp limbs. Although not particularly powerful alone, they can wreak havoc while in groups, and since multiple Mechanical Hunters will invade the Submarine after their vessel successfully hits it, they can pose a great threat if the crew is not prepared.

 Obstacles
Oil Drench

Oil Drench is one of many Afflictions you can get in We Need To Go Deeper by ingesting water while drowning. Being Oil Drenched, the character will have difficulty moving their joints and swinging their weapons, due to the extremely adherent oil they are covered in, thus reducing their Damage and Repair Stats. Additionally, the dripping oil will cover their faces, hindering the vision.

## Effects

When you contract Oil Drench, the character is going to face a severe reduction in the Damage and Repair stats, making them much less effective at fighting and repairing. Specifically, Repair will be reduced by three and Damage will be reduced by five. Additionally, the oil will severely hamper the vision, by occultating large areas of the screen, similarly to Periscopes doused by an Oil Spitter.

## Sources

Here are the current sources you can contract Oil Drench from:

* Ingesting water from the Mechanical Abyss (50% chance)
Grenadier

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

The Grenadier is as a common enemy in the Dark Depths' waters. They can appear as a small or large variant.

## Description

Grenadiers are gadiform marine fish found at great depths from the Arctic to Antarctic. Typified by large heads with large mouths and eyes, grenadiers have slender bodies that taper greatly to very thin caudal peduncles or tails (excluding one species with no tail fin at all). The Grenadiers found in The Living Infinite, however, have grown to a very large size and are often seen with blood around their mouths, giving them a very threatening appearance indicative to their behavior.

## Behavior

The Grenadiers will chase the submarine and bite it if close enough. They will usually overshoot the submarine due to their high velocity, but as they can appear in large numbers, they can be very dangerous if not quickly killed, a problem aggravated by the fact they can be relatively very small, making them difficult to hit.
Rat King

**Appearance** | Interior

The **Rat King** is an Event Enemy that is sometimes released from destroyed Gifts.

## Description

The Rat King is an abnormal, bipedal version of its brethren, the Rabid Rats. Not only do they have the ability stand upright, but they also have extremely muscular forearms. To express this creature's superiority over its smaller, weaker counterparts, it dons a small, green crown atop its high head. In spite of this honor however, and in a similar fashion to the Rabid Rats, the Rat King has a relatively minute tail attached to it. They also appear through the same method as the Rabid Rats, being spawned through breaking open Gifts dropped by Sugarplum Fairies. Despite initially appearing as being exactly the opposite of a present players would like to encounter, the Rat King does offer a special, cosmetic reward once killed: not its humble crown, but its entire decapitated head, which will be given to players for free when the Rat King is finally slain.

## Behavior

Once spawned, the Rat King will immediately seek out any nearby players, moving at a decent pace with its forearms. While not as nimble as the weaker Rabid Rats, the Rat King still poses as a threat to the safety of the crew. Once in reach of any crewmates, it will pause, bring up its arms, and quickly smash them on top of its victim. The speed and range of this attack can make it somewhat difficult to avoid, even with a well timed dodgeroll. In addition, the Rat King has extremely high health, requiring a large amount of smacks to finally be brought down.

## Trivia

* Once killed, the head of the Rat King will quite literally fall to the floor, further insinuating the idea that players are decapitating the creature in order to wear its head.

## Gallery

* The cosmetic reward of the Rat King, its prized head.
Mega Piranha

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the Mega Piranha is a common enemy found in the Ancient Abyss.

## Description

The Mega Piranha is a serrasalmid characin fish that was presumably extinct. It did, however, survive in the deep, mysterious environment of the Ancient Abyss, inside the depths of The Living Infinite. Notably, it has also grown to immense sizes and gained a red coloration in its ventral area, as well as developed hugely modified fins.

## Behavior

When they spot the submarine, they will chase it with ferocity and quickly bite it, being able to quickly damage the hull, which makes it a highly dangerous enemy. It should not be allowed to reach the submarine at all and must be killed as quickly as possible to prevent heavy hull damage or even death.

