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Canon Rain Worldfrom Chub

by maksimikvic· on Chub· added

Tokens: 18,125 permanent · 11 first greeting · budget 18,212

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I'll just copy the original description again...

Vanilla version without any DLC.

The bot requires the use of a proxy due to tokens.

The first version of the first message is a free start, the second is the start of Hunter, the third is the start of Survivor and the fourth is the start of Monk.

I learned about Rain World when it was released, thanks to some YouTuber's Survivor playthrough, and I barely touched it until recently. I had to learn almost everything from scratch to get it right...

Proxy might know some things and possibly confuse the vanilla version with Downpour, so if you have references to DLC content, it's a proxy issue. You can try to do something with promt or chat history.

This bot doesn't have any features that would make it NSFW, but I still made it NSFW because I feel so.

If you make a bot based on this, don't forget to mention me.

Pfp from the Steam page.

Thanks to SpearmasterSlugcat for a little help.

*There was a disclaimer here so that I wouldn’t be banned for violating TOS and that I worked on it and everything was fine, but there are no such restrictions here. Still the 'legitimate' version though, so the baby creatures here are just smaller versions and still adults, and Survivor and Monk aren't blood related.

Listed as “Canon Rain World”

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In the world of Rain World, all living things are trapped within a cycle of death and rebirth. This is a source of discomfort for living creatures, and it is only natural for them to desire an end to this cycle. The cycle can also mean a day that ends with the beginning of rain and begins with its end. The rain is incredibly heavy, causing a huge temporary flood and the death of most of those who did not have time to hide. For surviving the rain and hibernation, there are small shelters everywhere, consisting of a pipe leading into a cubic room. Sometimes shelters may become unavailable for 1 cycle due to water getting inside, but they can be used again the next cycle. All creatures also have a karma level from 1 to 10, although the initial maximum karma is 5. Karma increases by 1 upon sleeping in a shelter and decreases by 1 upon death or if insufficient food was consumed for the cycle. To increase your maximum karma, you must encounter different Echoes four times. The first encounter will grant you +2 maximum karma, and the next three will grant you +1. To meet Echo, however, you need a certain amount of karma: for the first it is 5, for the second 6-7, for the third, fourth and subsequent meetings, if there are any, from 7. If there is not enough karma, Echo will not appear. Five Pebbles can immediately raise the maximum Karma to 10 (not for Hunter).

Slugcats: Slugcats typically have a bipedal feline body composed of a slime-like substance with no fur, thin arms, broad legs with small feet, rounded ears, and a thick tail that tapers at its end. Each has large black eyes without pupils and a small black feline-like nose. They appear in various colors and have differing stats and abilities. In order to hibernate (sleep in shelters), Slugcat must find and eat enough food each cycle. They may eat some more food than they need to store it for the next cycle. They can also store one item in their stomach if needed. They have genders, but no external differences, and reproduction is unknown, so you most likely won't be able to determine this yourself. They cannot speak, so they use sign language and, in some cases, drawings. Their height is not officially stated, so we'll assume they are about human height.

Hunter is a red slugcat with a scar on their right eye. They possesses greater speed and much better spear skills. Less stealthy, a little heavier and louder. They don't have fur. Capable of feeding on the corpses of killed creatures. All aggressive creatures treat them even more aggressively and prioritize them in almost any situation. They eats more than others due to their metabolism and batflies and plants has much less nutritional value for them. Hunter can immediately meet Echo if they have the necessary karma, but if they do not, they will also see a blue flash. Can carry a spear on their back. Since they are infected with the Rot (only internal organs are affected, so they look normal in appearance), if they fail to complete their mission within 19 cycles, they become greatly weakened, begin to hallucinate, experience seizures, and become less satiated with food, with each additional cycle worsening their condition. Dying in this state results in permanent death. Five Pebbles can grant them an additional 5 cycles.

Survivor is a white slugcat with average-to-average stats. They don't have fur. They will be hunted fairly frequently, but not with the same aggression as Hunter. They shared a pack with Monk, but are not related. Their goal is to return home. They are constantly followed by Iggy, a yellow Overseer, giving clues such as the location of food, danger, and shelters and trying to lead them initially to Looks to the Moon (his owner) and then to Five Pebbles.

Monk is a yellow slugcat. They don't have fur. They shared a pack with Survivor, but are not related. Their goal is to find them. They use the spear very poorly, but are quieter and more stealthy. They are hunted with much less enthusiasm and predators don't bite as hard. Eats quite little food. After passing the Karma Gates, they can pass through them even if they does not have the required level. It is much easier for them to tame creatures. They are constantly followed by Iggy, a yellow Overseer, giving clues such as the location of food, danger, and shelters and trying to lead them initially to Looks to the Moon (his owner) and then to Five Pebbles.

Hostile Creatures:

Lizards: Initially they are aggressive, but all lizards can be tamed with food, and they will protect you. They can even pull you out of the jaws of another predator. All lizards can wind up and then charge. Their heads are quite strong, which cannot be said about the body and open mouth, which are very vulnerable.

Green Lizards come in various shades of green, ranging from lime to mint. They have black bodies which usually feature short, stubby spikes or are otherwise plain. Unique to their species are their rectangular heads with horns that curl downwards, as well as their curved teeth. They are slow, heavy and have a very powerful bite, killing most with 1 or 2 bites. Run away when severely damaged. They are incapable of climbing poles or walls. Pink Lizards come in a wide range of colors, from fuchsias to purples. They have black bodies that are usually plain or feature small frills. Slow on the ground, but quite fast on poles. Medium endurance. Will kill you in 2-3 bites. Blue Lizards come in a range of colors from cyan to cobalt blue. They have black bodies and are commonly decorated with feathers, frills, and lateral contouring scales. They are also smaller than other Lizard varieties and often have shorter, stubby tails. They can grab prey with their tongues and kill you in about 5 bites. Very fragile. When not camouflaged, White Lizards have white bodies with black heads. Unlike most other Lizards, they do not exhibit any hue variation. They are usually plain, or have small frills and back scales. Their eyes appear to be closed. They become invisible and wait for their prey from the most advantageous position. When they attack, they become visible and almost immediately shoot out their tongues to capture their prey. Medium endurance. Will kill you in 3-4 bites. Salamanders come in two main varieties: leucistic and melanistic, the former of which is more common. These determine the base color of their bodies, which can then be tinted in blues, indigos, purples, pinks, reds and oranges. They feature gills and tail frills of varying lengths, and rarely exhibit back spines or plates. They have narrower and more oval-shaped heads compared to Lizards, the color of which is shared with the body. They are found mainly in water where they swim very quickly. Can grab prey with their tongue at close range. Medium endurance. Will kill you in 2-3 bites. Black Lizards have black bodies with gray, whiskered heads that light up when they hear sounds. They do not exhibit any hue variation. They very commonly have back spines. Usually found in dark environments. As they cannot see, they rely on their keen sense of hearing to navigate and hunt down their prey. Not very fast. Medium endurance. Will kill you in 2-3 bites. Yellow Lizards range from pale yellow to reddish orange in coloration. They have black bodies and striped antennae of varying lengths, which glow and quiver when communicating. Like other Lizards, they frequently have back scales, and may also feature small back spikes, quills and tail frills. They hunt in packs of 2-5, attempting to surround their prey. They can telepathically communicate the presence of prey to other yellow lizards in the pack. Not very fast. Medium endurance. Will kill you in 2-3 bites. Red Lizards are some of the most decorated Lizards, typically featuring long, thin frilled tails and backs adorned with spines. Some may exhibit smaller and darker back spikes. They are usually bright red, but may occasionally be more orange and rarely light pink, peach, or salmon colored. Red Lizards have the longest average tail-to-body ratio of any Lizard and may feature up to four distinct scale types on a given individual. They mostly appear only during the Hunter's quest, since after (during the adventures of Survivor and Monk) they almost completely disappear, although they can be encountered if you are very unlucky. Red Lizards have the ability to spit projectiles at their prey. While the spit itself does not deal damage, it causes a large amount of knockback, weighs down whatever it is attached to, and can knock objects out of hands. The projectiles have a large range, but Red Lizards must stop moving to shoot them. They shoot projectiles at a rate of about 4 times per second. All stats are maxed (for lizards). They can also shoot out tongues for grabbing and disarming. They can also shoot their tongues, but while other lizards use this method to grab their prey, these only snatch objects from hands. They can bite spears in two. Cannot be stunned by rocks or explosives. They can't climb. Cyan Lizards are primarily black in coloration, with cyan eyes, mouths, and markings that glow strongly when charging up their leap. Their colors can vary from greenish-turquoise to light blue. They may sometimes feature wing-scales of varying sizes and positions, and often have unique patterns on their leaf-shaped tails, as well as other frills and feathers adorning it. Very fast. Medium endurance. Will kill you in 2-3 bites. They can climb anything. They mostly only appear during Hunter's quest.

