<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.fracterebus.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NerdOfEpic</id>
	<title>Fracterebus - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.fracterebus.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=NerdOfEpic"/>
	<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php/Special:Contributions/NerdOfEpic"/>
	<updated>2026-06-04T01:17:26Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.2</generator>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_health.png&amp;diff=285</id>
		<title>File:Station health.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_health.png&amp;diff=285"/>
		<updated>2026-06-01T19:15:51Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: NerdOfEpic uploaded a new version of File:Station health.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_escape_pod.png&amp;diff=284</id>
		<title>File:Station escape pod.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_escape_pod.png&amp;diff=284"/>
		<updated>2026-06-01T19:10:03Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: NerdOfEpic uploaded a new version of File:Station escape pod.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_arcade.png&amp;diff=283</id>
		<title>File:Station arcade.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_arcade.png&amp;diff=283"/>
		<updated>2026-06-01T19:09:17Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: NerdOfEpic uploaded a new version of File:Station arcade.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=282</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=282"/>
		<updated>2026-06-01T16:15:43Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
These are used in screens that serve one of the purposes listed below. Technically a boss isn&#039;t a &amp;quot;station&amp;quot; but I&#039;m putting it here anyway.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_escape_pod.png]]||Escape Pod||Where you finish the game. Also saves and refills both health and ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_boss.png]]||Boss||Boss battle.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_arcade.png]]||Arcade||Arcade?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon. Cat form itself is a major upgrade, the things you can do while a cat are cat upgrades. The exception is big bombs which qualify instead as a weapon upgrade.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Blaster, Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:health.png]]||Health||Health Capsule, Backup Health Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Cat Form, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Cat||Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=281</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=281"/>
		<updated>2026-06-01T16:09:03Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
These are used in screens that serve one of the purposes listed below. Technically a boss isn&#039;t a &amp;quot;station&amp;quot; but I&#039;m putting it here anyway.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_escape_pod.png]]||Escape Pod||Where you finish the game. Also saves and refills both health and ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_boss.png]]||Boss||Boss battle.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_arcade.png]]||Arcade||Arcade?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon. Cat form itself is a major upgrade, the things you can do while a cat are cat upgrades. The exception is big bombs which qualify instead as a weapon upgrade.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:health.png]]||Health||Health Capsule, Backup Health Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Cat Form, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Cat||Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_arcade.png&amp;diff=280</id>
		<title>File:Station arcade.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_arcade.png&amp;diff=280"/>
		<updated>2026-06-01T16:08:23Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=279</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=279"/>
		<updated>2026-06-01T16:03:57Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
These are used in screens that serve one of the purposes listed below. Technically a boss isn&#039;t a &amp;quot;station&amp;quot; but I&#039;m putting it here anyway.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_escape_pod.png]]||Escape Pod||Where you finish the game. Also saves and refills both health and ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_boss.png]]||Boss||Boss battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon. Cat form itself is a major upgrade, the things you can do while a cat are cat upgrades. The exception is big bombs which qualify instead as a weapon upgrade.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:health.png]]||Health||Health Capsule, Backup Health Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Cat Form, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Cat||Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_escape_pod.png&amp;diff=278</id>
		<title>File:Station escape pod.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_escape_pod.png&amp;diff=278"/>
		<updated>2026-06-01T16:01:58Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=277</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=277"/>
		<updated>2026-06-01T15:59:00Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
These are used in screens that serve one of the purposes listed below. Technically a boss isn&#039;t a &amp;quot;station&amp;quot; but I&#039;m putting it here anyway.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_boss.png]]||Boss||Boss battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon. Cat form itself is a major upgrade, the things you can do while a cat are cat upgrades. The exception is big bombs which qualify instead as a weapon upgrade.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:health.png]]||Health||Health Capsule, Backup Health Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Cat Form, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Cat||Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=276</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=276"/>
		<updated>2026-06-01T15:57:51Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
These are used in screens that serve one of the purposes listed below. Technically a boss isn&#039;t a &amp;quot;station&amp;quot; but I&#039;m putting it here anyway.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_boss.png]]||Boss||Boss battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:health.png]]||Health||Health Capsule, Backup Health Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Cat Form, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Cat||Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_save.png&amp;diff=275</id>
		<title>File:Station save.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_save.png&amp;diff=275"/>
		<updated>2026-05-28T00:45:04Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: NerdOfEpic uploaded a new version of File:Station save.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=274</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=274"/>
		<updated>2026-05-27T17:57:32Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
These are used in screens that serve one of the purposes listed below. Technically a boss isn&#039;t a &amp;quot;station&amp;quot; but I&#039;m putting it here anyway.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_boss.png]]||Boss||Boss battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:health.png]]||Health||Health Capsule, Backup Health Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Cat||Cat Form, Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=273</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=273"/>
		<updated>2026-05-27T17:48:53Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_boss.png]]||Boss||Boss battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:health.png]]||Health||Health Capsule, Backup Health Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Cat||Cat Form, Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_boss.png&amp;diff=272</id>
		<title>File:Station boss.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_boss.png&amp;diff=272"/>
		<updated>2026-05-27T17:47:50Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=271</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=271"/>
		<updated>2026-05-27T17:44:34Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:health.png]]||Health||Health Capsule, Backup Health Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Cat||Cat Form, Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=270</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=270"/>
		<updated>2026-05-27T17:42:57Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Cat||Cat Form, Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=269</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=269"/>
		<updated>2026-05-27T17:42:41Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_save.png]]||Save||Place to save your progress.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_map.png]]||Map||Acquire some of the map.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_health.png]]||Health||Recharge your health.&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:station_ammo.png]]||Ammo||Refill your ammo.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Beam||Cat Form, Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_map.png&amp;diff=268</id>