 Cave Enemies
 Obstacles
Torpedo Tubes

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

## Purpose

You can load Torpedos from the Torpedo Dispenser into torpedo tubes to fill the gun. Depending on the amount of power in the Weapon Console there will be either 0, 1, or 3 tubes available. The Gunner can see the amount of Torpedoes currently loaded and shoot them when they are using the Weapon Control Console. It is also possible to see how many torpedoes are currently loaded while using Sonar.

## Controls

* E - Load a Torpedo to an empty tube. Cannot be done if the player character is not holding a Torpedo or if all torpedo tubes are loaded or closed
* A, D (Gunner) - Switches between the Minigun and Cannon
* Space bar (Gunner) - Used to shoot either ammo types, provided the above requirements are met.
Trashed Jetpack

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

 **Repair** | N/A

## General Description

The Trashed Jetpack is a Player Upgrade that once picked up, will add a jetpack to the player character's back and will allow them to fly when pressing the jump key. It can only be found in the form of a gift from the Trash Hermit. The Trashed Jetpack is similar to the normal Jetpack, but features a less gradual ascent upwards, and is generally harder to use. It is also slower to ascend with and has a lower maximum speed. Regardless, this item allows players to navigate normally tough to reach areas, such as parts of Caves or Undersea Lairs much easier, though not as easily as a normal Jetpack. Players can have both a Trashed Jetpack and a Backpack at the same time, removing the need to choose between the two.
Trilobite

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The Trilobite is a common enemy found in the Caves of the Ancient Abyss.

## Description

The Trilobites are a presumably extinct marine arachnomorph arthropods that form the class Trilobita and are one of the earliest known groups of arthropods. In The Living Infinite, however, they continue to exist and have reach immense sizes as well as developed a highly aggressive behavior, making them common foes found inside the caves scattered accross their primordial habitat.

## Behavior

The trilobite will chase the player and attempt to position itself slightly to the left or right of them so that it can slam its head at them. They will sometimes stick onto walls and walk on them, eventually dropping down once they align vertically with a crewmember.

## Tactics

They are not particularly dangerous, but their high health and huge numbers can overwhelm careless players. However, due to its attacks not coming from its center, standing on top of them will render them defenseless, although they will sometimes try to reposition themselves, so care is advised.

 Cave Enemies
 Obstacles
Sugarplum Fairy

**Appearance** | Interior

Sugarplum Fairy is an Event Enemy that will sometimes invade the Submarine during the Winter Event.

## Description

The Sugarplum Fairy is a purple fairy with a big sugarplum below their abdomen, instead of legs. Their eyes are covered by their pink hair and they wear a small, white crown with a single gem embedded into it, together with what seems to be a purple ballerina outfit.

## Behavior

The Sugarplum Fairy has behavior attributes that reside in not only its appearence on the interior of the Subamrine but also the way it actually spawns via the exterior.

### Exterior

The Sugarplum Fairy is technically first spawned on the exterior of the Submarine as an invisible, unkillable mass that will float towards the Submarine, attempting to invade it. It is because this mass is invisible that it is normally never seen by players. Its position can be revealed through specific Upgrades, such as the Harpoon Gun's projectiles sticking to it or the blue cloud effect from Torpedoes induced with the Liquid Nitrogren Upgrade. Since this invisible mass behaves like other boarding Enemies, such as Baby Duopuses, it can be blocked with Shields should the Shield Console be active. Because of how players will likely want the Sugarplum Fairy to invade the Submarine due to their potential rewards, it is recommended to have Shields deactivated or to play in Submarines that lack Shields entirely while searching for them.

### Interior

Once the invisble mass successfully invades the Submarine, one Sugarplum Fairy will appear, bearing with them a single Gift that can be opened. Killing the Sugarplum Fairy has no effect on the outcome of the Gift. After the Sugarplum Fairy is spawned, they will roam around shortly before disappearing. They are completely passive, and will not attack anyone under any circumstances, preferring to simply fly around and to avoid possible dangers. If they are killed, they will drop either a large pile of Gold or specific attire relating to them.

## Drops

The following is a list of all possible drops from the Sugarplum Fairy.

## Trivia

* The Sugarplum Fairy is a reference to the "Dance of the Sugar Plum Fairy", a ballerina dance from The Nutcracker ballet.
* When they were first introduced, Sugarplum Fairies caused damage to the walls of the Submarine internally. This was fixed in the Dec. 19 update.
The Leviathan

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

The Leviathan is the boss of the Cursed Waters.