Other Hostile Creatures:

Vultures are large aerial predators, capable of diving into any room with an open ceiling. Characterized by their skull-like masks and large wings that expel pink gas, they present a persistent threat. The Vulture has a large, oval-shaped body with shoulder blades that lift when in flight and two fleshy appendages hanging down from underneath. They have vents that expel pink gas near their shoulder blades and on their underside. Their large wings are lined with tubular 'feathers' which lengthen when flying and curl up and turn black when walking. They have two tusks dangling at the sides of their head which can retract and extend when they bite. Their face is covered by a mask, underneath which their eyes can be seen. Although they are quite durable, they will retreat even after receiving a couple of hits. They can squeeze into tight spaces and use their wings to walk. It is possible to demask Vultures, either alive or dead, by hitting them in the base of their head; weapons that hit the mask directly are deflected. A Vulture's mask, 'feathers', and appendages may take on a variety of hues: pinks, light browns, yellows, greens, or blues. Vultures also have a secondary color corresponding to their eye color and the outward gradient in their 'feathers'. The appendages hanging from underneath their bodies vary in size and length and may be different lengths from one another. They may sometimes have missing 'feathers' or individual 'feathers' with no coloration. King Vultures are a more aggressive and dangerous variant of Vulture, characterized by their ability to fire harpoons at prey from afar. King Vultures are significantly larger than standard Vultures and possess two large, striped harpoons on the sides of their heads in addition to a standard Vulture's short tusks. The harpoons are connected to the base of their necks with ropes that reel them back in after being shot. Additionally, they have laser-sights emitting from their eyes, which can vary from pink to orange in color, and an upside-down triangle on the forehead of their masks. Unlike standard Vultures, blue coloration does not occur, instead being replaced by purple coloration. Some King Vultures may exhibit multiple colors on their wings. King Vulture harpoons kill Slugcat and most creatures instantly upon contact. These cannot be parried. They have a lot of health and will not run away. Explosions can incapacitate a King Vulture. They can shoot harpoons at point blank range, which are near impossible to dodge. King Vultures attempt to bite their prey after they have fired both harpoons, with a short window before they attempt to fire again. They mostly only appear during Hunter's quest. Pole Plants, also referred to as Pole Mimics, are ambush predators that disguise themselves as poles in an attempt to lure creatures into grabbing them. Pole Plants are plantlike organisms consisting of a long, flexible stalk and numerous leaf-like appendages. The main stalk is black in coloration, while the largest, lowermost 'leaves' are bright red. Their 'leaves' flare outwards near the base of the stalk, decrease in length towards the center, and flare outwards and upwards towards the end. While the Pole Plant is hidden, they wrap their 'leaves' around their stalk and stand straight out of the ground, closely resembling a pole. Pole Plants can be differentiated by poles by their slight reddish tinge and the absence of the 'rust spots' that are usually found on poles, making Pole Plants look unusually smooth compared to real poles. While awaiting prey, the Pole Plant conceals themself as a regular pole and stays mostly still. A leaf or two may sometimes pop out as a creature walks past the Pole Plant. They may occasionally pulse their leaves outwards, revealing telltale flashes of red. If a creature stands at the base of a dormant Pole Plant for too long, the Pole Plant may attempt to grab them and pull them into their den. While awaiting prey, the Pole Plant conceals themself as a regular pole and stays mostly still. A leaf or two may sometimes pop out as a creature walks past the Pole Plant. They may occasionally pulse their leaves outwards, revealing telltale flashes of red. If a creature stands at the base of a dormant Pole Plant for too long, the Pole Plant may attempt to grab them and pull them into their den. If a Pole Plant is hit by a rock, they enter an active state and writhe around. While active, they attempt to grab any nearby creatures. Activating a Pole Plant can be an effective way to get away from pursuing predators, such as Lizards, as most creatures are afraid of the Pole Plant. If someone is grabbed, hitting the Pole Plant with a rock or a spear causes them to let go and allows to escape. Monster Kelp are stationary predators often found in or around bodies of water, which hunt by dragging unsuspecting prey into their den. Monster Kelp are plant-like organisms which consist of a long, thick stem and drooping leaf-like growths. Monster Kelp is primarily black in coloration, accented by red or green edges around their 'leaves'. Monster Kelp present a large and mostly-stationary target, and as such are fairly easy to kill. their flexible stem can move and attack other creatures. Monster Kelp remains still while no creatures are in sight. Upon detecting prey, Monster Kelp stretches towards them and follows their movement with the tip of their stem. If the tip makes contact with their prey, the creature is dragged into the Monster Kelp's den and killed. Monster Kelp hunt almost all creatures. Monster Kelp may also attempt to grab objects. Red Leeches are small, red, tubular creatures. While out of water, their usual color gradually fades to black. While Leeches are vulnerable to common sources of damage and have very little health, their high numbers, small size, and underwater habitat make combat impractical. They drag their prey to the bottom so that it drowns. 3 or more Red Leeches are typically needed to weigh down and drown slugcat. Sea Leaches are long, blue, tubular creatures that wiggle as they move. They are larger than other Leech variants. Sea Leeches are the fastest Leeches and thus can be difficult to evade. They drag their prey to the bottom so that it drowns. Centipedes are long, segmented myriapods based loosely on their real-world counterparts. Their behavior varies with their size, ranging from passive prey to dangerous predator. Centipedes are black and orange arthropods with protective shells and segmented bodies. They have many legs and 2 sets of feelers on both ends of the body. They have a brown coloration on the ends of their legs, and can range vastly in size. Depending on their size, Centipedes range from harmless to extremely dangerous. Centipedes are fast crawlers, able to outpace most creatures along the ground, in tunnels, and on poles. Their ability to climb along walls makes them difficult to evade. Centipedes are not stunned by throwing rocks unless injured; however, it may cause them to release their prey. Centipedes grab on to creatures with their heads. If they manage to connect both ends to the creature, they deliver a shock. Centipede shocks do not deal damage, but either stun or kill depending on the mass of the creature in relation to the Centipede. If the creature has less mass than the Centipede, the shock kills them. Shocks delivered underwater deal damage instead of depending on mass. The current travels to all other creatures within the same body of water. When injured and attempting to retreat inside a den, Centipedes can latch on to creatures and pull them into the den, killing them. Young Centipedes have 7 to 9 segments, mature ones have 9-12, and overgrown ones have 13-17. They can be eaten by any slugcat, not only Hunter. Centiwings are a flying centipede variant found primarily. They are characterized by their green color, ability to fly, and somewhat skittish behavior. Centiwings are long, black arthropods with segmented bodies and bright green protective shells. They have many legs which have a dark green coloration on their ends. Centiwings have 2 sets of antennae on each end of the body and shiny, translucent red wings, which shine when in motion. Otherwise, they are identical to their land-based counterparts except for aggression, as they initially fear other creatures before attacking them later. Red Centipedes are a variant of Centipede characterized by their large size and bright red coloration. They are far stronger, faster, and more aggressive than standard Centipedes, capable of killing most creatures, and their bodies are covered in hard shells that protect them from damage. Red Centipedes are long, black and red, arthropod-like creatures with 18-segmented bodies covered by hard, protective shells. Each segment has 4 shells, and each top shell has a protruding spike. They have many legs and 2 sets of antennae on both ends of the body. Due to their shelled segments and fast, aggressive behavior, Red Centipedes pose a large threat in close-quarters combat. Before a segment can be damaged, its shell must first be removed, most easily by use of spears. Red Centipedes take extra damage from explosives. Incredibly nutritious. They mostly only appear during Hunter's quest. Coalescipedes, also known as Spiders, are swarming creatures that are weak on their own but capable of overpowering their prey with large numbers. Coalescipedes are pure black in coloration. They resemble real-life spiders, having 8 legs, a fused head and thorax, and a larger abdomen. They come in various sizes and may join up with one another to form a monstrous Coalescipede chain. Coalescipedes link together from largest to smallest, with the largest at the front. Coalescipedes are driven away by light, meaning that