		<title>File:Station map.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_map.png&amp;diff=268"/>
		<updated>2026-05-27T17:39:56Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=267</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=267"/>
		<updated>2026-05-27T17:39:37Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
In a high detail map setting, the icons below are shown to indicate what you are heading toward. If the map is set to a more generic level of detail, all upgrades appear as the Missile icon.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Icons&lt;br /&gt;
!Icon!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:beam.png]]||Beam||Power, Spread, Quantum, Phased, Charge&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:weapon.png]]||Weapon||Big Missiles, Big Bombs&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:suit.png]]||Suit||Defense, Liquid, Heat, Cold&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:missile.png]]||Missile||Missiles&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:major.png]]||Major||High Jump, Double Jump, Dash, Vertical Launch, Sprint&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:elemental.png]]||Elemental||Elemental Gun, Elemental Capsule&lt;br /&gt;
|-&lt;br /&gt;
| bgcolor=&amp;quot;#3F48CC&amp;quot; align=&amp;quot;center&amp;quot; |[[File:cat.png]]||Beam||Cat Form, Cat Dash, Cat Claws, Horizontal Launch, Bombs&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Weapon.png&amp;diff=266</id>
		<title>File:Weapon.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Weapon.png&amp;diff=266"/>
		<updated>2026-05-27T17:24:11Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Suit.png&amp;diff=265</id>
		<title>File:Suit.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Suit.png&amp;diff=265"/>
		<updated>2026-05-27T17:24:01Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_save.png&amp;diff=264</id>
		<title>File:Station save.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_save.png&amp;diff=264"/>
		<updated>2026-05-27T17:23:51Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_health.png&amp;diff=263</id>
		<title>File:Station health.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_health.png&amp;diff=263"/>
		<updated>2026-05-27T17:23:40Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Station_ammo.png&amp;diff=262</id>
		<title>File:Station ammo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Station_ammo.png&amp;diff=262"/>
		<updated>2026-05-27T17:23:22Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Missile.png&amp;diff=261</id>
		<title>File:Missile.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Missile.png&amp;diff=261"/>
		<updated>2026-05-27T17:23:10Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Major.png&amp;diff=260</id>
		<title>File:Major.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Major.png&amp;diff=260"/>
		<updated>2026-05-27T17:23:00Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Health.png&amp;diff=259</id>
		<title>File:Health.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Health.png&amp;diff=259"/>
		<updated>2026-05-27T17:22:50Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Elemental.png&amp;diff=258</id>
		<title>File:Elemental.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Elemental.png&amp;diff=258"/>
		<updated>2026-05-27T17:22:30Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Cat.png&amp;diff=257</id>
		<title>File:Cat.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Cat.png&amp;diff=257"/>
		<updated>2026-05-27T17:22:21Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=File:Beam.png&amp;diff=256</id>
		<title>File:Beam.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=File:Beam.png&amp;diff=256"/>
		<updated>2026-05-27T17:19:16Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=253</id>
		<title>Map Icons</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Map_Icons&amp;diff=253"/>
		<updated>2026-05-25T21:48:52Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;= Stations =  = Upgrades =&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Stations =&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=252</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=252"/>
		<updated>2026-05-25T21:45:00Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Some interesting topics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Seed Code]] - What&#039;s in a Seed Code and how do they work?&lt;br /&gt;
* [[Design]] - The high level design of the game.&lt;br /&gt;
* [[Generators]] - How the world is created.&lt;br /&gt;
* [[Keys and Locks]] - How objectives are determined.&lt;br /&gt;
* [[Map Icons]] - Legend of icons used on the map.&lt;br /&gt;
* [[Trophies]] - Stuff you get credit for while playing.&lt;br /&gt;
* [[Beat the Game]] - What happens at the end.&lt;br /&gt;
* [[Glossary]] - For words or acronyms you don&#039;t recognize.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Want to make your own game?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Check out the [[Development Tools]] I used.&lt;br /&gt;
* Ready to run your own company? Look at the [[Business Tools]] I use.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Sourdough&amp;diff=251</id>
		<title>Sourdough</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Sourdough&amp;diff=251"/>
		<updated>2026-05-24T17:39:18Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sourdough Equipment =&lt;br /&gt;
This is a list of equipment that makes keeping and using sourdough possible or easier. The links are to examples, anything similar can be used for all of these things. Some are optional but handy, others are for tasks that can be done with other other things.&lt;br /&gt;
* &#039;&#039;&#039;Glass Jars&#039;&#039;&#039; - This is where your sourdough starter lives. Make sure to buy 2 so you can make a levain, and tare your scale with the empty one. It should be transparent so you can see what your sourdough is doing. &#039;&#039;Be sure to remove the rubber seal!&#039;&#039; [https://www.amazon.com/dp/B0118OIPRG Jars]&lt;br /&gt;
* &#039;&#039;&#039;Kitchen Scale&#039;&#039;&#039; - I recommend one with at &#039;&#039;least&#039;&#039; 5kg/10lb capacity so you can tare/zero it out even with a heavy bowl that already has flour and water in it. Make sure it supports grams for units. [https://www.amazon.com/dp/B0D2RXGR9D Scale]&lt;br /&gt;
* &#039;&#039;&#039;Dough Scraper&#039;&#039;&#039; - Sourdough is sticky, having one of these is very important for folding it and forming it. [https://www.amazon.com/Chef-Craft-Dough-Scraper-White/dp/B000KKI4YO Scraper]&lt;br /&gt;
* &#039;&#039;&#039;Lame&#039;&#039;&#039; - Used to cuthttps://www.amazon.com/Bread-Bakers-Lame-Slashing-Tool/dp/B07P9KYFJF&lt;br /&gt;
* &#039;&#039;&#039;Banneton Basket&#039;&#039;&#039; - For proofing the loaf. [https://www.amazon.com/Kootek-Banneton-Proofing-Sourdough-Supplies/dp/B0GGR2J61N Banneton]&lt;br /&gt;
* &#039;&#039;&#039;Measuring Cups&#039;&#039;&#039; - Any sizes, I usually use 1/4 and 1/3 each time I feed my starter. [https://www.amazon.com/Stainless-Measuring-Kitchen-Gadgets-Ingredients/dp/B0CHWMJHY5 Cups]&lt;br /&gt;
* &#039;&#039;&#039;Fiberglass Chopsticks&#039;&#039;&#039; - They are pretty close to indestructible and are excellent for stirring starter or dough. [https://www.amazon.com/Hiware-10-Pairs-Fiberglass-Chopsticks-Dishwasher/dp/B07JRGRRBX Chopsticks]&lt;br /&gt;
* &#039;&#039;&#039;Cereal Container&#039;&#039;&#039; - For pre-made flour mix. [https://www.amazon.com/Rubbermaid-Brilliance-Storage-Container-Dishwasher/dp/B09V9YVSVK Container]&lt;br /&gt;
&lt;br /&gt;
= Sourdough Supplies =&lt;br /&gt;
This is the list of supplies you&#039;ll need to keep your sourdough starter going.&lt;br /&gt;
* &#039;&#039;&#039;Bread Flour&#039;&#039;&#039; - High in gluten, makes chewy bread. [https://www.amazon.com/King-Arthur-Flour-Organic-Unbleached/dp/B00P6ERTS6 Bread Flour]&lt;br /&gt;
* &#039;&#039;&#039;Whole Wheat Flour&#039;&#039;&#039; - Has wheat hulls and typically has more wild yeast and lactic acid producing bacteria than normal flours. [https://www.amazon.com/King-Arthur-Whole-Wheat-Flour/dp/B01GCYQ3BM Whole Wheat Flour]&lt;br /&gt;
* &#039;&#039;&#039;Rye Flour&#039;&#039;&#039; - Contains enzymes that break flour down into fool yeast and bacteria like to eat. [https://www.amazon.com/King-Arthur-Flour-Flavorful-Verified/dp/B08HZJJ61J Rye Flour]&lt;br /&gt;
* &#039;&#039;&#039;Rice Flour&#039;&#039;&#039; - Used to coat your banneton basket. Because it doesn&#039;t contain gluten it makes a good guard against the dough sticking to the basket. [https://www.amazon.com/Soeos-Cooking-Product-Thailand-Natural/dp/B0DG99H45Q Rice Flour]&lt;br /&gt;
&lt;br /&gt;
= Sourdough Flour =&lt;br /&gt;
This special mix of flour keeps your sourdough starter healthy and well-fed. I recommend mixing it up ahead of time and storing it in a container such as one used for cereal.&lt;br /&gt;
* 70% Bread Flour&lt;br /&gt;
* 15% Whole Wheat Flour&lt;br /&gt;
