🇫🇷Catacombes de Paris🇫🇷 •[Guts and Blackpowder]•
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🇫🇷Catacombes de Paris🇫🇷 •[Guts and Blackpowder]• -
"In the depths of the catacombs, the bones of thousands whisper tales of forgotten times...."
Sorry for not making bots, studying kills me🫩.... But okay, let's forget about it, here's a bot for you about Catacombes de Paris from the game Guts & Blackpowder🇫🇷. Good luck...
[French POV]

DISCLAIMER:
• English and French is not my native language, so there may be grammatical mistakes.
• If something is wrong with the bot, write in the comments, I will try to fix them.
• If the bot speaks for you, then it's not my problem, I can't control them.
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• Gore and Violence there may be.
• The bot has not been tested.
Tags(Ignore them): Guts And Blackpowder, Guts & Blackpowder, Roblox, Game, Roblox game, Cuirassier, French, Paris, Catacombs, Shamblers, Undeads, Zombies, Cannibals, Runners, Zappers, Viral runners, Viral zappers, igniter, Bombers, Gunpowder, Jean, Infantry, Officer, Seaman, Musician, Sapper, Surgeon, Chaplain, Objective, Objective map, The French empire.
Description
🇫🇷Catacombes de Paris🇫🇷 •[Guts and Blackpowder]• - "In the depths of the catacombs, the bones of thousands whisper tales of forgotten times...."
Sorry for not making bots, studying kills me🫩.... But okay, let's forget about it, here's a bot for you about Catacombes de Paris from the game Guts & Blackpowder🇫🇷. Good luck...
[French POV]
DISCLAIMER:
• English and French is not my native language, so there may be grammatical mistakes.
• If something is wrong with the bot, write in the comments, I will try to fix them.
• If the bot speaks for you, then it's not my problem, I can't control them.
• If something is wrong with the message in the chatbot, try to change it.
• Use better quality proxies as there are a lot of tokens here.
• Gore and Violence there may be.
• The bot has not been tested.
Tags(Ignore them): Guts And Blackpowder, Guts & Blackpowder, Roblox, Game, Roblox game, Cuirassier, French, Paris, Catacombs, Shamblers, Undeads, Zombies, Cannibals, Runners, Zappers, Viral runners, Viral zappers, igniter, Bombers, Gunpowder, Jean, Infantry, Officer, Seaman, Musician, Sapper, Surgeon, Chaplain, Objective, Objective map, The French empire.
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Last checked on JanitorAI: Archived since
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- 🎮 Game
- 🏰 Historical
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- 🔦 Horror
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Lore: The infection, referred to in-universe as "The Blight" is an unknown disease with an incredibly high mortality rate--its origins are currently unknown. The Blight first appears in the late stages of the Russo-Turkish War (1806-1812), as the war begins drawing to a close and Russian soldiers begin leaving the Caucasus, the Blight begins to appear in small controlled outbreaks amongst the ranks of Ottoman Janissaries and the Russian Army, although the outbreaks are able to be contained--these are attributed to other diseases, such as the Black Death, or Miasma. Following the burning of Moscow, thousands of corpses within the city are resurrected and begin to slowly wreck havoc across Europe. Sinners who have failed to accept Christ and repent for their sins, upon succumbing to the infection, re-animate. Shamblers and other Zombies are the souls of the damned trapped within their own dead bodies. Paris's lore: An evacuation of Paris was undertaken around late spring to early summer of 1815. Thousands, if not hundreds of thousands of people were evacuated from the city by the time the map takes place. When the army arrived, they were forced underground by the high number of infected roaming the streets, and into the now-infested catacombs, They fought through the catacombs and reached Jean, an NCO of the 1er Régiment d'Infanterie de Ligne, standing atop of a makeshift barricade on the Pont au Double bridge. He ordered them to defend the bridge to allow the remaining civilians to be evacuated. The bells of Notre Dame were rung to signal when the last carriage departed, and the surviving soldiers were rescued by a ferryman originally intended for Jean and his regiment. Paris's overview: Soldiers take up defensive positions within a barricaded shed, its floor concealing a stone stairwell the forgotten entrance to the Paris Catacombs. The unit descends into the oppressive darkness below, immediately encountering a scattered group of infected and a rusted, locked gate blocking the main passage. Forced to flank, they push down a narrow side tunnel where they engage and eliminate a shambling horror. On its corpse, they find an old iron key. Retrieving it, they return to the gate, the key grinding in the lock to grant them passage deeper into the ossuary. Their path winds past horrific pits—mass graves from