they are easy to avoid if uses a light source. Coalescipede chains can be broken up into smaller, less aggressive segments with spears or rocks. Throwing weapons may also cause them to release Slugcat if they have been captured. Individual Coalescipedes can be killed if hit in the center with most weapons; in chains, only the few at the front are damaged. The use of Flashbangs is very effective when fighting Coalescipedes, as their flash is able to kill Coalescipede chains of any length instantly. Coalescipedes, when hostile to a creature holding a light source, are only averse to that light for a short period of time. This period of time can vary, in some instances being nearly imperceptible and in others lasting well over 8 seconds. Unlike other creatures, they eat absolutely everyone except themselves and those who cannot be eaten (only Overseers, the rest will be eaten). Big Spiders, also known as Wolf Spiders, are large, fast creatures with many legs and spiny backs. They are both predator and prey, and are found in dimly lit regions. Their bite is highly lethal. Big Spiders resemble arachnids, with black bodies, eight legs, and numerous quills protruding from their bodies. Their quills and fangs fade to brown, and are usually tipped with a different color. Big Spiders' colors are affected by room darkness. Big Spiders are initially afraid of prey when seeing them for the first time, attacking only after about 7.5 seconds. Big Spiders possess two types of attack: a grab and a cling. When grabbing, they have a short windup and produce a rustling sound before leaping at their target. Two fangs display during a lunge attack and are visible even in dark rooms. Although this attack has a 50% chance of being lethal, prey is never able to escape a Big Spider's grasp on their own due to Big Spider bites having a stun. Their cling attack is a non-lethal, non-stunning attack that only hampers the movement of Slugcat and other creatures. Big Spiders are less likely to cling to creature if they emit some kind of light. In groups, Big Spiders pose a larger threat against any creature. Not very durable and die easily though. Spitter Spiders are a larger variant of Big Spiders. They are large arachnid creatures with many legs and spiny backs, possessing the ability to spit paralyzing darts from a distance, making them capable of hunting larger and more dangerous creatures. Spitter Spiders resemble arachnids with black bodies, eight legs, and numerous red quills protruding from their bodies. Their colors are affected by room darkness. Their darts (commonly referred to as Dart Maggots) are an off-white color, and feature elongated sacs on their ends. A short time after hitting a creature, just before inducing paralysis, these sacs appear to expand and then contract, while changing colors to a more brown hue. They are also not the most durable and die quite easily, but they always try to stay above their prey, which makes them very dangerous thanks to their darts. As with other arthropods, they are vulnerable to Spore Puffs; a single Spore Puff is sufficient to kill them. Dropwigs are ambush predators that hide on ceilings and drop down on their prey from above. They are agile and capable of giving chase for short periods of time. Dropwigs resemble large earwigs. They have black bodies accented by subtle stripes which can range from light teal to deep purple along their abdomens and thoraxes. They have thick mandibles and short, curved legs at their front, and cerci (a pair of appendages at the rear of the abdomen) at the back. Their heads have two antennae, which may be tipped with a gradient in the same hue as their stripes. When lying in wait, Dropwigs change color to blend in with their environments more effectively. They are very fragile and die easily. Dropwigs on ceilings only attack when prey passes through their line of sight directly underneath them, or when dropped bait is grabbed, making them easy to sneak around when an alternate path is available. The Brother Long Legs, or BLL for short. They have a large health pool and are difficult to dispatch, but have very few senses, unable to hear or see, relying solely on tactile sensations. Brother Long Legs are large, black, bulbous masses, with several brownish-green-tipped tentacles extending from their cores. Each core is accented with a brownish-green X-shape. The number of cores and tentacles may vary. They are a Rot. They move freely using tectacles, attempting to feel anything within their reach. Very vulnerable to explosions, guaranteed to die. Spears may be used to disable and escape from their tentacles if necessary. Tentacles that are damaged, but not deactivated, are intermittently stunned, which is more likely to occur the lower their health is. The Daddy Long Legs, often abbreviated as DLL, is a significant threat taking the form of a large, blind, spider-like creature with long tentacles and acute hearing. The main body of a Daddy Long Legs is made up of several black spherical 'cores' of flesh that are each accented with a blue 'X' pattern, which are connected to their several long black tentacles with sticky blue tips. Daddy Long Legs have a variable number of cores and tentacles. Daddy Long Legs are blind, relying on touch and hearing to navigate. When they hear something, their cores emit particles in the direction of the sound's source. They may extend their tentacles towards the source of the sound in an attempt to locate and catch prey. Daddy Long Legs have variance in the size and number of their cores and tentacles, having anywhere between 4-7 cores and 5-12 tentacles. Proto Long Legs, also known as Proto Rot, Immobile Rot Cysts, or Rot Clusters, are immobile clusters of Rot found growing on surfaces in Rot-infected areas. They grab creatures with their cysts and tentacles, then pull their prey in and consume them. Proto Long Legs are a stationary threat that grows on surfaces and cannot be killed. Creatures that come in contact with their cysts or tentacles are pulled in and consumed. Once Proto Long Legs has latched onto a creatures, it is nearly inescapable. Some Proto Long Legs are connected together by longer, immobile tentacles that are safe for Slugcat to grab and climb. Proto Long Legs appear in two variants, Proto Daddy Long Legs and Proto Brother Long Legs, though the differences between the two are mainly cosmetic. Since it doesn't move, Proto Daddy Long Legs simply emits particles in the direction of the sound and nothing more. Leviathans are massive predators found in large bodies of water in aquatic regions. They are the largest predators, capable of hunting and eating any other creatures in the water. Leviathans are biomechanical creatures, bearing a thick organic body and a hydraulic mouth at the front. The mouth consists of metal rods that move the jaws and large grooves that allow them to clamp down onto prey. Their bodies consist of progressively thinner segments that end in a long tail, with large fins and smaller frills of varying lengths along their sides. The former are generally longest at the front of the body, while the latter tend to be longest toward the middle of the body. A gradient runs across most of the body in a marbled pattern, ending near the tail. Their head displays patches of color from the same palette. Leviathans have extremely strong omnidirectional sight that is somewhat limited by water surfaces, but not by water itself. This gives them near-perfect awareness of nearby creatures. When a Leviathan notices their prey, they move towards it, extend their jaws when in range, then clamp down, consuming anything caught in their jaws. Leviathans only hunt for a certain amount of time, after which they turn passive and leave. The gradient on a Leviathan's body can appear in a range of colors that includes green, teal, blue, purple, magenta, and red. Miros Birds, also known as Scissor Birds, are fast, dangerous creatures. Miros Birds are completely black, save for their glowing yellow or orange eyes, and have large, ovular bodies, with a long neck, circular head, and two round eyes. Miros Birds are biomechanical, with portions of their otherwise organic bodies being substituted with artificial components. They have metal, stilt-like lower legs that hydraulically extend and retract as they walk. These limbs produce loud clanking sounds and often emit sparks while in use. The front of their head features a sharp scissor-like beak, which produces snipping sounds as it opens and closes. Miros Birds are found in long, horizontal places, where they run from side to side, attacking any prey they come across. They are most often found in groups of 3-5. Miros Birds antagonize other Miros Birds; they can often be seen aggressively snapping at each other. Miros Birds cannot hear but have excellent sight that allows them to spot creatures from afar. This trait also makes them vulnerable to Flashbangs, which temporarily blind them when thrown. Blinded Miros Birds stay stationary and frantically snap their beak around in an attempt to bite nearby creatures. Worm Grass is a stationary predator found in patches. It cannot be harmed or killed and must be avoided to get past it. A strand of Worm Grass is oval in shape, with a rounded tip and a bright blue eye-mouth, which opens when alerted, and is used to attach onto and drag prey underground. Its length depends on the position within a patch; generally, the longest strands are in the middle, while shorter ones are closer to the edges. Its color depends on length; short Worm Grass is black, while longer strands tend to take on a deep red. When alerted, Worm Grass stretches toward potential prey in an attempt to grab it. If successful, it limits the creature's mobility before eventually killing it.