* 15% Rye Flour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example preparation:&#039;&#039;&#039;&lt;br /&gt;
# Put your cereal container on your scale and tare the scale.&lt;br /&gt;
# Add 700g of bread flour to the container. Tare the scale again.&lt;br /&gt;
# Add 150g of whole wheat flour to the container. Tare the scale again.&lt;br /&gt;
# Add 150g of rye flour to the container.&lt;br /&gt;
# Seal the container, and carefully shake it until well mixed.&lt;br /&gt;
&lt;br /&gt;
= The Life of Sourdough =&lt;br /&gt;
Sourdough is a living thing. Stuff comes up, this is how to handle it.&lt;br /&gt;
&lt;br /&gt;
== Sourdough Too Small? ==&lt;br /&gt;
You just got some starter from another sourdough baker and need to make it bigger, or you accidentally used too much and need to bulk it up again.&lt;br /&gt;
# Put your empty jar with starter on the scale, and tare the scale.&lt;br /&gt;
# Put your jar with starter on the scale. (It should now show the total amount of starter in the jar, remember this number.)&lt;br /&gt;
# Remove half of the starter and discard.&lt;br /&gt;
# Add Water. An amount equal to the original amount of starter you had.&lt;br /&gt;
# Add Sourdough Flour. An amount equal to the original amount of starter you had.&lt;br /&gt;
# Stir completely.&lt;br /&gt;
# Repeat this roughly every 12 hours until your starter is the size you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example with numbers:&#039;&#039;&#039;&lt;br /&gt;
# Started with 40g of starter.&lt;br /&gt;
# Removed 20g of starter.&lt;br /&gt;
# Added 40g of water.&lt;br /&gt;
# Added 40g of sourdough flour.&lt;br /&gt;
Your starter will have increased from 40g to 100g. Next time it will increase from 100g to 250g.&lt;br /&gt;
You can add &#039;&#039;LESS&#039;&#039; flour and water to make the new total any number you want, but you shouldn&#039;t add more in one round.&lt;br /&gt;
Always add the same amount of flour and water.&lt;br /&gt;
&lt;br /&gt;
== Need to feed your Sourdough? ==&lt;br /&gt;
I usually keep a 150g starter. This process describes how to feed that, adjust your amounts if you keep a different sized starter.&lt;br /&gt;
# Put your empty jar with starter on the scale, and tare the scale.&lt;br /&gt;
# Put your jar with starter on the scale. (It should now show the total amount of starter in the jar.)&lt;br /&gt;
# Remove starter down to 50g, and tare the scale.&lt;br /&gt;
# Add 50g of Water.&lt;br /&gt;
# Add 50g of Sourdough Flour.&lt;br /&gt;
# Stir completely.&lt;br /&gt;
&lt;br /&gt;
== Need to deal with Hooch on your Sourdough? ==&lt;br /&gt;
When you&#039;ve ignored your starter for too long it will end up with a layer of dark liquid called hooch. It&#039;s still OK, it just needs food badly.&lt;br /&gt;
# Without stirring your starter, carefully pour the hooch out of the jar. It&#039;s not important that you remove every last drop, but getting rid of as much as is reasonable is good.&lt;br /&gt;
# Put your empty jar with starter on the scale, and tare the scale.&lt;br /&gt;
# Put your jar with starter on the scale. (It should now show the total amount of starter in the jar.)&lt;br /&gt;
# Remove starter down to 50g, and tare the scale.&lt;br /&gt;
# Add 50g of Water.&lt;br /&gt;
# Add 50g of Sourdough Flour.&lt;br /&gt;
# Stir completely.&lt;br /&gt;
&lt;br /&gt;
== Where does my sourdough live? ==&lt;br /&gt;
The best place to store your sourdough starter is the refrigerator. This slows it down and that means you can feed it less often. Most people I know don&#039;t make sourdough bread more than about once a week.&lt;br /&gt;
* If you keep your sourdough in the fridge, you should feed it weekly even if you aren&#039;t baking anything with it. &#039;&#039;Don&#039;t forget it&#039;s in there!&#039;&#039;&lt;br /&gt;
* If you keep your sourdough on the counter, you should feed it every day. It will be much hungrier.&lt;br /&gt;
&lt;br /&gt;
== Is my sourdough healthy? ==&lt;br /&gt;
Let&#039;s figure it out. A sourdough starter is a balanced system that actively blocks invasion by things you don&#039;t want growing in there. Things can still go sideways, so you should pay attention. The insider secret is that as long as it&#039;s not moldy, the solution is almost always to feed it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Healthy&#039;&#039;&#039;&lt;br /&gt;
* A sourdough will usually double in size after feeding it in roughly 4-6 hours while sitting on your counter. Don&#039;t panic if yours doesn&#039;t!&lt;br /&gt;
* Sourdough starter will get puffy slower in colder temperatures. &lt;br /&gt;
* If you recently removed it from the fridge, it can take longer as it needs to wake up again.&lt;br /&gt;
* If your starter doesn&#039;t double by around 10-12 hours, it is probably hungry and you should feed it again.&lt;br /&gt;
* If you remove it from the fridge and see a layer of dark colored liquid (hooch), your starter is very hungry, see special instructions to feed it.&lt;br /&gt;
* If it smells like green apples, it is slightly too acidic. This smell comes from the yeast working on making alcohol. It should be fed.&lt;br /&gt;
* If it smells like acetone (nail polish remover) it is hungry and should be fed.&lt;br /&gt;
* If it smells like vomit, it is likely too young to use for bread still. It smells gross but this is a normal phase of making your own starter from scratch and usually lasts 2 to 5 days. This can be repaired by continuing your schedule of regular feedings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Not Healthy&#039;&#039;&#039;&lt;br /&gt;
* If there is mold of ANY color growing on your starter, you have lost it and it should be thrown away. &#039;&#039;&#039;Don&#039;t try to save it!&#039;&#039;&#039;&lt;br /&gt;
* If you can see mold, the mycelium network has almost certainly spread throughout the entire jar, scraping it off is not an option.&lt;br /&gt;
* You can still carefully clean your glass jar after throwing the starter away! (I recommend using the dishwasher for mold removal.)&lt;br /&gt;
 &lt;br /&gt;
= Glossary = &lt;br /&gt;
Every hobby has some amusing vocabulary, this is some you may not know for sourdough.&lt;br /&gt;
; Boule : The classic round shape for a rustic loaf of bread.&lt;br /&gt;
; Hooch : A layer of dark liquid on your starter that indicates it is very hungry.&lt;br /&gt;
; Lame : A razor tool for scoring your loaf before you bake it.&lt;br /&gt;
; Levain : An offshoot of your main sourdough starter created for a single bake.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Sourdough&amp;diff=250</id>
		<title>Sourdough</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Sourdough&amp;diff=250"/>
		<updated>2026-05-24T16:39:47Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Glossary */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sourdough Equipment =&lt;br /&gt;
This is a list of equipment that makes keeping and using sourdough possible or easier. The links are to examples, anything similar can be used for all of these things. Some are optional but handy, others are for tasks that can be done with other other things.&lt;br /&gt;
* &#039;&#039;&#039;Glass Jars&#039;&#039;&#039; - This is where your sourdough starter lives. Make sure to buy 2 so you can make a levain, and tare your scale with the empty one. &#039;&#039;Be sure to remove the rubber seal!&#039;&#039; [https://www.amazon.com/dp/B0118OIPRG Jars]&lt;br /&gt;
* &#039;&#039;&#039;Kitchen Scale&#039;&#039;&#039; - I recommend one with at &#039;&#039;least&#039;&#039; 5kg/10lb capacity so you can tare/zero it out even with a heavy bowl that already has flour and water in it. Make sure it supports grams for units. [https://www.amazon.com/dp/B0D2RXGR9D Scale]&lt;br /&gt;
* &#039;&#039;&#039;Dough Scraper&#039;&#039;&#039; - Sourdough is sticky, having one of these is very important for folding it and forming it. [https://www.amazon.com/Chef-Craft-Dough-Scraper-White/dp/B000KKI4YO Scraper]&lt;br /&gt;
* &#039;&#039;&#039;Lame&#039;&#039;&#039; - Used to cuthttps://www.amazon.com/Bread-Bakers-Lame-Slashing-Tool/dp/B07P9KYFJF&lt;br /&gt;
* &#039;&#039;&#039;Banneton Basket&#039;&#039;&#039; - For proofing the loaf. [https://www.amazon.com/Kootek-Banneton-Proofing-Sourdough-Supplies/dp/B0GGR2J61N Banneton]&lt;br /&gt;
* &#039;&#039;&#039;Measuring Cups&#039;&#039;&#039; - Any sizes, I usually use 1/4 and 1/3 each time I feed my starter. [https://www.amazon.com/Stainless-Measuring-Kitchen-Gadgets-Ingredients/dp/B0CHWMJHY5 Cups]&lt;br /&gt;
* &#039;&#039;&#039;Fiberglass Chopsticks&#039;&#039;&#039; - They are pretty close to indestructible and are excellent for stirring starter or dough. [https://www.amazon.com/Hiware-10-Pairs-Fiberglass-Chopsticks-Dishwasher/dp/B07JRGRRBX Chopsticks]&lt;br /&gt;
* &#039;&#039;&#039;Cereal Container&#039;&#039;&#039; - For pre-made flour mix. [https://www.amazon.com/Rubbermaid-Brilliance-Storage-Container-Dishwasher/dp/B09V9YVSVK Container]&lt;br /&gt;
&lt;br /&gt;
= Sourdough Supplies =&lt;br /&gt;
This is the list of supplies you&#039;ll need to keep your sourdough starter going.&lt;br /&gt;
* &#039;&#039;&#039;Bread Flour&#039;&#039;&#039; - High in gluten, makes chewy bread. [https://www.amazon.com/King-Arthur-Flour-Organic-Unbleached/dp/B00P6ERTS6 Bread Flour]&lt;br /&gt;