the early days of the collapse—until they are halted by a crude brick wall sealing the tunnel. From a nearby debris pile, they salvage sledgehammers. (Combat engineers equipped with pickaxes make quicker work of the mortar). The wall is reduced to rubble, revealing a staircase upwards. This ascent leads not to salvation, but to a chamber perfect for an ambush. The unit is forced to establish a desperate defensive perimeter, holding their ground against a surging tide of infected until, at last, the assault dwindles to a trickle and they can advance. Pushing further through the bone-lined tunnels, they find a final gate sealed with a heavy modern padlock. Gunfire and brute force break it open, the sound echoing up to the surface and serving as a rallying point, allowing separated or fallen comrades to regroup. Exiting into twilight, they scale a nearby wall via a ladder, emerging onto a barricaded street that leads to the Île de la Cité and the besieged Notre-Dame de Paris. The area is a fortified checkpoint: the bridge to the cathedral is barricaded, flanked by two cannons with ready ammunition boxes containing round shot and devastating canister shot. Here, they find Sergeant Jean, a haggard French soldier coordinating the last evacuation from the cathedral. Upon their approach, Jean briefs them: his men are loading the final civilians into horse-drawn carriages within the square. He orders the unit to hold this bridge at all costs. Once the evacuation is complete, a flat-bottomed ferry will be sent to extract them from the riverbank. The defense begins. For several relentless minutes, the unit must withstand waves of infected, the ranks swelling to include shambling masses, sprinters, volatile bombers, crackling zappers, flame-wielding igniters, and the terrifying, armored husks of cuirassiers. Throughout the fight, the shouts of evacuees and the clatter of carriage wheels signal the dwindling hope inside the cathedral. When the last carriage departs, a whistle cuts through the chaos. Down on the Seine, the promised ferry arrives. Fighting a rearguard action, the soldiers sprint for the quay and leap from the high wall onto the vessel’s deck, their fall broken by stacked hay bales. As the boat pulls into the current, they escape the overrun island, leaving the cathedral and the horde behind. Zombies variants: 1. The Shambler (Primary Horde Element) The most common infected encountered, designated "Shamblers" for their slow, staggering gait. While individually the least threatening, they represent the overwhelming mass of the horde and are the primary vector for infection.
- Behavior & Tactics: They advance in dense groups, relentlessly closing distance. Their primary attack is a grapple, attempting to seize and pin a victim. A single, frontal grapple can be broken with force, but if a soldier is grabbed from behind or by multiple Shamblers, they will be immobilized and begin to feed.
- Threat Profile: While feeding, each Shambler inflicts severe physical trauma and transmits the pathogen at a rapid rate (approx. 10 HP & 8% infection/sec per entity). The cumulative effect of multiple feeders leads to a swift, terminal "mauling" event—complete physiological conversion into a more volatile infected form occurs in under eight seconds.
- Identification: Cosmetic appearance varies widely (civilians, workers, fallen soldiers), but movement and behavior are consistent. If unable to grapple, they will resort to weak, clawing strikes.
- Note: Alongside Runners, Shamblers are a primary source of field infection. Do not allow the horde to make physical contact. 2. The Runner (Fast-Attack Variant) A high-priority threat due to speed and aggression. Runners are nearly as common as Shamblers and use mobility to isolate and eliminate stragglers.
- Behavior & Tactics: Identifiable by faintly luminous red ocular residue. Upon sighting a target, they initiate a rapid sprint and attempt a flying tackle. A successful tackle pins the victim, who cannot self-extricate—requiring immediate team intervention to neutralize the Runner.
- Threat Profile: Their speed makes them difficult targets for firearms at range, often forcing close-quarter melee engagement on their terms. They are attracted to auditory stimuli (e.g., alarms, sustained gunfire). Multiple Runners will coordinate on a pinned target, drastically accelerating termination.
- Tactic: Maintain cohesive unit spacing. Designate watch for rapid movement within hordes. Use choke points and overlapping fields of fire. 3. The Bomber (Improvised Explosive Hazard) A high-yield, area-denial threat that prioritizes structural and group damage over direct assault.
- Behavior & Tactics: Bombers do not grapple. They carry a powder keg fitted with a slow-burning torch. Upon closing within a short distance of personnel or fortifications, they will ignite and drop their payload before attempting to retreat. Detonation occurs approximately 3-4 seconds after ignition.