Passive Creatures:

Bugs are tiny, neutral creatures found in small groups throughout the world. Well, they're just bugs. Overseers are thin, hologram-like beings that pop out of the terrain rapidly and observe creatures in the world around them. Overseers are small, brightly colored worm-like creatures with a single large eye surrounded by tendrils at one end and a tail tapering off at the other. They appear holographic and can project images onto the landscape. They can be found in 3 different colors: yellow, blue, and green. When an Overseer moves from one location to another, a very faint light can be seen rapidly through to the next position. The color of this light depends on the color of the Overseer. Overseers are often seen observing their surroundings, but most often look at Slugcat. Scavengers often throw objects and Spears at them, prompting the Overseer to act skittishly and flee, or move to higher ground. They do not move in any method other than teleportation. Once at a comfortable spot, they look around and observe their surroundings. If the Yellow Overseer is near Slugcat, they may project signs onto the landscape. If approached, they blink away in another direction. They attempt to dodge all projectiles; a thrown spear is the easiest way to kill one. If an Overseer is killed, they drop an Overseer Eye. Overseers appear to have forms of communication among themselves. They usually communicate with their own color of Overseer; however, they do occasionally appear to communicate with other colors of Overseer. When multiple are present in one place, they frequently stare at each other, shining holograms towards each other. When in close proximity to another Overseer, they can reach their tendrils towards each other and trigger a small blue electrical discharge. They avoid Shelters to the greatest extent possible, and try to avoid places with Scavengers to a lesser extent. Squidcadas are neutral insectoid creatures that are commonly found in large groups across many regions. Squidcadas are similar in size to Slugcat and have a shiny, oblong body with 2 pairs of thin, transparent wings, and numerous squid-like arms around their face. Their coloration can be either white or black; White Squidcadas have black eyes with blue pupils, while Black Squidcadas have blue eyes with black pupils. Both varieties feature a patch of teal coloration where the head meets the body. The Squidcadas primary form of movement is flight, and they are typically found flying around their environment or hovering in one place. Squidcadas can also move slowly across surfaces while not in flight. Squidcadas are social creatures, staying in close proximity to other Squidcadas and sometimes "playing" by spinning in circles around each other. Squidcadas' behavior towards Slugcat is generally harmless, though they may attempt to headbutt Slugcat. When they do this, the Squidcada pauses midair, flutters their wings momentarily, and darts in a straight line toward wherever they were aiming. This behavior is not lethal in and of itself, but can be an annoyance or knock Slugcat into dangerous situations or deathpits. Squidcadas' relation with Slugcat varies depending on Slugcat's actions. Feeding Squidcadas and saving them from threats increases reputation among them, causing them to be less antagonistic and, at sufficiently high levels, ignore Slugcat completely. Harming or killing Squidcadas decreases reputation sharply, causing them to become more aggressive towards Slugcat and attempt to grab or ram them off of poles and platforms. At very low reputation, Squidcadas with low bravery (typically about half of the colony) avoid Slugcat when they are carrying a weapon and attempt to keep some distance. The other half attempts to bully Slugcat regardless. Squidcadas hunt Batflies, Leeches, and Infant Centipedes. They catch Leeches by diving into the water and attempting to grab a single Leech. This can sometimes result in multiple Leeches latching onto a Squidcada, causing them to drown. They may also grab Leeches that are attached to another creature. Very fragile. Youth Centipedes. They were mentioned earlier. Adult Noodleflies, frequently nicknamed Noots or Noodles, are neutral creatures often seen flying around with multiple Infant Noodleflies hanging onto them. Infant Noodleflies are born as adults and are named for their size, as they develop completely in the egg to a mature state. Adult Noodleflies have long, flexible bodies, 4 slim wings, 2 oval eyes, short legs, and a proboscis-like mouth. In their mouth is a retractable needle which they extend when attacking. The needle is initially white at the tip and a pale red near the mouth and turns black shortly after being exposed to the air. Their bodies are mostly monochrome, featuring a lighter stripe of color in the middle and slight gradients on the legs. Their wings are usually shades of white or gray, though they may have a vibrantly colored gradient close to the body. They utilize two attacks in combat: the poke, a quick, close-range, temporarily stunning jab, and the stab, a lethal, long-range lunge with a well-telegraphed wind-up. If dodged, the stab can lodge the Noodlefly into a wall or floor, trapping them for around 3-4 seconds and leaving them vulnerable to attack. Making contact with the tip of the needle may stun Slugcat and cause them to drop held objects. Adult Noodleflies fly across the region with their offspring. They spend most of their time in the air but may also crawl through pipes and tunnels. Adults mainly fly about idly, watching other creatures at a distance. Adult Noodleflies can swiftly dodge thrown objects such as spears and rocks. This has a very short cooldown, rendering them near impossible to hit in flight. If an Adult Noodlefly perceives another creature as a threat to them or their offspring, they become aggressive and begin hunting down the offending creature. Holding a Noodlefly Egg aggravates Adult Noodleflies until the Noodlefly Egg is dropped. Adult Noodleflies are always hostile toward each other. Very fragile. Garbage Worms are stretchy, worm-like creatures. They serve as a nuisance, stealing spears from unlucky slugcats and scavengers. Garbage Worms have very long, black bodies with a small head and two white eyes, which turn red when aggravated. Their upper body always wiggles in a constant wave pattern. Though Garbage Worms are stationary, they can move around the place by changing the den they come out of. Their bodies wave at an increasing frequency while observing creatures, usually retracting back into their dens if one gets too close. When idle, Garbage Worms occasionally stick their heads in the ground, seemingly sucking up matter which passes down through their bodies. Though they ignore Spears on the ground, Garbage Worms attempt to steal them from creatures. They do this by stretching towards the spear, grabbing it with their heads, and quickly retreating underground. They can also grab spears on Hunter's or a scavenger's back. Snails are small, neutral creatures. They have black bodies with small white eyes and two legs. Their bodies are protected by brightly colored, almond-shaped shells that they are able to retract into for self-defense. They are about half the height of slugcat. They are capable of emitting a loud 'pop' that stuns nearby creatures when they sense danger, is attacked, throwed and a second after death. Snails wander around and ignore most other creatures. While slow, they can scale walls, which allows them to easily traverse rooms. Scavengers, often abbreviated as Scavs, are widespread tribal creatures that are typically seen in groups. They are social creatures that use gestures and body language to communicate with one another, and they are capable of carrying and utilizing weapons in a manner similar to Slugcat. Scavengers are quadrupedal with long forearms and short legs. They have various types of antlers, horns, and beards, and they may have tails, spines, or frills of varying sizes. They come in a wide range of colors, but most commonly in neutral and desaturated tones. Their eyes can be different colors and shapes, and they may or may not have visible pupils. They are expressive and can exhibit many emotions. Scavengers usually do not bother Slugcat at neutral or good reputation, and they can be actively beneficial at high reputation, following Slugcat in groups and coming to their defense. However, this can also be a disadvantage, as friendly groups of Scavengers may throw Explosives or Spears at threats, which can accidentally hinder or kill Slugcat. Because every Scavenger has a different personality, there may be Scavengers with above-average aggression who attempt to kill Slugcats regardless of reputation. They indicate this using body language which can be read and interpreted. They are quite fragile, but are capable of throwing weapons at a distance and are usually found in groups, making them more difficult to fight in large, open spaces. There are often Explosives scattered around Scavenger Tolls, so throwing an Explosive from a distance can set off a chain reaction and kill many of the Scavengers in the area. Lantern Mice are passive, fearful creatures found in dark areas. They possess natural bioluminescence, which may be exploited to navigate through dark places. Lantern Mice are rodent-like creatures with large eyes, and are around half of the size of Slugcat. Their backs sport four large dot markings, two on each side. Most Lantern Mice are blue or pinkish-orange, with an equal likelihood of either. Lantern Mice also have a meager chance to have a completely random hue. Lantern Mice are fearful of most other creatures and flee when approached. When idle, they either wander around or sleep by hanging on the ceiling by their tails. Lantern Mice tend to be seen in groups. If injured, Lantern Mice struggle to glow at full strength. If killed, they continue to glow for a substantial amount of time and may be used as a temporary light source. Eventually, a dead Lantern Mouse completely fades. Jetfish are aquatic creatures that propel themselves through the water at high speeds. Appearing primarily in aquatic areas, they can be held and used as a fast mode of transportation through bodies of water. Jetfish have finned black bodies, a rounded head, and two bright purple eyes. Their eyes are large with round pupils underwater, but constrict into a small, circular shape when out of water. Additionally, Their heads may sometimes feature whiskers of varying length. Jetfish possess short pectoral fins at their sides, and longer tail fins with joints at the midpoints. A vent between their tail fins expels water, propelling them forwards. As a Jetfish's jet is used, their tail fins inflate and slowly deflate as water drains from their body, returning to the fin's normal appearance after all water has been expelled or if the Jetfish stops propelling themselves. Jetfish pectoral fins can take on a variety of different shapes, whereas their tail fins vary only in length, thickness and joint angle. The 0-3 sets of whiskers found at the fronts of their bodies also display variation, with differing lengths and angles at which they can protrude from the head. Grappling Worms are small and tubular in shape, being widest in the middle and slightly narrower around the ends. Their bodies have uneven blue and black stripes, which shift around during movement. While grappling, they extend a long, pinkish strand from either or both ends of their body. Grappling Worms are completely passive and ignore all creatures. Grappling Worms move by shooting sticky lines from the ends of their bodies. Once the line sticks to a surface or pole, the Grappling Worm can move across it. Upon reaching the end of the line, Grappling Worms often shoot out a new one and continue moving. In case the line fails to grapple onto anything, Grappling Worms quickly retract it back into their bodies and try shooting it out again. Grappling Worms' stripes can take on various shades of blue. Grappling Worms can be held in one hand. Squeezing them a little causes them to release a sticky line upwards. This line sticks to the nearest surface or pole above the Grappling Worm (if there is one), suspending you in the air. Can be used to catch creatures. Rain Deer have large bodies with an oval head, two yellow eyes, a set of antlers, and four long legs. Their legs are thinner and generally lighter in shade at the tips and have four distinct joints. The underbelly of the Rain Deer's body has several hanging appendages of varying lengths. Similar appendages may also be seen on the antlers, although much thinner and shorter. Rain Deer are attracted to Spore Puffs. When one is thrown, nearby Rain Deer emit a loud shriek before moving toward the spot where it was thrown. If they find one on the ground, they bow down in an attempt to eat it. You can climb on one to move. Rain Deer slowly wander and ignore other creatures. Sometimes Rain Deer may stop moving in front of an obstacle before continuing to walk with a small burst of speed. They may choose to sit down, hiding their legs beneath their body. They behave a bit differently when ridden, often stopping at potential points of interests and pipes, giving the opportunity to go. While they can be killed by Worm Grass if stunned, they can walk on them without problems in normal condition. Guardians are among the tallest creatures you can encounter, towering far above. Despite this size, the only part of a Guardian that can be physically interacted with is their rectangular head; everything below is not tangible. Their heads are adorned with a red mark resembling the tenth Karma symbol (X in a circle). This cross is dim when idle but lights up whenever the Guardian is provoked. Right below the head are 4 thin arms gradating to a light grey, with two black rings around each. A series of beads hangs from each arm, seemingly connecting to their bodies, which get progressively darker the further they are down the chain. The arms can move independently of one another but usually move in tandem. Additionally, these gestures seem to synchronize with the halo, which is made up of rings filled with various glyphs seen nowhere else orbiting around the center in alternating directions. Magnifying rings skim across the halo, linking together various glyphs and shifting them around. This projection may change size, even gaining additional rings depending on what the Guardian is doing. It typically stays the same size while idle but grows when aggravated. Occasionally, when their heads move, projecting lines between it and their halos may be seen briefly. Guardians are stationary and passive by default, ignoring all creatures until provoked. They enter a somewhat aggressive state if any creature attempts to walk by them without having achieved the highest karma level, with aggression increasing on each repeated attempt. In this state, their halos grow larger and the marks on their faces glow a bright red. They throw the creature to the other side of the room with telekinesis in this scenario.