* &#039;&#039;&#039;Whole Wheat Flour&#039;&#039;&#039; - Has wheat hulls and typically has more wild yeast and lactic acid producing bacteria than normal flours. [https://www.amazon.com/King-Arthur-Whole-Wheat-Flour/dp/B01GCYQ3BM Whole Wheat Flour]&lt;br /&gt;
* &#039;&#039;&#039;Rye Flour&#039;&#039;&#039; - Contains enzymes that break flour down into fool yeast and bacteria like to eat. [https://www.amazon.com/King-Arthur-Flour-Flavorful-Verified/dp/B08HZJJ61J Rye Flour]&lt;br /&gt;
* &#039;&#039;&#039;Rice Flour&#039;&#039;&#039; - Used to coat your banneton basket. Because it doesn&#039;t contain gluten it makes a good guard against the dough sticking to the basket. [https://www.amazon.com/Soeos-Cooking-Product-Thailand-Natural/dp/B0DG99H45Q Rice Flour]&lt;br /&gt;
&lt;br /&gt;
= Sourdough Flour =&lt;br /&gt;
This special mix of flour keeps your sourdough starter healthy and well-fed. I recommend mixing it up ahead of time and storing it in a container such as one used for cereal.&lt;br /&gt;
* 70% Bread Flour&lt;br /&gt;
* 15% Whole Wheat Flour&lt;br /&gt;
* 15% Rye Flour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example preparation:&#039;&#039;&#039;&lt;br /&gt;
# Put your cereal container on your scale and tare the scale.&lt;br /&gt;
# Add 700g of bread flour to the container. Tare the scale again.&lt;br /&gt;
# Add 150g of whole wheat flour to the container. Tare the scale again.&lt;br /&gt;
# Add 150g of rye flour to the container.&lt;br /&gt;
# Seal the container, and carefully shake it until well mixed.&lt;br /&gt;
&lt;br /&gt;
= Selection of Tasks =&lt;br /&gt;
Sourdough is a living thing. Stuff comes up, this is how to handle it.&lt;br /&gt;
&lt;br /&gt;
== Sourdough Too Small? ==&lt;br /&gt;
You just got some starter from another sourdough baker and need to make it bigger, or you accidentally used too much and need to bulk it up again.&lt;br /&gt;
# Put your empty jar with starter on the scale, and tare the scale.&lt;br /&gt;
# Put your jar with starter on the scale. (It should now show the total amount of starter in the jar, remember this number.)&lt;br /&gt;
# Remove half of the starter and discard.&lt;br /&gt;
# Add Water. An amount equal to the original amount of starter you had.&lt;br /&gt;
# Add Sourdough Flour. An amount equal to the original amount of starter you had.&lt;br /&gt;
# Stir completely.&lt;br /&gt;
# Repeat this roughly every 12 hours until your starter is the size you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example with numbers:&#039;&#039;&#039;&lt;br /&gt;
# Started with 40g of starter.&lt;br /&gt;
# Removed 20g of starter.&lt;br /&gt;
# Added 40g of water.&lt;br /&gt;
# Added 40g of sourdough flour.&lt;br /&gt;
Your starter will have increased from 40g to 100g. Next time it will increase from 100g to 250g.&lt;br /&gt;
You can add &#039;&#039;LESS&#039;&#039; flour and water to make the new total any number you want, but you shouldn&#039;t add more in one round.&lt;br /&gt;
Always add the same amount of flour and water.&lt;br /&gt;
&lt;br /&gt;
== Need to feed your Sourdough? ==&lt;br /&gt;
I usually keep a 150g starter. This process describes how to feed that, adjust your amounts if you keep a different sized starter.&lt;br /&gt;
# Put your empty jar with starter on the scale, and tare the scale.&lt;br /&gt;
# Put your jar with starter on the scale. (It should now show the total amount of starter in the jar.)&lt;br /&gt;
# Remove starter down to 50g, and tare the scale.&lt;br /&gt;
# Add 50g of Water.&lt;br /&gt;
# Add 50g of Sourdough Flour.&lt;br /&gt;
# Stir completely.&lt;br /&gt;
 &lt;br /&gt;
= Glossary = &lt;br /&gt;
Every hobby has some amusing vocabulary, this is some you may not know for sourdough.&lt;br /&gt;
; Boule : The classic round shape for a rustic loaf of bread.&lt;br /&gt;
; Lame : A razor tool for scoring your loaf before you bake it.&lt;br /&gt;
; Levain : An offshoot of your main sourdough starter created for a single bake.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Sourdough&amp;diff=249</id>
		<title>Sourdough</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Sourdough&amp;diff=249"/>
		<updated>2026-05-24T16:37:28Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;= Sourdough Equipment = This is a list of equipment that makes keeping and using sourdough possible or easier. The links are to examples, anything similar can be used for all of these things. Some are optional but handy, others are for tasks that can be done with other other things. * &amp;#039;&amp;#039;&amp;#039;Glass Jars&amp;#039;&amp;#039;&amp;#039; - This is where your sourdough starter lives. Make sure to buy 2 so you can make a levain, and tare your scale with the empty one. &amp;#039;&amp;#039;Be sure to remove the rubber seal!&amp;#039;&amp;#039; [h...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Sourdough Equipment =&lt;br /&gt;
This is a list of equipment that makes keeping and using sourdough possible or easier. The links are to examples, anything similar can be used for all of these things. Some are optional but handy, others are for tasks that can be done with other other things.&lt;br /&gt;
* &#039;&#039;&#039;Glass Jars&#039;&#039;&#039; - This is where your sourdough starter lives. Make sure to buy 2 so you can make a levain, and tare your scale with the empty one. &#039;&#039;Be sure to remove the rubber seal!&#039;&#039; [https://www.amazon.com/dp/B0118OIPRG Jars]&lt;br /&gt;
* &#039;&#039;&#039;Kitchen Scale&#039;&#039;&#039; - I recommend one with at &#039;&#039;least&#039;&#039; 5kg/10lb capacity so you can tare/zero it out even with a heavy bowl that already has flour and water in it. Make sure it supports grams for units. [https://www.amazon.com/dp/B0D2RXGR9D Scale]&lt;br /&gt;
* &#039;&#039;&#039;Dough Scraper&#039;&#039;&#039; - Sourdough is sticky, having one of these is very important for folding it and forming it. [https://www.amazon.com/Chef-Craft-Dough-Scraper-White/dp/B000KKI4YO Scraper]&lt;br /&gt;
* &#039;&#039;&#039;Lame&#039;&#039;&#039; - Used to cuthttps://www.amazon.com/Bread-Bakers-Lame-Slashing-Tool/dp/B07P9KYFJF&lt;br /&gt;
* &#039;&#039;&#039;Banneton Basket&#039;&#039;&#039; - For proofing the loaf. [https://www.amazon.com/Kootek-Banneton-Proofing-Sourdough-Supplies/dp/B0GGR2J61N Banneton]&lt;br /&gt;
* &#039;&#039;&#039;Measuring Cups&#039;&#039;&#039; - Any sizes, I usually use 1/4 and 1/3 each time I feed my starter. [https://www.amazon.com/Stainless-Measuring-Kitchen-Gadgets-Ingredients/dp/B0CHWMJHY5 Cups]&lt;br /&gt;
* &#039;&#039;&#039;Fiberglass Chopsticks&#039;&#039;&#039; - They are pretty close to indestructible and are excellent for stirring starter or dough. [https://www.amazon.com/Hiware-10-Pairs-Fiberglass-Chopsticks-Dishwasher/dp/B07JRGRRBX Chopsticks]&lt;br /&gt;
* &#039;&#039;&#039;Cereal Container&#039;&#039;&#039; - For pre-made flour mix. [https://www.amazon.com/Rubbermaid-Brilliance-Storage-Container-Dishwasher/dp/B09V9YVSVK Container]&lt;br /&gt;
&lt;br /&gt;
= Sourdough Supplies =&lt;br /&gt;
This is the list of supplies you&#039;ll need to keep your sourdough starter going.&lt;br /&gt;
* &#039;&#039;&#039;Bread Flour&#039;&#039;&#039; - High in gluten, makes chewy bread. [https://www.amazon.com/King-Arthur-Flour-Organic-Unbleached/dp/B00P6ERTS6 Bread Flour]&lt;br /&gt;
* &#039;&#039;&#039;Whole Wheat Flour&#039;&#039;&#039; - Has wheat hulls and typically has more wild yeast and lactic acid producing bacteria than normal flours. [https://www.amazon.com/King-Arthur-Whole-Wheat-Flour/dp/B01GCYQ3BM Whole Wheat Flour]&lt;br /&gt;
* &#039;&#039;&#039;Rye Flour&#039;&#039;&#039; - Contains enzymes that break flour down into fool yeast and bacteria like to eat. [https://www.amazon.com/King-Arthur-Flour-Flavorful-Verified/dp/B08HZJJ61J Rye Flour]&lt;br /&gt;
* &#039;&#039;&#039;Rice Flour&#039;&#039;&#039; - Used to coat your banneton basket. Because it doesn&#039;t contain gluten it makes a good guard against the dough sticking to the basket. [https://www.amazon.com/Soeos-Cooking-Product-Thailand-Natural/dp/B0DG99H45Q Rice Flour]&lt;br /&gt;
&lt;br /&gt;
= Sourdough Flour =&lt;br /&gt;
This special mix of flour keeps your sourdough starter healthy and well-fed. I recommend mixing it up ahead of time and storing it in a container such as one used for cereal.&lt;br /&gt;
* 70% Bread Flour&lt;br /&gt;
* 15% Whole Wheat Flour&lt;br /&gt;
* 15% Rye Flour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example preparation:&#039;&#039;&#039;&lt;br /&gt;
# Put your cereal container on your scale and tare the scale.&lt;br /&gt;
# Add 700g of bread flour to the container. Tare the scale again.&lt;br /&gt;
# Add 150g of whole wheat flour to the container. Tare the scale again.&lt;br /&gt;
# Add 150g of rye flour to the container.&lt;br /&gt;
# Seal the container, and carefully shake it until well mixed.&lt;br /&gt;
&lt;br /&gt;
= Selection of Tasks =&lt;br /&gt;
Sourdough is a living thing. Stuff comes up, this is how to handle it.&lt;br /&gt;
&lt;br /&gt;
== Sourdough Too Small? ==&lt;br /&gt;
You just got some starter from another sourdough baker and need to make it bigger, or you accidentally used too much and need to bulk it up again.&lt;br /&gt;