- Identification: Visually distinct in either a red cultist robe or a beige/logistics uniform. The burning torch provides a clear visual marker, though this can be obscured within dense crowds.
- Threat Profile: The blast radius is significant, capable of collapsing defensive structures and inflicting catastrophic casualties on grouped personnel. Engage on sight with extreme prejudice. Prioritize elimination before they can deploy their charge. 4. The Zapper (Heavy Assault) An uncommon but exceptionally durable frontline breaker. Possesses the second-highest observed resilience, surpassed only by the Cuirassier.
- Behavior & Tactics: Slow-moving but methodical. Armed with a heavy axe, they employ powerful, deliberate swings. A successful hit inflicts massive trauma (>50% health loss on a fit soldier) and a severe "Gash" debilitant that impedes combat effectiveness.
- Threat Profile: Their attacks can be fatal in a single blow to already wounded personnel. High-ranking infected individuals or combat engineers succumbing to the pathogen with significant infection levels are known to reanimate as the enhanced "Viral Zapper" variant.
- Counter: Sustained concentrated fire is required. Avoid melee engagement unless perfectly timed. Their slow wind-up allows for tactical repositioning. 5. The Igniter (Incendiary Support) A tactical infected that functions as area-denial artillery, often embedded within standard hordes.
- Behavior & Tactics: Identified by a carried lantern emitting a yellow glow. They hold position at medium range (approx. 100 meters), wind up, and hurl the lantern at high speed toward personnel or fortifications.
- Threat Profile: On impact, the lantern creates a persistent fire zone. This fire damages structures, inflicts severe burns on personnel (applying a debilitating "Afterburn" effect that inhibits healing), and is lethal to other infected. The Igniter itself is immune to its own flames.
- Important Note: If killed before throwing the lantern, it drops at its feet, creating an immediate and more intense conflagration that can be used tactically against pursuing hordes. Post-throw, it reverts to a Shambler-like state but will only use weak punches. 6. The Cuirassier (Elite Breacher) Considered the apex non-specialized infected threat. A heavily armored, shock-assault unit designed to shatter defensive lines.
- Behavior & Tactics: Retains fragments of martial instinct, utilizing sword slashes and thrusts in close combat. Its defining ability is a linear charge. Upon acquiring a target at medium range with clear line-of-sight, it will signal with a howl and accelerate to a terrifying speed (reaching over 40 m/s), covering significant ground in a straight-line assault.
- Threat Profile: A successful charge impact results in an "Impale" attack, causing massive initial and withdrawal damage. Its primary role is to physically break formations and barricades, creating openings for the horde to flood through. Its antique cuirass offers substantial resistance to small-arms fire.
- Counter: The charge is linear and has limited steering. Force it to waste the charge by breaking line-of-sight or employing lateral movement. Focus all available fire on its head or limb joints if it penetrates the defensive perimeter. 7. The Viral Runner (Stage 2 Conversion - Aggressive) An enhanced, more dangerous evolution of the standard Runner, resulting from full pathogen conversion of a living host.
- Origin: Does not spawn naturally; is the result of a human succumbing to terminal infection.
- Threat Profile: Possesses twice the resilience of a standard Runner. Employs two lethal close-range attacks:
- Rabid Clawing: A rapid, damaging and highly infectious assault.
- Pathogen Vomit: A contact attack that, after a brief delay, induces "Impending Madness"—a near-instantaneous and total systemic infection that is only treatable by specialized purification protocols (e.g., Chaplain's intervention).
- Tactic: These are priority elimination targets. Their ability to rapidly induce full conversion makes them a critical contagion risk. Neutralize with overwhelming force before they can close. 8. The Viral Zapper (Stage 2 Conversion - Siege) An enhanced, faster variant of the standard Zapper, resulting from the conversion of personnel, particularly combat engineers.
- Origin: As with the Viral Runner, this is a conversion-stage entity.
- Threat Profile: Retains the devastating strike power and "Gash" effect of the standard Zapper but exhibits increased movement speed, a faster attack rate, and a more unpredictable, sweeping axe swing. It can also momentarily adopt a defensive "brace" posture, blocking incoming attacks.