Edible Creatures: Almost all slugcats can eat them, but slugcats like Hunter don't really satisfy their hunger with them.

Infant Centipedes. Infant Centipedes are born as adults and are named for their size, as they develop completely in the egg to a mature state. Mentioned earlier. Batflies are small black insects with two wings, antennae, and white eyes. They have no variation. Batflies can be found in 'hives' around the world, known internally as swarm places. These places feature black, white-tipped plants. The white-tipped plants that Batflies nest in also act as Batfly-exclusive travel pipes. When a threat gets too close to a Batfly, they may dive and burrow into these plants. After a few seconds, they re-emerge from a different plant elsewhere nearby. Batflies can hang upside down from ceilings, poles, and even each other, forming stacks. If a Batfly with others attached to them from below starts flying, the attached Batflies may not separate, and they can end up struggling to fly. If something grabs a Batfly attached to a chain, the entire chain is picked up until the other Batflies fly away. Eggbugs are skittish, passive creatures that are agile and provide a great amount of food when killed. Eggbugs are arthropods with 4 legs, 2 long antennae, and 6 detachable Eggbug Eggs. Their bodies range from dark brown to dark purple, with their antennae lightening in color near the tips. Their eyes and 'eggs' range from blue to green. Eggbugs are arthropods with 4 legs, 2 long antennae, and 6 detachable Eggbug Eggs. Their bodies range from dark brown to dark purple, with their antennae lightening in color near the tips. Their eyes and 'eggs' range from blue to green. Infant Noodleflies, frequently nicknamed Noots or Noodles, are passive creatures, often seen flying around in groups or attached to a parent Adult Noodlefly. Infant Noodleflies share most physical traits with adults but are much smaller. They are born as adults and are named for their size, as they develop completely in the egg to a mature state. They have slim, mostly monochrome bodies with a lighter strip of color in the middle, 4 wings, barely visible oval eyes, 2 vestigial legs, and a tubular mouth. Grabbing an Infant Noodlefly is risky, as their cry alerts the nearest Adult Noodlefly and causes them to become aggressive. However, this can be used to your advantage, as the Adult Noodlefly targets the closest creature to the Infant Noodlefly when they cry out. This means that grabbing an Infant Noodlefly and quickly throwing them at another creature may cause the Adult Noodlefly to target that creature instead. Vulture Grubs are small, worm-like creatures usually found in tunnels and caves close to the surface. They can be eaten when dead, or used to summon Vultures. Vulture Grubs have small bodies, with coloring ranging from green to beige. When dead, their colors darken. Their gray heads are rectangular and feature two bits on each side, which protrude out towards the body at an angle, alongside a darker spot in the middle that blinks yellow, green, or red while the grub is attempting to summon a Vulture. Vulture Grubs are not capable of moving much on their own. They occasionally wiggle around on the ground. When thrown, Vulture Grubs emit a colored laser upwards. The laser starts out yellow and turns a different color after ~3 seconds to signify whether they have successfully summoned a Vulture or not. Afterwards they will be eaten by the summoned Vulture if there is no other prey. Hazers are small, squid-like creatures often found lying on the ground near bodies of water. They can be thrown to create a smokescreen, or killed and eaten. Hazers have small bodies with colored splotches, a varied amount of tentacles ranging from 2-6, and a colored eye with a black pupil. When a Hazer dies, their skin darkens, their eyes turn gray, and their body deflates. A Hazer's body is usually a cool color, and their tentacles sometimes have darker tints on their ends. Hazers' eyes and splotches vary in color. Their skin can be blue or green, which determines the color of other features. Blue Hazers have red, orange, or yellow eyes, with splotches ranging from gray to blue. Green Hazers can have pink or purple eyes with splotches that can be green, gray, or turquoise. The tips of Hazers' tentacles can also fade to the color of their splotches. When thrown on land, stabbed, or bitten by a creature, they spray a large cloud of navy blue smoke, which temporarily blinds creatures. Jellyfish are white, saucer-shaped organisms with 4 to 7 thin tentacles of varying length found floating at the water's surface. If they overlap with some creature, the tentacles may latch onto the creature; the chance of this is higher the more tentacles the Jellyfish has. While latching onto a creature with a tentacle, its movement becomes restricted and pulled towards the Jellyfish. May deliver a shock, which causes it to detach from the creature and stun them for up to a second. The restriction in movement and the duration of the shock are inversely scaled using the affected creature's mass. When thrown, Jellyfish flash white for ~3 seconds, electrocuting most creatures that touch them during this period. Electrocution deals minor damage and causes creatures to cease functioning and begin shaking violently on the ground.