## Description

The Leviathan is a legendary beast that lurks within the wretched domains of the Cursed Waters. An enormous being divided in many enormous, jagged segments and using its two ferocious claws to dilacerate whatever stands in its way, this behemoth is not to be underestimated. Many have fallen victim to the piercing bite of the giant's bloodied beak, and the few who have survived its maleficent grasp spread tales of the creature's brutality and superior acumen. Its origin, like much of the paranormal environment it lives in, is unknown to mankind, but one thing is for certain: Any who defy the Cursed Waters and invade upon the Leviathan's realm will eventually fall victim to its unparalleled ferocity.

## Behavior

The Leviathan has multiple ways of attacking the Submarine: It is capable of using its powerful beak to pierce the vessel's hull, using its powerful claws to rend anything below and, perhaps most menacingly, it is capable of using the arena to its advantage, by dashing across the screen to prepare a charge from the background and into the submarine, during which time it cannot be hit.

## Trivia

* The Leviathan is a sea monster from the jewish religion. We Need to Go Deeper's Leviathan, however, may also be based on H. P. Lovecraft's Leviathan, a child of Cthulhu.
Purussaurus

* Interior

The Purussaurus is an uncommon enemy found in the Ancient Abyss.

## Description

Purussaurus is a presumably extinct genus of giant caiman and one of the largest known crocodyliformes ever to have existed. They have, however, survived in the deep, mysterious Ancient Abyss and will terrorize any explorers that manage to reach its ancient ecossystem.

## Behavior

The Purusssaurus will charge at the submarine and tear its way inside, where it will bite anyone that approaches it. Due to its high health and quick, hard to avoid attacks, it can pose a huge threat to the crew if it manages to get inside the submarine.

 Cave Enemies
 Obstacles
Siren

* Interior

Siren is a rare enemy found in Cursed Waters. When the siren gets near the submarine, faint singing can be heard.

## Description

The Siren, despite its name, has an appearance more similar to mermaids: below its torso, it is completely fish-like in appearance. However, from the torso to its head, the Siren greatly resembles a woman, although still possessing scales. Its "hair" covers its face while it's swimming, but when inside the submarine, it reveals that the Siren lacks a face, having only a disturbing, huge mouth in its head, that it uses to produce its alluring song.

## Behavior

Sirens can be taken down by shooting them twice with torpedos. If siren comes to contact with the sub, it will disable shields. If the shields are disabled and siren swims near, it will enter the submarine and create a hull breach. When inside, it will start singing. Singing gets louder depending on players location (if player is near, siren will be very loud). If a player gets close, siren will create a sonic wave, which damages and slows the player down.

## Trivia

* Siren is a folklore creature, who lured nearby sailors with their enchanting music and singing voices to shipwreck on the rocky coast of their island.
The Poubelle

**Cost** | 10,000 Gold

## Overview

Poubelle is unique as, at the start, it is the worst Submarine in almost every aspect. However, it holds the greatest potential of them all, as it can be upgraded much further than all other vessels, allowing the Poubelle to quickly get better as the crew progresses.

### Introduction Update Notes

What's this hunk of junk? Oh, it's a new submarine! Introducing The Poubelle, a rather large new submersible for 3-4 players that starts out as garbage in almost every way, but is equipped with a strange device that allows it to double the effect of any upgrade applied to it, allowing The Poubelle to swiftly become more powerful than any other ship before it!

## Consoles

* 1 Navigation Console
* 2 Bed Console
* 1 Weapon Console
* 1 Torpedo Dispenser
* 3 Torpedo Tubes
* 4 Power Consoles - Light, Engine, Shields, and Cannon.

## Tactics

The Poubelle is the most treacherous submarine currently in game. Operating it is quite tricky and will require you to use different game styles depending on the upgrades that you receive. As such, it will be your duty as a crew to figure out your strengths and use them as effectively as possible. (If you want to survive that is)

Unlike other submarines, the Poubelle doesn’t start with any upgrades or perks which makes getting through the first few biomes somewhat difficult. This means that it is crucial that you collect as many upgrades as possible - but don’t be fooled, not all upgrades are created equal. In most cases, it is better to loot caves and then trade with civilizations for better upgrades and not fight the Lair Guardians, unless you are brave enough to face the Lair Guardian and eradicate a whole civilization.