# Put your empty jar with starter on the scale, and tare the scale.&lt;br /&gt;
# Put your jar with starter on the scale. (It should now show the total amount of starter in the jar, remember this number.)&lt;br /&gt;
# Remove half of the starter and discard.&lt;br /&gt;
# Add Water. An amount equal to the original amount of starter you had.&lt;br /&gt;
# Add Sourdough Flour. An amount equal to the original amount of starter you had.&lt;br /&gt;
# Stir completely.&lt;br /&gt;
# Repeat this roughly every 12 hours until your starter is the size you want.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example with numbers:&#039;&#039;&#039;&lt;br /&gt;
# Started with 40g of starter.&lt;br /&gt;
# Removed 20g of starter.&lt;br /&gt;
# Added 40g of water.&lt;br /&gt;
# Added 40g of sourdough flour.&lt;br /&gt;
Your starter will have increased from 40g to 100g. Next time it will increase from 100g to 250g.&lt;br /&gt;
You can add &#039;&#039;LESS&#039;&#039; flour and water to make the new total any number you want, but you shouldn&#039;t add more in one round.&lt;br /&gt;
Always add the same amount of flour and water.&lt;br /&gt;
&lt;br /&gt;
== Need to feed your Sourdough? ==&lt;br /&gt;
I usually keep a 150g starter. This process describes how to feed that, adjust your amounts if you keep a different sized starter.&lt;br /&gt;
# Put your empty jar with starter on the scale, and tare the scale.&lt;br /&gt;
# Put your jar with starter on the scale. (It should now show the total amount of starter in the jar.)&lt;br /&gt;
# Remove starter down to 50g, and tare the scale.&lt;br /&gt;
# Add 50g of Water.&lt;br /&gt;
# Add 50g of Sourdough Flour.&lt;br /&gt;
# Stir completely.&lt;br /&gt;
 &lt;br /&gt;
= Glossary = &lt;br /&gt;
Every hobby has some amusing vocabulary, this is some you may not know for sourdough.&lt;br /&gt;
; Levain : An offshoot of your main sourdough starter created for a single bake.&lt;br /&gt;
; Boule : The classic round shape for a rustic loaf of bread.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=248</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=248"/>
		<updated>2026-05-19T16:07:49Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Elemental Boss Locks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Doors Locks =&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching Horizontally or Vertically.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
&lt;br /&gt;
= Gate Locks = &lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Gate : Requires a Missile to open the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to open the gate from the correct side. (1-way).&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to open the gate (1-way).&lt;br /&gt;
&lt;br /&gt;
= Blocks = &lt;br /&gt;
; Blaster Block : Shoot it with your gun to break. Always openable as long as you can hit them.&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
; Bomb Block : Drop a bomb or Big Bomb while in Cat Form to break.&lt;br /&gt;
; Missile Block : Requires a Missile or Big Missile to break.&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
; Big Bomb Block : Drop a Big Bomb while in Cat Form to break.&lt;br /&gt;
; Sprint Block : Run through these at high speed to break.&lt;br /&gt;
; Launch Block : Hit these while launching horizontally to break.&lt;br /&gt;
; Crumble Block : Stand on these from above to break.&lt;br /&gt;
&lt;br /&gt;
= Suit Locks =&lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
; Liquid Methane : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Cold Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
= Movement Locks =&lt;br /&gt;
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)&lt;br /&gt;
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)&lt;br /&gt;
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)&lt;br /&gt;
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.&lt;br /&gt;
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.&lt;br /&gt;
; Tunnel : Cat Form is small enough to fit through tunnels.&lt;br /&gt;
; Tunnel Gap : Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.&lt;br /&gt;
; Wall Climb : Requires Cat Claws upgrade to climb walls. Only works on walls that are climbable.&lt;br /&gt;
; Wide Chasm : Requires the Horizontal Launch upgrade. These are completed by launching yourself horizontally as a cat.&lt;br /&gt;
; Wall Chasm : Requires Cat Claws and launching yourself with the Horizontal Launch upgrade off of a wall.&lt;br /&gt;
&lt;br /&gt;
= Elemental Boss Locks =&lt;br /&gt;
Killing a biome boss gets you the Orb of the opposite biome. They were guarding it to prevent it from being used against themselves.&lt;br /&gt;
; Biome Boss Door : These are indestructible until the player has the correct Orb, then they become normal doors.&lt;br /&gt;
; All Active Orbs Gate : These are indestructible and remain closed until the Orbs from the bosses of All Active Biomes have been acquired. Which biomes this requires depends on the world that was generated. Typically you&#039;ll find these blocking your path to the End Boss.&lt;br /&gt;
; End Boss Door : The end boss door is indestructible until after the End Boss has been defeated, then it becomes a normal door.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=247</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=247"/>
		<updated>2026-05-19T16:04:09Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Doors Locks =&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching Horizontally or Vertically.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
&lt;br /&gt;
= Gate Locks = &lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Gate : Requires a Missile to open the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to open the gate from the correct side. (1-way).&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to open the gate (1-way).&lt;br /&gt;
&lt;br /&gt;
= Blocks = &lt;br /&gt;
; Blaster Block : Shoot it with your gun to break. Always openable as long as you can hit them.&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
; Bomb Block : Drop a bomb or Big Bomb while in Cat Form to break.&lt;br /&gt;
; Missile Block : Requires a Missile or Big Missile to break.&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
; Big Bomb Block : Drop a Big Bomb while in Cat Form to break.&lt;br /&gt;
; Sprint Block : Run through these at high speed to break.&lt;br /&gt;
; Launch Block : Hit these while launching horizontally to break.&lt;br /&gt;
; Crumble Block : Stand on these from above to break.&lt;br /&gt;
&lt;br /&gt;
= Suit Locks =&lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
; Liquid Methane : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Cold Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
= Movement Locks =&lt;br /&gt;
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)&lt;br /&gt;
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)&lt;br /&gt;
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)&lt;br /&gt;
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.&lt;br /&gt;
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.&lt;br /&gt;
; Tunnel : Cat Form is small enough to fit through tunnels.&lt;br /&gt;
; Tunnel Gap : Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.&lt;br /&gt;
; Wall Climb : Requires Cat Claws upgrade to climb walls. Only works on walls that are climbable.&lt;br /&gt;
; Wide Chasm : Requires the Horizontal Launch upgrade. These are completed by launching yourself horizontally as a cat.&lt;br /&gt;
; Wall Chasm : Requires Cat Claws and launching yourself with the Horizontal Launch upgrade off of a wall.&lt;br /&gt;
&lt;br /&gt;
= Elemental Boss Locks =&lt;br /&gt;
Killing a biome boss gets you the Orb of the opposite biome. They were guarding it to prevent it from being used against themselves.&lt;br /&gt;
; Biome Boss Door : These are indestructible until the player has the correct Orb, then they become normal doors.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=246</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=246"/>
		<updated>2026-05-19T15:58:11Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Human Form Locks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Human Form Locks = &lt;br /&gt;
Must be in Human Form to use these. Remember that to use Elemental weapons, you must have found both the elemental gun and the matching orb to use. Several things in this list also require that you have enough ammo to do the job.&lt;br /&gt;
&lt;br /&gt;
== Doors Locks ==&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching Horizontally or Vertically.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
&lt;br /&gt;
== Gate Locks == &lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Gate : Requires a Missile to open the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to open the gate from the correct side. (1-way).&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to open the gate (1-way).&lt;br /&gt;
&lt;br /&gt;
== Blocks == &lt;br /&gt;
; Blaster Block : Shoot it with your gun to break. Always openable as long as you can hit them.&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
; Bomb Block : Drop a bomb or Big Bomb while in Cat Form to break.&lt;br /&gt;
; Missile Block : Requires a Missile or Big Missile to break.&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
; Big Bomb Block : Drop a Big Bomb while in Cat Form to break.&lt;br /&gt;
; Sprint Block : Run through these at high speed to break.&lt;br /&gt;
; Launch Block : Hit these while launching horizontally to break.&lt;br /&gt;
; Crumble Block : Stand on these from above to break.&lt;br /&gt;