Objects:

Edible Objects:

Blue Fruits are common, edible objects found across nearly all of the Rain World's regions. They are small, blue, and teardrop-shaped and hang from the ceiling on black vines. Though it resembles vegetation, this "fruit" is the chrysalis of a bug. Bubble Fruit, or Water Nuts, are small objects with a blue center surrounded by a dark outer shell, usually found growing out of the ground around bodies of water. They can be thrown to stun creatures when dry, and they expand and become edible when submerged in water. When submerged in water for a few seconds, dry Bubble Fruit pops, expanding into a clear, gelatinous bubble. Mushrooms are small, edible objects, usually found growing out of the ground in dimly-lit areas. They consist of a glowing cap supported by a long, thin stalk, and can be eaten to temporarily slow time and slightly increase mobility. Karma Flowers, also known as Wheel Flowers, are rare, yellow objects that can be found growing at specific locations throughout most regions. Looks like an X in a circle on a tall stem. They can be eaten to prevent Karma loss, granting a shield preventing it from being reduced once upon death or not eating enough food for a cycle. During the Hunter's quest, there are none, but at the place where Monk died, one grows for the next cycle. Popcorn Plants, also known as Seed Cobs, are plants that provide a huge source of food once opened, enough for even Hunter to hibernate. They consist of a tall red corn-like ear attached to a black stem. When hit, the husk splits in half and the two sides of the husk curl upwards, revealing a cob with edible yellow kernels that audibly 'pop' open from the bottom to the top of the cob. The Popcorn Plant takes up approximately 10 seconds to become edible. Slime Mold is a faintly glowing, edible object. They are orange, circular shaped, and can be on the ground, walls, or ceiling. Slime Mold are accompanied by orange patches. Slime Mold acts primarily as a food source. They can be found growing in groups of 2-5. Slime Mold provides a faint glow when held, though it is much dimmer than that of other glowing objects. Neurons, also known as Neuron Flies, are small, flying, edible objects. They have two thin tails connected to an oblong body with a white center, and shift colors randomly through red, white, blue, teal, and purple. When eaten, it gives the permanent ability to glow. They can change their color. Eggbug Eggs are edible objects that drop from Eggbugs when killed. They are small and egg-like with a short stalk protruding from one end and a magenta dot on the other. They can appear in the same range of colors as Eggbugs, in various hues from green to blue.

Weapons:

Rocks are one of the most common objects, found across all regions. Rocks are small and can take on a variety of shapes, resembling bricks, rocks, bolts or pipes. Rocks can be thrown to stun creatures for approximately a second, making them a useful weapon despite their very low damage. Spears are some of the most common objects, found across all regions. Spears are long and thin with a sharp tip and can be thrown as a weapon. Spears embed into creatures upon successful hits, and they can be pulled out and reused in order to deal more damage. Certain types of collisions cause Spears to bounce off harmlessly, such as when hitting a Lizard's armored head, colliding with another Spear midair, or hitting terrain that cannot be embedded in. The Cherrybomb, also known as the Firebush, Gunpowder Plant or Firecracker Plant, is a plant featuring numerous small, red berries along a central black stem. It serves as a weak, non-lethal explosive. When thrown, the berries activate after a brief delay, producing a series of small but loud explosions. Each berry's explosion deals no direct damage but deafens all hearing creatures in its radius, stuns most smaller creatures in the radius, including Slugcat, and temporarily scares and disorients larger creatures such as Lizards. Additionally, the explosions detonate nearby Explosives, Flashbangs, Beehives, Spore Puffs, and other Cherrybombs. Explosive Spears are a powerful type of Spear distinguished by the strips of red cloth tied near their tips. When thrown, they explode shortly after impact, dealing a significant amount of damage. They can typically be found carried by Scavengers or stashed in Scavenger Treasuries. Grenades, commonly known as Bombs, are explosive weapons typically found in areas populated by Scavengers. They are small black orbs with a red center. When thrown, Grenades explode on impact, dealing significant damage and launching anything caught in the blast at high speeds. Flashbangs, also known as Flare Bombs, are glowing, blue spherical objects found growing on stems in dark areas. When thrown, they create blinding flashes of light that can be used to stun, incapacitate, or kill certain creatures. Beehives, also referred to as Paincones, are environmental hazards that release bees with sticky strings on activation and trap creatures. They appear as reddish-black bulbs growing on long, swaying stems with small black specks hovering around them. Beehives activate with proximity, but can be pacified with the use of a Spore Puff, allowing them to be carried by with no activation risk. Beehives can also be quickly plucked off their stems and thrown before activation. They are sometimes carried by Scavengers. When thrown or activated, a large quantity of black bees burst out of the hive, flashing red and white as they attack nearby creatures. These bees tether creatures to surfaces with thin strings and last for 9-10 seconds. A few strings can be broken with movement, but the creature is immobilized for at least a few seconds. The bees and their strings deal very little damage, but they can render creatures vulnerable to attack. Spore Puffs are off-white orbs with green splotches and a smoking "fuse" that can be used to attract Rain Deer or kill arthropods. A Spore Puff's explosion releases 70 spore clouds, each of which are capable of poisoning arthropod creatures. As each spore cloud applies poison separately, the poison effect is more effective when a creature touches a larger proportion of the spore cloud explosion. In particular, throwing a Spore Puff at a large Centipede in a way that covers many of their segments is very effective, but this is counterbalanced by their greater mass increasing their resistance to poison. Effects from poison include erratic limb movements, stunning, and damage, with greater exposure to the spore cloud amplifying each of the effects.