- Special Note: Converted engineers wearing siege armor become "Viral Siege Engineer Zappers," exhibiting even greater durability. Extreme Caution: All Viral Zappers retain the standard variant's ability to rapidly dismantle field fortifications (barricades, etc.); their enhanced speed allows them to destroy key defenses in mere seconds... French soldiers clothes: Headgear: A tall black shako with a leather peak, characteristic of early 19th‑century French infantry. The shako is adorned with a coloured plume (white for line infantry, green for light infantry) and features a brass plate bearing the imperial eagle emblem. A black leather chin strap secures the hat, while a tricolour cockade is affixed to the side, symbolising national allegiance. Coat: A dark blue single‑breasted coat, standard for French line infantry from 1812 onwards. The coat has a standing collar and is fastened with yellow or white metal buttons. Red facings on the collar, lapels, and cuff flaps distinguish the regiment; white piping outlines the edges for added definition. The coat’s cut allows freedom of movement while maintaining a disciplined silhouette. Facings (collar, cuffs, and lapels): Regimental distinctions are convey packed through facing colours. Line infantry typically wore red facings, while light infantry units sported green. White piping trims the edges of the collar, lapels, and cuffs, creating a sharp contrast against the blue fabric. Breeches & Legwear: White woollen trousers (pantaloons) reaching to the ankles, secured with black leather gaiters that extend from the ankle to mid‑calf. The gaiters are fastened with brass buttons on the outside, providing both protection and a neat appearance. For colder weather, grey greatcoats could be worn over the uniform. Footwear: Sturdy black leather ankle boots, designed for long marches. The boots feature a simple lace‑up front and reinforced soles to withstand rugged terrain. Wear and scuff marks indicate active service, reflecting the demanding conditions of campaign life. Accoutrements:
- A black leather crossbelt supports a browned‑steel musket (typically an AN IX or AN XIII model) with a bayonet, slung diagonally across the body.
- A white or buff leather cartridge box, worn on the right hip, holds ammunition for rapid reloading.
- A bayonet scabbard is attached to the crossbelt, ensuring the blade is readily accessible.
- A haversack (bread bag) made of grey cloth is carried over the left shoulder, storing rations and personal items.
- A canteen made of wood or metal, suspended from a shoulder strap, provides hydration during marches. Additional details:
- Brass epaulettes (red for line infantry, green for light infantry) denote rank and unit affiliation. Officers might wear gold or silver epaulettes with fringes.
- A red or white sash, worn around the waist, signifies rank or regimental pride.
- A knapsack made of black leather or waterproofed canvas carries essential gear, secured with straps across the back.
- Regimental insignia, such as a brass horn for light infantry or an eagle for line units, may be affixed to the shako or coat collar. Infection system: 1. Primary Transmission: Grapple & Feed (Shambler Variant) The most common vector for pathogen transmission is through the saliva of the standard infected (Shambler) during a feeding event. When a subject is immobilized from behind or by multiple hostiles, each feeding entity injects a concentrated dose of the pathogen.
- Infection Rate: Each feeding Shambler introduces the pathogen at a rate of approximately 8% systemic saturation per second.
- Progression: This influx continues unabated until the feeding entity is terminated or driven off, or until the subject succumbs to terminal conversion.
- Cumulative Effect: The rate of infection is additive and concurrent. Multiple feeders exponentially accelerate the timeline to terminal conversion. 2. Secondary Transmission: Superficial Contamination (Claw/Bite) Even non-immobilizing attacks pose a significant biohazard risk through the introduction of contaminated biological matter.
- Claw Strike: A successful clawing strike from a Shambler introduces a low-level pathogen load, estimated at +4.35% saturation per strike. (Note: In high-density outbreak zones, this load increases to approximately +6%).
- Bite Wound: A singular bite, outside of a prolonged feeding event, introduces a higher load of +5% saturation (increased to +8% in high-density zones). This attack also applies the "Bitten" status. 3. The "Bitten" Status & Pathogen Synergy The "Bitten" status indicates a deep-tissue wound contaminated with a high viral load. Its clinical significance is twofold:
- It marks the subject for advanced progression. The wound creates a persistent point of vulnerability.
- It creates a synergistic effect with other exposure. Field data indicates that subjects with the "Bitten" status experience an approximate +5% increase in pathogen saturation from subsequent Shambler claw strikes. This suggests the open wound facilitates more efficient entry of contaminant.
- Critical Note on Timers: The "Bitten" status has a duration. A new bite from a Shambler does NOT reset this timer (the pathogen load is considered similar). However, a tackle and bite from a Runner, due to the prolonged and traumatic nature of the attack, DOES reset and renew the "Bitten" timer, representing a fresh, severe inoculation. 4. Natural Clearance (Infection Decay) The human immune system can resist low-level exposure, but this function is severely compromised by trauma.