&lt;br /&gt;
== Suit Locks == &lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
; Liquid Methane : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Cold Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
== Movement Locks ==&lt;br /&gt;
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)&lt;br /&gt;
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)&lt;br /&gt;
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)&lt;br /&gt;
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.&lt;br /&gt;
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.&lt;br /&gt;
&lt;br /&gt;
== Elemental Boss Locks ==&lt;br /&gt;
; Biome Boss Door : Requires the matching biome boss has been killed. Can be opened with anything as long as you have the matching Orb. They go from being indestructible to being normal doors once the boss has been defeated.&lt;br /&gt;
&lt;br /&gt;
= Cat Form Locks =&lt;br /&gt;
Cat Form is also required to be able to unlock any of the following locks.&lt;br /&gt;
; Tunnel : Cat Form is small enough to fit through tunnels.&lt;br /&gt;
; Tunnel Gap : Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.&lt;br /&gt;
; Wall Climb : Requires Cat Claws upgrade to climb walls.&lt;br /&gt;
; Wide Chasm : Requires the Horz Launch upgrade. These are completed by launching yourself horizontally as a cat. jumping off one side and dashing to get to the other side.&lt;br /&gt;
; Wall Chasm : Requires Cat Claws and launching yourself with the Horz Launch upgrade.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=245</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=245"/>
		<updated>2026-05-19T15:53:30Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Human Form Locks = &lt;br /&gt;
Must be in Human Form to use these.&lt;br /&gt;
&lt;br /&gt;
== Doors Locks ==&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching Horizontally or Vertically.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
&lt;br /&gt;
== Gate Locks == &lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Gate : Requires a Missile to open the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to open the gate from the correct side. (1-way).&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to open the gate (1-way).&lt;br /&gt;
&lt;br /&gt;
== Blocks == &lt;br /&gt;
; Blaster Block : Shoot it with your gun to break. Always openable as long as you can hit them.&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
; Bomb Block : Drop a bomb or Big Bomb while in Cat Form to break.&lt;br /&gt;
; Missile Block : Requires a Missile or Big Missile to break.&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
; Big Bomb Block : Drop a Big Bomb while in Cat Form to break.&lt;br /&gt;
; Sprint Block : Run through these at high speed to break.&lt;br /&gt;
; Launch Block : Hit these while launching horizontally to break.&lt;br /&gt;
; Crumble Block : Stand on these from above to break.&lt;br /&gt;
&lt;br /&gt;
== Suit Locks == &lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
== Vertical Locks ==&lt;br /&gt;
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)&lt;br /&gt;
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)&lt;br /&gt;
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)&lt;br /&gt;
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.&lt;br /&gt;
&lt;br /&gt;
== Horizontal Locks == &lt;br /&gt;
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.&lt;br /&gt;
&lt;br /&gt;
== Elemental Boss Locks ==&lt;br /&gt;
; Biome Boss Door : Requires the matching biome boss has been killed. Can be opened with anything as long as you have the matching Orb. They go from being indestructible to being normal doors once the boss has been defeated.&lt;br /&gt;
&lt;br /&gt;
= Cat Form Locks =&lt;br /&gt;
Cat Form is also required to be able to unlock any of the following locks.&lt;br /&gt;
; Tunnel : Cat Form is small enough to fit through tunnels.&lt;br /&gt;
; Tunnel Gap : Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.&lt;br /&gt;
; Wall Climb : Requires Cat Claws upgrade to climb walls.&lt;br /&gt;
; Wide Chasm : Requires the Horz Launch upgrade. These are completed by launching yourself horizontally as a cat. jumping off one side and dashing to get to the other side.&lt;br /&gt;
; Wall Chasm : Requires Cat Claws and launching yourself with the Horz Launch upgrade.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=244</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=244"/>
		<updated>2026-05-19T15:45:08Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Normal Weapon Locks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Human Form Locks = &lt;br /&gt;
Must be in Human Form to use these.&lt;br /&gt;
&lt;br /&gt;
== Doors Locks ==&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching Horizontally or Vertically.&lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Missile Gate : Requires a Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Missile Block : Requires a Missile to break.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
&lt;br /&gt;
== Elemental Weapon Locks == &lt;br /&gt;
These require that the weapon has been collected and that it has been activated with its Elemental Orb which can be acquired by killing the elemental boss. You must also have ammo available.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to raise the gate (1-way).&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
&lt;br /&gt;
== Suit Locks == &lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
== Vertical Locks ==&lt;br /&gt;
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)&lt;br /&gt;
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)&lt;br /&gt;
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)&lt;br /&gt;
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.&lt;br /&gt;
&lt;br /&gt;
== Horizontal Locks == &lt;br /&gt;
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.&lt;br /&gt;
&lt;br /&gt;
== Elemental Boss Locks ==&lt;br /&gt;
; Biome Boss Door : Requires the matching biome boss has been killed. Can be opened with anything as long as you have the matching Orb. They go from being indestructible to being normal doors once the boss has been defeated.&lt;br /&gt;
&lt;br /&gt;
= Cat Form Locks =&lt;br /&gt;
Cat Form is also required to be able to unlock any of the following locks.&lt;br /&gt;
; Bomb Block : Requires a Bomb or Big Bomb to break.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
; Big Bomb Block : Requires a Big Bomb to break.&lt;br /&gt;
; Tunnel : Cat Form is small enough to fit through tunnels.&lt;br /&gt;
; Tunnel Gap : Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.&lt;br /&gt;
; Wall Climb : Requires Cat Claws upgrade to climb walls.&lt;br /&gt;
; Wide Chasm : Requires the Horz Launch upgrade. These are completed by launching yourself horizontally as a cat. jumping off one side and dashing to get to the other side.&lt;br /&gt;
; Wall Chasm : Requires Cat Claws and launching yourself with the Horz Launch upgrade.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=243</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Main_Page&amp;diff=243"/>
		<updated>2026-05-19T15:42:48Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Some interesting topics:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* [[Seed Code]] - What&#039;s in a Seed Code and how do they work?&lt;br /&gt;
* [[Design]] - The high level design of the game.&lt;br /&gt;
* [[Generators]] - How the world is created.&lt;br /&gt;
* [[Keys and Locks]] - How objectives are determined.&lt;br /&gt;
* [[Trophies]] - Stuff you get credit for while playing.&lt;br /&gt;
* [[Beat the Game]] - What happens at the end.&lt;br /&gt;
* [[Glossary]] - For words or acronyms you don&#039;t recognize.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Want to make your own game?&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Check out the [[Development Tools]] I used.&lt;br /&gt;
* Ready to run your own company? Look at the [[Business Tools]] I use.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=242</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=242"/>
		<updated>2026-05-19T01:37:24Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Cat Form Locks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Human Form Locks = &lt;br /&gt;
Must be in Human Form to use these.&lt;br /&gt;
&lt;br /&gt;
== Normal Weapon Locks ==&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching.&lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Missile Gate : Requires a Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Missile Block : Requires a Missile to break.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
&lt;br /&gt;
== Elemental Weapon Locks == &lt;br /&gt;
These require that the weapon has been collected and that it has been activated with its Elemental Orb which can be acquired by killing the elemental boss. You must also have ammo available.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to raise the gate (1-way).&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
&lt;br /&gt;
== Suit Locks == &lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
== Vertical Locks ==&lt;br /&gt;
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)&lt;br /&gt;
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)&lt;br /&gt;
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)&lt;br /&gt;