## Gallery

* The Poubelle, as seen in the Rough & Tumble update.
Power Alien

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

**Power Aliens** are exclusive enemies found in one of three Alternate Dimensions in Awakened Mode, and are currently the only means of acquiring the Power Sword.

## Description

Power Aliens act as minibosses found in found in the Power Dimension. They are large entities with a dark green exterior and a large, bright green crystal in the center. Multiple smaller crystals also protrude from its sides. It has no appendages or limbs, and is instead seemingly able to fly along at will. Similarly, it features multiple crystal orbiting around it.

## Behavior

The Power Alien will float slowly towards the player. Upon being within range it will unleash a small damage burst, dealing one damage to the player.

## Strategy

Upon entering the Power Dimension two Power Aliens will always appear. Each one of them have high health. As such, killing either one of these bosses requires an already decent weapon, such as a Six-Shooter or Sword. It is advised to use a ranged weapon, as Power Aliens can only do melee Damage. It is also recommended to kill the first one while trying to not attract the attention of the second. This is because the second Power Alien can also hurt the player and block hits from the one players are trying to kill. For doing this process players will want to be already fully healed, otherwise they may die in their attempt to kill one. Successfully killing one will present the player with a Power Sword.
The Perle

**Crew size** | 2

## Overview

The Perle is the third and last free submarine in We Need to go Deeper. It is the second smallest submarine, bested only by the Espadon in that aspect. It is very similar to the Crevette, having the same consoles as it. The Perle, however, only has 40 hull points, but has an upgraded EMP and Shield. Due to it's small size, it is often considered the submarine best suited to small crews.
(Recommended Players: 2)

This vessel is unique due to the fact that all rooms are stacked on top of each other and connected by a long staircase in the left. This can help surviving for a while in a flooding submarine, as it's easier to remove water from the upper decks by simply opening their doors.

### Introduction Update Notes

This compact little fella puts everything you need in between one big ladder and a whole lotta power, making it perfectly suited for bite-sized crews. It may be small, but what it lacks in speed and armor it makes up for in electric boogaloo. The Perle comes equipped with upgraded shields and a harder-hitting EMP, making this a safe option for first-timers.

## Consoles

* 1 Navigation Console
* 1 Bed Console
* 1 Weapon Console
* 1 Torpedo Dispenser
* 3 Torpedo Tubes
* 4 Power Consoles - Light, Engine, Shields, and Cannon.

## Tactics

The Perle is slow and frail, but as it has improved shields, it can sustain damage more effectively if power is allocated to shields. Its small size means that flooding can become a problem very quickly, and the Engine Room in particular tends to quickly fill with water, meaning a Water Pump can be very effective in this submarine. If you and your crew is in a bad situation, don't hesitate on using the EMP. which begins upgraded in the Perle, and will be able to kill most enemies if need be.

## Gallery

* The Perle, as seen in the Splurge & Surge update.
Stay Out

## Letter

There's nothing for you down here. I know, because I've seen it. What lies at the deepest threshold is not meant for the likes of us. The answers of the abyss are far more cruel than you could imagine.

I should have known better, and now my crew has paid the price for my transgressions. I beg you, do not voyage within, or there will be far more suffering to come. Turn back, stay out. Stay out of The Living Infinite.

## Trivia

* This Letter is the same one seen in the Intro Cutscene, being written by Captain Nemo before his suicide.
Mechanical Emissary

* Interior

The Mechanical Emissary is a rare enemy found in the Mechanical Abyss that is exclusively spawned by The Ambassador.

## Description

The Mechanical Emissary is a large, imposing figure, made purely out of a biomechanical material originating from organic matter interwoven with robotic components. Perhaps once a human (or multiple), it is now nothing more than a puppet employed by the Ambassador to forcibly transform any trespasser into a biomechanical being like itself, by killing them and "recycling" its matter in a grim process of "rebirth".