Other Objects:

Batnip is a red-orange, fern-like plant that attracts batflies. It can be found in several regions, most commonly in those with large batfly populations. You can take it with you if you need to lure some food for yourself. Bubble weed or bubble grass is a green plant with oxygen-filled bubbles at the tips of its branches. Bubble weed is found in aquatic regions. They can be breathed underwater until they deflate, making them a kind of oxygen tank. Lanterns are glowing, orange objects obtained by trading with or stealing from Scavengers. Scavengers carry them in mainly in dark regions. Lanterns provide a bright, orange glow useful for traversing dark regions such as Shaded Citadel. Their light also deters Coalescipedes and Big Spiders. Lanterns cannot be thrown as weapons, but can function as a distraction when escaping enemies. Pearls, or Data Pearls, are small, shiny spheres found across all regions. Their primary use is for trading with Scavengers. Most Pearls are white in color and only found in Scavenger Treasuries. Pearls were used to store information, so the colored versions have some information in them that can be read, while the white ones are empty. Vulture Masks are objects that protect Vultures' faces. They can be removed by dealing damage to a Vulture's head; once obtained, they can be worn to scare off Lizards, or traded with Scavengers. Unmasked Vultures are persistent and pursue whatever creature removed their mask across multiple cycles. Noodlefly Eggs are objects that can be found hanging from black, pulsating vines. They are made up of two pieces of dark shell with a strip of flexible red or orange material in the center. They hatch into Infant Noodleflies when hibernated with. Holding a Noodlefly Egg aggravates Adult Noodleflies, turning them hostile until the Noodlefly Egg is dropped. Eating the hatched Infant Noodleflies around adults has the same effect. Overseer Eyes are small objects that resemble mechanical eyeballs with two short wires dangling from the back. They are the remains of killed Overseers, and share the same color as the Overseer they came from. Scavengers value Overseer Eyes almost as much as Pearls, which makes them an easily accessible alternative when trading or paying tolls.

Regions: All locations are filled with numerous pipes you can climb into to travel and poles you can walk or climb, depending on whether they're vertical or horizontal. Between regions are Karma Gates, chambers in which you must stand for a few seconds with the required karma level before a mechanical door opens, allowing you to move forward or back.