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.&lt;br /&gt;
&lt;br /&gt;
== Horizontal Locks == &lt;br /&gt;
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.&lt;br /&gt;
&lt;br /&gt;
== Elemental Boss Locks ==&lt;br /&gt;
; Biome Boss Door : Requires the matching biome boss has been killed. Can be opened with anything as long as you have the matching Orb. They go from being indestructible to being normal doors once the boss has been defeated.&lt;br /&gt;
&lt;br /&gt;
= Cat Form Locks =&lt;br /&gt;
Cat Form is also required to be able to unlock any of the following locks.&lt;br /&gt;
; Bomb Block : Requires a Bomb or Big Bomb to break.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
; Big Bomb Block : Requires a Big Bomb to break.&lt;br /&gt;
; Tunnel : Cat Form is small enough to fit through tunnels.&lt;br /&gt;
; Tunnel Gap : Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.&lt;br /&gt;
; Wall Climb : Requires Cat Claws upgrade to climb walls.&lt;br /&gt;
; Wide Chasm : Requires the Horz Launch upgrade. These are completed by launching yourself horizontally as a cat. jumping off one side and dashing to get to the other side.&lt;br /&gt;
; Wall Chasm : Requires Cat Claws and launching yourself with the Horz Launch upgrade.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=241</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=241"/>
		<updated>2026-05-19T01:05:35Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Cat Form Locks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Human Form Locks = &lt;br /&gt;
Must be in Human Form to use these.&lt;br /&gt;
&lt;br /&gt;
== Normal Weapon Locks ==&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching.&lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Missile Gate : Requires a Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Missile Block : Requires a Missile to break.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
&lt;br /&gt;
== Elemental Weapon Locks == &lt;br /&gt;
These require that the weapon has been collected and that it has been activated with its Elemental Orb which can be acquired by killing the elemental boss. You must also have ammo available.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to raise the gate (1-way).&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
&lt;br /&gt;
== Suit Locks == &lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
== Vertical Locks ==&lt;br /&gt;
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)&lt;br /&gt;
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)&lt;br /&gt;
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)&lt;br /&gt;
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.&lt;br /&gt;
&lt;br /&gt;
== Horizontal Locks == &lt;br /&gt;
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.&lt;br /&gt;
&lt;br /&gt;
== Elemental Boss Locks ==&lt;br /&gt;
; Biome Boss Door : Requires the matching biome boss has been killed. Can be opened with anything as long as you have the matching Orb. They go from being indestructible to being normal doors once the boss has been defeated.&lt;br /&gt;
&lt;br /&gt;
= Cat Form Locks =&lt;br /&gt;
Cat Form is also required to be able to unlock any of the following locks.&lt;br /&gt;
; Bomb Block : Requires a Bomb or Big Bomb to break.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
; Big Bomb Block : Requires a Big Bomb to break.&lt;br /&gt;
; Tunnel : Cat Form is small enough to fit through tunnels.&lt;br /&gt;
; Tunnel Gap : Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.&lt;br /&gt;
; Wall Climb : Requires Cat Claws upgrade to climb walls.&lt;br /&gt;
; Huge Pit : Requires the Horz Launch upgrade. These are completed by launching yourself horizontally as a cat. jumping off one side and dashing to get to the other side.&lt;br /&gt;
; Huge Pit Wall Climb : Requires Cat Claws and launching yourself with the Horz Launch upgrade.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=240</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=240"/>
		<updated>2026-05-18T20:22:42Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Cat Form Locks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Human Form Locks = &lt;br /&gt;
Must be in Human Form to use these.&lt;br /&gt;
&lt;br /&gt;
== Normal Weapon Locks ==&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching.&lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Missile Gate : Requires a Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Missile Block : Requires a Missile to break.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
&lt;br /&gt;
== Elemental Weapon Locks == &lt;br /&gt;
These require that the weapon has been collected and that it has been activated with its Elemental Orb which can be acquired by killing the elemental boss. You must also have ammo available.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to raise the gate (1-way).&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
&lt;br /&gt;
== Suit Locks == &lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
== Vertical Locks ==&lt;br /&gt;
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)&lt;br /&gt;
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)&lt;br /&gt;
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)&lt;br /&gt;
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.&lt;br /&gt;
&lt;br /&gt;
== Horizontal Locks == &lt;br /&gt;
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.&lt;br /&gt;
&lt;br /&gt;
== Elemental Boss Locks ==&lt;br /&gt;
; Biome Boss Door : Requires the matching biome boss has been killed. Can be opened with anything as long as you have the matching Orb. They go from being indestructible to being normal doors once the boss has been defeated.&lt;br /&gt;
&lt;br /&gt;
= Cat Form Locks =&lt;br /&gt;
Cat Form is also required to be able to unlock any of the following locks.&lt;br /&gt;
; Bomb Block : Requires a Bomb or Big Bomb to break.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
; Big Bomb Block : Requires a Big Bomb to break.&lt;br /&gt;
; Tunnel Gap : Requires Cat Claws to cross since wall climbing also allows pulling up onto ledges.&lt;br /&gt;
; Wall Climb : Requires Cat Claws upgrade to climb walls.&lt;br /&gt;
; Huge Pit : Requires the Horz Launch upgrade. These are completed by launching yourself horizontally as a cat. jumping off one side and dashing to get to the other side.&lt;br /&gt;
; Huge Pit Wall Climb : Requires Cat Claws and launching yourself with the Horz Launch upgrade.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=239</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=239"/>
		<updated>2026-05-18T20:19:11Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Standard Gun Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - Goddess of Sleep&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Uranus and Gaia. They seek intervention by their daughter Themis against Eris.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Eris records a message to herself in the computer of an escape pod. This message describes the requirement to restore the balance of the elements. &lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; sister Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the message she recorded for herself, and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an effective possible jump height of triple height with good timing.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. None of these require any form of ammo to use, they are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun you start with. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=238</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=238"/>
		<updated>2026-05-18T20:17:46Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Standard Gun Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - Goddess of Sleep&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Uranus and Gaia. They seek intervention by their daughter Themis against Eris.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Eris records a message to herself in the computer of an escape pod. This message describes the requirement to restore the balance of the elements. &lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; sister Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the message she recorded for herself, and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an effective possible jump height of triple height with good timing.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. The attack upgrades shown here do not consume any form of ammo. These are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun given to you by the escape pod. You shoot stuff, it hurts stuff.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=237</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=237"/>
		<updated>2026-05-18T19:55:23Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Human Form Locks = &lt;br /&gt;
Must be in Human Form to use these.&lt;br /&gt;
&lt;br /&gt;
== Normal Weapon Locks ==&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching.&lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Missile Gate : Requires a Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Missile Block : Requires a Missile to break.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
&lt;br /&gt;