## Behavior

The Mechanical Emissary will be shot towards the Submarine by the Ambassador, while rolled into a compact ball. If the submarine manages to dodge it, it will change its route and begin to slowly swim towards the ship. Once inside, the Mechanical Emissary will locate its targets and make its way towards the crew, destroying any doors that block its path. Once it is in the line of sight of its fleshy victims, it will employ the shotgun attached to its arm to shoot barrages of bullets at them, and will move and jump around to dodge projectiles shot at it.

## Tactics

Park the submarine near the Ambassador and assign the most well-armed crewmembers to a defensive position, to take care of The Emissaries. The gunner must not be interrupted, as he will have to continuously chip away at The Ambassador's health, and possibly shoot down Emissaries before they arrive. One last crewmember should constantly repair to avoid overflooding. Players standing directly on top of the Mechanical Emissary will be not able to be hit by it, allowing them to chip away at their high health pool.

 Obstacles
Unimplemented Features

*This article or section may contain **spoilers**. You might want to avoid reading further if you don't want to spoil the surprise for yourself!*

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

We Need to go Deeper features many **Unimplemented Features**, primarily in the form of sprites.

## General Description

Unimplemented Features include anything that has been found within the game's files or code but does not make an appearance in game currently. Bare in mind that many of these items could be implemented in game at some point.

## Hair

Many different kinds of hair have been found within the game's sprites. Their name's and appearance's indicate that they would have likely been the hair of the various denizens of Civilizations. This in turn could imply that the original concept for members of Civilizations were to be more human-like in appearance. Either that, or they were intended be unlocked through the Catalog. According to the developers, these were designed during a shifting point of development, and it was decided to make numerous cosmetics during that time. These specific hair sets were removed due to being "ugly."

## Skins

Numerous alternate Skins have been found. The majority of them are are similar in color to the unimplemented sets of Hair, and therefore may have been designed for a similar purpose. Note that there are female variants of these same Skins that are not listed here.

## Speed Elixir

An unused file known as the Speed Elixir exists. It's likely that this would've increased the player's movement speed. The main reason for the Speed Elixir's implementation is due to difficulty in implementation due to networking bugs. It was also found during testing to not be very great or interesting. In addition, it's possible that the reason for the Speed Elixir's unimplementation is due to the already abundant amount of Potions that are already present within the game. Another alternative could be that implementing this Potion would downgrade the special abilities of the Monkey Wrench and the yellow bottle from the Chemistry Kit.

## Ranks

There is an unused asset known as Rank 14. It is likely that this would've been the Rank after Acolyte, due to not only it's name but also it's similarities in it's sprite. In addition, looking into the *Levels in WNTGD* spreadsheet provided by the developers there is another rank above Acolyte, named "Sea God". It's reason for remaining unimplemented could be due to the small amount of Items and cosmetics acquired at the Cultist and Acolyte ranks. Or, perhaps more likely, it is yet to be implemented in a coming update.

In addition, according to the same spreadsheet, there is another Rank name between Captain and Cultist known as "Dweller". It's reason for being unimplemented has to do with being renamed into Cultist.

## Other Texture Sheets

There are some texture sheets in the files that are currently unused.
The Sleepy Giant

* Interior

## Description

The Sleepy Giant is a gargantuan creature that lies at the bottom of the Ancient Abyss, sleeping inside a gigantic crevice in the ocean walls. The Sleepy Giant does not directly hunt, preferring to stay inside its lair, waiting for its prey to enter its domain and awaken the beast, at which point the Sleepy Giant will employ its two enormous maws to create a powerful, inescapable suction, which will inevitably drag its quarry into the jaws of the behemoth. In addition to its pronounced jaws, the Sleepy Giant is characterized by its green scales, a large ridge starting from its head leading down to its back and three seemingly atrophied fins, possibly an adaptation to its highly sedentary lifestyle. The overall head design seems to be based off of a famous japanese monster known as Zilla.

## Behavior

The Sleepy Giant sleeps at the bottom of the Ancient Abyss. It will remain asleep until the Submarine approaches, at which point it will wake up and use its gigantic maws to create a powerful cone of suction, which will slowly drag the vessel to its mouth, at which point the beast will swallow the entire submarine. Afterwards, you will find yourself inside the Belly of the Beast, where you'll have to fight through dozens of Nematodes and dodge Spiky Flesh Growths until you reach the behemoth's heart, which will have to be slain while warding off a constant onslaught of Nematodes. After the heart is destroyed, the beast's interior will begin to collapse, and you'll have to dodge falling flesh pieces and make your way back to the Submarine. After escaping the beast, it will finally explode, putting a final end to the behemoth.