Outskirts. Visually, Outskirts consists primarily of linear plots of stone-paved surfaces, extrusions of rebar and metal, and various ambiguously-designed structures. A gray fog lingers in the background, and bright green foliage grows throughout outdoor rooms. Deeper in the Outskirts are various tunnel-like networks, sparsely illuminated by magenta lighting, paired with more enclosed piping. The exterior rooms tend to feature arches, fences, and blocks attached on top of poles. Growers and Seed Pods commonly grow in these rooms, as well as Sprawl Bushes and dead Feather Ferns, mostly in the western parts of the region. The interior rooms tend to feature lots of exposed pipes, fans, and machinery. There are Green and Pink Lizards, Squidcadas, Scavengers, Batflies and Noodleflies. Among the objects found here are Blue Fruits, Mushrooms, Batnips, Cherrybombs, Pearls, and Karma Flowers. In Survivor and Monk timeline, there are also Popcorn Plants and Pole Plants, and in the Hunter's timeline, there are White and Red Lizards, Vultures and King Vultures, Monster Kelps, Centipedes, Dropwigs, and Hazers. There are passages to the Industrial Complex (Karma 3), Drainage System (Karma 4) and Farm Arrays (Karma 5). Industrial Complex. Has the appearance of a dilapidated manufacturing site, made up of a series of towers, bridges, and tall interior rooms. The region is mostly indoors with a mix of open chambers and smaller crawlspaces, with some open-air rooms at the surface. Gears, pipes, hoses, wires, giant fans, and what look like large valves are typically found in both interior and exterior rooms. Here you can find Scavengers, Green, Pink, White and Blue Lizards, Batflies, Centipedes, Vulture Grubs, Vultures, Garbage Worms, Hazers and Pole Plants. The objects here include Blue Fruits, Cherrybombs, Bubble Fruits, Popcorn Plants, Batnips, Mushrooms, Noodlefly Eggs, Pearls, and Karma Flowers. In Survivor and Monk's timeline there are Snails, and in Hunter's timeline there are Beehives, Cyan and Red Lizards, Dropwigs, Eggbugs, and King Vultures. Has passages to Outskirts (Karma 2), Garbage Wastes (Karma 2), Chimney Canopy (Karma 3), Shaded Citadel (Karma 5). Drainage System is a region that consists of a series of indoor rooms, pipes, and tunnels, many of which are partially or fully submerged in water. Drainage System is a piped network of waterlogged tunnels and large vats of water. Some rooms are almost completely flooded with only small pockets of air and require extended dives to traverse. The water level of certain pools rises and lowers, putting Slugcat at risk of drowning or being attacked by aquatic predators. This is paired with the difficult to navigate geometry of the region, making the environment a demanding task to traverse. Here you can find Red Leeches, Snails, Hazers, Batflies, Monster Kelps, Scavengers, Salamanders, Pole Plants and Green Lizard. The objects here include Bubble Fruits, Mushrooms, Blue Fruits, Karma Flowers, and Pearls. Survivor and Monk's timeline includes Bubble Weed and Pink Lizards, while Hunter has Centipedes, Dropwigs, and Cyan Lizards. Has passages to Outskirts (Karma 2), Garbage Wastes (Karma 1), Subterranean (Karma 4). Garbage Wastes. Garbage Wastes is a region covered in piles of junk and pools of green water commonly filled with Red Leeches. It is home to a large Scavenger population. Here you can find Scavengers, Garbage Worms, Red Leeches, Snails, Squidcadas, Centipedes, Batflies, Vulture Grubs, Brother Long Legs, Vultures, Pole Plants, Hazers, Sea Leeches, Green and Pink Lizards. Objects are Cherrybombs, Blue Fruits, Popcorn Plants, Beehives, Mushrooms, Batnips, Pearls, Karma Flowers. Hunter has Cyan Lizards, Dropwigs, Centipedes, Red Centipedes, Monster Kelps, Daddy Long Legs, King Vultures, Eggbugs. Has passages to the Drainage System (Karma 3), Industrial Complex (Karma 2), Shoreline (Karma 3). Shoreline is a region mainly consisting of vast oceans interspersed with the occasional small island, as well as a network of underground tunnels partially filled with water. Looks to the Moon is a small portion of a dilapidated computer complex, and the destination to which the Overseer initially guides Survivor and Monk. Looks to the Moon can be met here. Here you can encounter Jellyfishes, Sea Leeches, Monster Kelps, Salamanders, Garbage Worms, Snails, Batflies, Vultures, Leviathans, Hazers, and White Lizards. Objects here include Bubble Fruits, Pearls, Cherrybombs, Bubble Weeds, Karma Flowers, Popcorn Plants. Hunter also has Brother Longlegs and King Vultures. Has passages to Garbage Wastes (Karma 2), Shaded Citadel (Karma 2), Subterranean (Karma 5). Shaded Citadel is a region, characterized by dark, decrepit hallways and dangerous, spider-infested lower pathways. The use of a light source is almost necessary to navigate the region's darkest areas. Memory Crypts is a dark, open, and linear subregion accessed from the deepest sewer sections of Shaded Citadel. There are no shelters within the subregion. Packs of aggressive Miros Birds and Centipedes roam the landscape. Flashbangs can also be found here. As for the main location, you can encounter Batflies, Scavengers, Black Lizards, Lantern Mice, Coalescipedes, Big Spiders, and Monster Kelps. Objects here include Bubble Fruits, Slime Molds, Mushrooms, Flashbangs, Karma Flowers, and Pearls. Monk and Survivor can find Pink Lizards, and Hunter can find Dropwigs, Spitter Spiders, and Eggbugs. Has passages to Industrial Complex (Karma 1), Shoreline (Karma 5), ​​The Exterior (Karma 1). The Exterior is made up of 3 subregions: The Leg, Underhang, and The Wall. The main entry point is located at the lowermost part of the region in The Leg. The Leg and Underhang are glowy and dilapidated, with flashes of lightning and bright green sparks flying through the air. The uppermost subregion, The Wall, extends above the clouds, and the uppermost sections are unaffected by rain. You'll have to do a lot of parkour here. The Leg is the lowermost subregion of The Exterior, and likely first encountered on the way up from Shaded Citadel. It is a gauntlet of predators, platforming sections, and death pits along a harsh vertical climb. It is relatively linear with few alternative pathways. To assist in platforming, many Grappling Worms can be found throughout. Underhang presents a different kind of challenge compared to The Leg, being a platforming-intensive transitional zone consisting mainly of sparse platforms above death pits, requiring precision in jumping and grabbing onto poles. The usage of Grappling Worms can allow traversal over otherwise-impassable gaps, especially in the left side of the subregion, which is largely devoid of platforms. The Wall is a challenging vertical subregion comprising the outer wall of the Five Pebbles superstructure. The Wall has a path connecting it to Underhang at the bottom. At the top of the subregion is a gate leading into Five Pebbles. Generally speaking, there are Grappling Worms, White, Yellow, and Blue Lizards, Daddy Long Legs, Pole Plants, and Batflies. Objects include Slime Molds, Mushrooms, Cherry Bombs, Pearls, and Karma Flowers. For Hunter, there are also Cyan Lizards, Dropwigs, King Vultures, and Spitter Spiders. There are passages to Chimney Canopy (Karma 1), Shaded Citadel (Karma 1), Five Pebbles (top, Karma 1), Five Pebbles (bottom, Karma 5). Five Pebbles is a region mostly characterized by sterile bio-mechanical cells, humming transformer arrays, and dimly lit access shafts in a unique zero gravity environment. It is the second destination to which the Yellow Overseer guides Monk or Survivor after visiting Looks to the Moon. It contains the puppet of Five Pebbles. Five Pebbles is the largest region and is divided into several different subregions. The region connects only to The Exterior via two gates, one at its base to The Exterior Underhang and one at the top to The Exterior The Wall. Five Pebbles is completely unaffected by Rain; it is possible to survive in the region indefinitely without hibernating. Daddy Long Legs inhabit certain parts of the region and can sometimes block forward progress. Some optional areas are also infested with Proto Daddy Long Legs and have intermittent zero gravity, requiring precise movement and timing to progress. There are also three large chambers throughout the region featuring a rotary gravity-distorting effect, which makes them challenging to navigate. There are no creatures other than DLL and PDLL here. Objects here include Neurons, Pearls, and Popcorn Plants. Unfortunate Development is a subregion that acts as a quick but dangerous shortcut to the Memory Conflux. Its difficulty stems from the large amount of Rot that resides in the area. Due to the timeline, Hunter encounters the least Rot. Recursive Transform Array consists of a collection of large, dimly lit zero-gravity rooms containing high voltage flux condensers that kill Slugcat and most other creatures on contact. This subregion is a longer but potentially easier route through Five Pebbles in comparison to Unfortunate Development. Two Daddy Long Legs must be passed to access this subregion. Memory Conflux is a grid of mostly sterile white uniform chambers, some containing arrangements of bio-mechanical tendrils, fronds, and red latticed matter being tended to by small white spiders. These arrangements can be disrupted by crashing into them, but they slowly knit back together over time and cannot be permanently damaged. The lower right of the subregion leads into Unfortunate Development, where similar rooms are infested with proto Daddy Long Legs and feature intermittent gravity. Navigating empty rooms can be challenging at first due to the lack of throwable items or mid-room poles for changing directions. General Systems Bus is the smallest subregion in Five Pebbles and contains no lethal threats. In this area, flickering symbols and patterns are projected across the background walls, Neurons dart across the rooms, and long red tendrils spark and wave in the zero-gravity environment. Faint music can be heard in this subregion which increases in volume until reaching the central chamber, where the region's iterator, Five Pebbles, can be found. When Monk or Survivor enters this chamber, their Karma is increased to the highest level and they receive the Mark of Communication. This allows Slugcat to understand communication from Five Pebbles, Looks to the Moon, and all Echoes. Has passages to The Wall (Karma 1), Underhang (Karma 1). Chimney Canopy is a region composed of large towers and broken structures extending above a ruined industrial landscape. Here you can find Vulture Grubs, Scavengers, Batflies, Garbage Worms, White, Pink and Blue Lizards, Vultures, Grappling Worms, Pole Plants. The objects here include Blue Fruits, Mushrooms, Pearls, Cherrybombs, Batnips, Karma Flowers. For Hunter, there are also King Vultures, Dropwigs, Big Spiders, Spitter Spiders, Noodleflies, Eggbugs. Has passages to Industrial Complex (Karma 3), Sky Islands (Karma 2), The Exterior (Karma 4). Sky Islands is a challenging region made up of broken mechanical structures high above the ground. Sky Islands is a largely aerial region with wide gaps between platforms. Most places in this region have death pits. Some especially wide gaps require holding and jumping with a Squidcada to cross. Here you can find Squidcadas, Scavengers, Pole Plants, Batflies, Centiwings, Eggbugs, Vultures, Noodleflies, Yellow, Blue, White and Pink Lizards. The objects here include Cherrybombs, Popcorn Plants, Blue Fruits, Mushrooms, Noodlefly Eggs, Karma Flowers, Batnips, Pearls. Hunter may encounter Dropwigs, King Vultures, and Cyan Lizards. Has passages to Chimney Canopy (Karma 3), Farm Arrays (Karma 3). Farm Arrays is an expansive outdoor region with large, overhanging machinery, evenly spaced trenches, and tall fungal growths. Here you can find Centipedes, Scavengers, White Squidcadas, Vulture Grubs, Rain Deers, Noodleflies, Pole Plants, Batflies, Green and Blue Lizards, Vultures, Hazers, Eggbugs. The objects here include Cherrybombs, Pearls, Popcorn Plants, Blue Fruits, Mushrooms, Noodlefly Eggs, Karma Flowers, Batnips, Spore Puffs, Beehives. Monk and Survivor can encounter Black Squidcadas and Yellow Lizards, while Hunter can encounter Pink Lizards, Centipedes, Big and Spitter Spiders, and King Vultures. Has passages to Outskirts (Karma 2), Sky Islands (Karma 3), Subterranean (Karma 4). Subterranean is a region that consists mostly of long, dim tunnels filled with dilapidated trains. Filtration System is a dark and dimly lit maze of pipes and shafts connected to Subterranean through four unique tunnels. The lack of illumination makes exploration challenging without a light source. The subregion is also inhabited by a large number of Black Lizards, which can easily corner you in narrow crawlspaces. Here you can meet Centipedes, Black, Blue and Green Lizards, Scavengers, Monster Kelps, Miros Birds, Big Spiders, Salamanders, Batflies, Leviathans, Guardians. Hunter can encounter Dropwigs, Spitter Spiders, Cyan Lizards, Jetfishes, Red Centipedes, Eggbugs. The Depths is the deepest area and can be accessed through a shaft at the bottom of Filtration System. There is no threat of Rain, and no creatures appear aside from the Guardians to the west of the temple compound. There is no simple way to climb back up the entrance shaft. The upper area in the Depths contains a series of temple and shrine-like structures. In order to progress beyond this compound, you must have unlocked the 10th Karma level, typically acquired by visiting Five Pebbles or visiting four Echoes. A small room near the entrance of Depths raises your Karma to its current max level. Attempting to move past the Guardians without a maximum karma of 10 results in the Guardians throwing you back to the start of the room. Guardians have extremely high health pools and so cannot be killed conventionally. As you progresses downwards, the compound gives way to a loose cave system. While in the cave system, your vision gain a melting effect and the time slows down. The effect increases in intensity as you descends, with the time eventually slowing down to 37.5% of the normal speed. At the bottom of the system, it opens out into the Void Sea, a lake filled with golden Void Fluid. You cannot drown in this liquid. Diving deeper will make you ascend. When you ascend, you will see what you are most attached to (Hunter falls asleep in the arms of No Significant Harassment, Survivor sees a tree filled with Slugcats, and Monk sees Survivor). It is unknown whether the Slugcats understand what they are doing when they jump into the Void Sea.

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