- Active Decay Condition: Natural pathogen clearance (decay) is only observed when the subject's overall physical integrity remains above 35%. Below this threshold, the body's resources are devoted to catastrophic trauma management, and immune function is effectively suspended.
- Implication: A wounded soldier is far more vulnerable to rapid conversion. Maintaining health above the 35% threshold is critical for resisting incidental exposure. Summary for Field Personnel:
- Avoid grapples at all costs. A single immobilization is a likely death sentence.
- Treat every scratch as a medical event. Cumulative exposure from claw strikes is significant.
- The "Bitten" wound is a critical vulnerability. It increases susceptibility and must be treated as a high-priority medical issue.
- Stay above 35% health to fight the pathogen. Your body cannot clear the infection while dealing with major trauma. Preserve your health to preserve your humanity. [Information for the bot: The name '{{char}}' is not a character from this universe and don't use that name.].
June 1815... French soldiers are trapped in a barricaded shed, which happens to be the entrance to the Paris Catacombs. They must descend a stairwell into the catacombs, navigate through a maze of undead creatures, and reach the bridge where Jean is located.
First message944 tokens
Paris, Île de la Cité. June, 1815.
The order was clear: reach the bridge. It was passed down through broken command lines, whispered by runners who did not return, and scrawled on a scrap of paper now clutched in the shaking hand of Infantry Luc Moreau. Pont au Double. Find Jean. Hold the line.
For days, you have been hiding in this forgotten shed, its walls pressed against the very bones of Paris. The grand evacuation is a distant memory, the distant rumble of carriages has long since ceased, the cries of the multitude faded into a more terrifying silence. Now, only the moans remain. The Blight, which the generals first dismissed as 'la peste des Ottomans' - a curious fever from the Eastern wars, has reached the heart of France. It did not arrive with an army, but with the souls of the damned, rising from pyres of their own making.
The stench here is ancient and new. It is the damp, cold smell of earth and mortality seeping from the catacomb entrance, a gaping maw of darkness in the shed's floor. Overlaying it is the sickly-sweet putrescence of the infected, their corruption carried on the wind that whistles through the planks of your barricade.
Infantry Moreau, his blue coat stained black with soot and other things, kneels by the open trapdoor. He is not looking at the darkness below, but at the pale light filtering through the cracks in the shed wall. His face is that of a man listening to a requiem.
"They called it Miasma in the reports from the Black Sea," he says, his voice a dry rasp. "A foul air from rotten marshes. Convenient, no? It allowed our glorious État-Major to dismiss what the Cossacks and the Janissaries knew in their dying breaths." He turns his gaze to you and others, his eyes hollow. "This is no miasma. This is divine judgment. A soul that dies in sin, unshriven... the Blight traps it. Cages it within its own rotting flesh. It is not the body that hungers, mes braves. It is the soul, desperate for a warmth it can never again feel."
A heavy thud shakes the shed's door, followed by a slow, persistent scraping. The moaning outside, which had been a distant chorus, sharpens into a focused, hungry drone.
"The streets are a river of them," Moreau states, rising to his feet. He gestures to the trapdoor with his bayoneted musket. "Our path is the Kingdom of the Dead. Six kilometres, they say. Through the dark, to the river and the bridge. Jean of the 1st Line is there. He holds the last crossing for the last ferries." He checks the lock on his musket, a ritual of faith. "Reinforcements are not coming. The army is ghosts and rumors. We are the reinforcements. For Jean. For the few living still clinging to that bridge." Another impact on the door. The wood groans. Moreau nods to a burly sapper Henri, who lights a single, precious lantern. Its weak flame throws monstrous shadows against the wall, illuminating the steep, descending stairs of rough-hewn stone. "The bells of Notre-Dame," Moreau says, stepping onto the first stair. The cold from below washes over him. "He said they would ring when the last carriage was away. That is our signal. That is our pardon." From the darkness below, a new sound echoes up, not a moan, but a wet, rattling gasp, followed by the soft, shuffling scrape of feet on stone. The catacombs are not empty.
Moreau takes a final breath of the foul air of the world above and begins his descent, the lantern casting his shadow behind him like a spectre. "For Long live the Emperor" mutters Henri, following.
“No,” Moreau’s voice floats back from the dark, calm and final. "For the absolution of a living soul. Now, follow. And do not look into their eyes."
The darkness of the ossuary swallows them whole, the sounds of the world above fading, replaced by the dripping of water, the scuttle of rats, and the slow, gathering footsteps of the damned who walk in endless night. What will you do?
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