## Tactics

\*Unverified\* It appears that melee weapons are significantly more effective during the boss fight, because they allow you to kill multiple Nematodes at once, drastically reducing enemy build-up.

If the host player remains on the sub, they can brig the other players after the boss has been defeated, removing any chance of a potentially game-ending death as The Sleepy Giant dies.

## Trivia

* The Sleepy Giant's head is roughly 4-5 times the size of the the Crevette. Its overall size is that 16 times the size of the the Crevette.
* It is possible to kill the Sleepy Giant without killing its heart by dealing enough exterior damage to it. This is, however, nearly impossible to do without taking advantage of some glitch or wasting numerous resources.↓
	+ A glitch can occur when the Sleepy Giant sucks you in and doesn't swallow you fully, making you unable to exit the ship and unable to move the ship. It acts like it is docked, but does not let you leave the ship. Even if you kill the Sleepy Giant while glitched with several bursts of the EMP, your ship will still act like it is docked so you will have to quit the match entirely, causing you to keep whatever gold you had originally, but it will give you no EXP.

## Gallery

* The Sleepy Giant, as seen in the Chow Down update.
* The Sleepy Giant sleeping, as seen in-game.

 Cave Enemies
 Obstacles
The Requin

**Crew size** | 3-4

## Overview

The Requin is the second submarine in We Need to go Deeper. It offers two cannons, two torpedo dispensers and two beds but no shields. It is also essentially larger than The Crevette. The Requin starts with 60 hull points. Due to it's larger size and two turrets, it's often considered the submarine best suited to large crews.
(Recommended Players: 3-4)

### Introduction Update Notes

The bigger, bulkier, and well-armed Requin is now available for you to crew for your future expeditions! The Requin is a militaristic submarine meant for those with larger 3-4-man crews; armed with TWO cannons from the start, but without the shielding capabilities of The Crevette. Being bigger comes with its advantages of course, since The Requin also comes with two beds and more breathing space for when things get hectic.

## Consoles

* 1 Navigation Console
* 2 Bed Consoles
* 2 Weapon Consoles
* 2 Torpedo Dispensers
* 6 Torpedo Tubes
* 4 Power Consoles - Light, Engine, 2 Weapons.

## Tactics

The Requin relies on its two turrets to defend itself, as it lacks any shields and is very slow. It's important to take advantage of its offensive capabilities to prevent enemies from damaging the vessel too much. Its larger hull integrity and interior size allows it to sustain more damage, but constant repairs is also necessary for the crew's survival. As it cannot outrun most enemies, the use of Torpedoes to knock back enemies can be a viable strategy.

## Trivia

* The Requin is impervious to Giant Bubbles, due to its large size.

* Requin is French for the word shark

## Gallery

* The Requin, as seen in the Fully Loaded update.
Macrourus

The Macrourus is an uncommon enemy found in the Dark Depths.

## Description

The Macrourus is a ray finned fish characterized by its huge, bulbous eyes, and adaptation to the pitch dark environment this creature dwells in, allowing it to better see. It is one of the few friendly creatures to be found in the harsh environment of the Dark Depths, known for following around Submarines and curiously watching them as they further descend into the dark abysses of The Living Infinite.

## Behavior

A curious being by nature, the Macrourus will often follow the submarine around, sometimes getting in front of the turret. When it takes a few hits, it will generally try to run away, but may attempt to watch the vessel from a distance, often accidentally getting itself killed. It is not aggressive in any way, but it can generally pose as a nuisance by making it harder to kill the dangerous creatures that infest the Dark Depths.
Nose

*This article is a stub. You can help We Need to go Deeper Wiki by expanding it.*

## Purpose

Noses allow you to customize your ingame Character. Although Nose options are associated to different genders, they can still be used by the opposite sex.

## List of Nose Options

+This list's purpose is to show all Nose Options available within the game.