== Elemental Weapon Locks == &lt;br /&gt;
These require that the weapon has been collected and that it has been activated with its Elemental Orb which can be acquired by killing the elemental boss. You must also have ammo available.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to raise the gate (1-way).&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
&lt;br /&gt;
== Suit Locks == &lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
== Vertical Locks ==&lt;br /&gt;
; High Ledge : This is a ledge that requires High Jump to reach. (150% normal jump height.)&lt;br /&gt;
; Double High Ledge : This is a ledge that requires Double Jump to reach. (200% normal jump height.)&lt;br /&gt;
; Triple High Ledge : This is a ledge that requires both High Jump and Double Jump to reach. (300% normal jump height.)&lt;br /&gt;
; Vertical Shaft : Requires Vert Launch upgrade to launch yourself vertically. This uses energy to continue the vertical launch, so you must have enough available to complete it.&lt;br /&gt;
&lt;br /&gt;
== Horizontal Locks == &lt;br /&gt;
; Dash Gap : Requires the Dash upgrade. These are completed by jumping off one side and dashing to get to the other side.&lt;br /&gt;
&lt;br /&gt;
== Elemental Boss Locks ==&lt;br /&gt;
; Biome Boss Door : Requires the matching biome boss has been killed. Can be opened with anything as long as you have the matching Orb. They go from being indestructible to being normal doors once the boss has been defeated.&lt;br /&gt;
&lt;br /&gt;
= Cat Form Locks =&lt;br /&gt;
Cat Form is also required to be able to unlock any of the following locks.&lt;br /&gt;
; Bomb Block : Requires a Bomb or Big Bomb to break.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
; Big Bomb Block : Requires a Big Bomb to break.&lt;br /&gt;
; Wall Climb : Requires Cat Claws upgrade to climb walls.&lt;br /&gt;
; Huge Pit : Requires the Horz Launch upgrade. These are completed by launching yourself horizontally as a cat. jumping off one side and dashing to get to the other side.&lt;br /&gt;
; Huge Pit Wall Climb : Requires Cat Claws and launching yourself with the Horz Launch upgrade.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=236</id>
		<title>Keys and Locks</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Keys_and_Locks&amp;diff=236"/>
		<updated>2026-05-18T19:42:30Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: Created page with &amp;quot;= General Locks = ; Unlocked : This is always accessible.  = Human Form Locks =  Must be in Human Form to use these.  == Normal Weapon Locks == These require having acquired the appropriate upgrade, and you must have ammo available. ; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching. ; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Locks =&lt;br /&gt;
; Unlocked : This is always accessible.&lt;br /&gt;
&lt;br /&gt;
= Human Form Locks = &lt;br /&gt;
Must be in Human Form to use these.&lt;br /&gt;
&lt;br /&gt;
== Normal Weapon Locks ==&lt;br /&gt;
These require having acquired the appropriate upgrade, and you must have ammo available.&lt;br /&gt;
; Normal Door : These can be opened with any weapon. They also open automatically if the player is launching.&lt;br /&gt;
; Normal Gate : These can be opened with any weapon from the correct side (1-way). These can also be opened from the wrong side with the Quantum weapon.&lt;br /&gt;
; Missile Door : Requires a Missile to leave the room.&lt;br /&gt;
; Missile Gate : Requires a Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Missile Block : Requires a Missile to break.&lt;br /&gt;
; Big Missile Door : Requires a Big Missile to leave the room.&lt;br /&gt;
; Big Missile Gate : Requires a Big Missile to raise the gate from the correct side. (1-way).&lt;br /&gt;
; Big Missile Block : Requires a Big Missile to break.&lt;br /&gt;
&lt;br /&gt;
== Elemental Weapon Locks == &lt;br /&gt;
These require that the weapon has been collected and that it has been activated with its Elemental Orb which can be acquired by killing the elemental boss. You must also have ammo available.&lt;br /&gt;
; Elemental Door : Requires the matching Elemental Weapon to leave the room.&lt;br /&gt;
; Elemental Gate : Requires the matching Elemental Weapon to raise the gate (1-way).&lt;br /&gt;
; Elemental Block : Requires the matching Elemental Weapon to break.&lt;br /&gt;
&lt;br /&gt;
== Elemental Boss Locks ==&lt;br /&gt;
; Biome Boss Door : Requires the matching biome boss has been killed. Can be opened with anything as long as you have the matching Orb. They go from being indestructible to being normal doors.&lt;br /&gt;
&lt;br /&gt;
== Suit Locks == &lt;br /&gt;
These require that you both have the suit and that it is enabled.&lt;br /&gt;
; ??? : Defense Suit makes this possible.&lt;br /&gt;
; Water : Movement in water is dramatically slowed down and more difficult. Liquid Suit makes it like normal movement.&lt;br /&gt;
; Mud : Movement in mud is near impossible. Liquid Suit makes it behave like Water.&lt;br /&gt;
; Hot Area : Requires the Heat Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Cold Area : Requires the Cold Suit to greatly reduce damage take over time in these areas. If the Defense Suit is also equipped, no damage is done at all.&lt;br /&gt;
; Hot Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Heat Suit.&lt;br /&gt;
; Cold Water : Behaves like normal water with the Liquid Suit. It hurts you over time without the Cold Suit.&lt;br /&gt;
; Lava : Behaves like Mud with the Liquid Suit. Hurts you very quickly over time. Damage can be reduced with the Heat Suit and reduced more with the Defense Suit, but it will always hurt you.&lt;br /&gt;
 &lt;br /&gt;
= Cat Form Locks =&lt;br /&gt;
Cat Form is also required to be able to unlock any of the following locks.&lt;br /&gt;
; Bomb Block : Requires a Bomb or Big Bomb to break.&lt;br /&gt;
; Big Bomb Door : Requires a Big Bomb to leave the room.&lt;br /&gt;
; Big Bomb Block : Requires a Big Bomb to break.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Generators&amp;diff=235</id>
		<title>Generators</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Generators&amp;diff=235"/>
		<updated>2026-05-18T19:13:42Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Keys and Locks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Keys and Locks =&lt;br /&gt;
Objective planning follows the key/lock pattern. This can mean literally keys and locks like &amp;quot;you need the red key to go through the door with the red lock,&amp;quot; but it also could mean &amp;quot;you need to have high jump boots to get up here.&amp;quot; Some logic needs to be used to prevent unbeatable worlds. For example, it would be an unbeatable situation to put the high jump boots after a ledge that is too high to get up to without the high jump boots. You&#039;d never be able to get to any part of the world past that point. Specific [[Keys and Locks]] are described on a dedicated page for that.&lt;br /&gt;
&lt;br /&gt;
== Objective Planning ==&lt;br /&gt;
The first thing that happens when generating the world is objective planning. This process builds an objective traversal graph structure that goes from the escape pod through all of the bosses while laying out all of the items. It also ensures items needed to progress are in the available somewhere in the graph before the lock that needs them. This helps to guarantee that worlds are generated that can be fully explored.&lt;br /&gt;
&lt;br /&gt;
= Map Parts =&lt;br /&gt;
The map is a nested structure of rooms made of screens built up of structures. The layout of the map is driven by the objective graph to ensure it is beatable.&lt;br /&gt;
&lt;br /&gt;
== Rooms ==&lt;br /&gt;
A room is the smallest part of the world that can be loaded into the engine. Internally they are represented as a 2D array of screens.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some tidbits about rooms:&#039;&#039;&#039;&lt;br /&gt;
* The space they contain is always bounded by a rectangle that has a position in the world.&lt;br /&gt;
* The space is always represented as a rectangle of screens, even not completely filled in.&lt;br /&gt;
* Null screens are allowed in the rectangle to indicate that a screen inside the room is not used.&lt;br /&gt;
* The room cannot represent multiple disconnected spaces, just make multiple rooms.&lt;br /&gt;
* The screens within the space of a room must touch all edges of the containing rectangle.&lt;br /&gt;
* Rooms are the level that represent a self contained space that is loadable by the game engine.&lt;br /&gt;
* A room can be as small as a single screen (1x1 array).&lt;br /&gt;
* There is no specific design limit on how many screens can be involved in a single room.&lt;br /&gt;
* Exits for the room are defined at the room level, but they are positioned based on the screens they contain.&lt;br /&gt;
&lt;br /&gt;
== Screens == &lt;br /&gt;
A screen is exactly what it sounds like, the amount of space that can be represented on a screenful of space. A room can be as small as a single screen that has only one exit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A screen represents:&#039;&#039;&#039;&lt;br /&gt;
* 640x360 pixels. Selected for easy integer scaling to most typical 16:9 screen resolutions.&lt;br /&gt;
* 32x18 tiles. Each tile is 20x20 pixels.&lt;br /&gt;
* A screen can have up to 4 exits, one per screen edge.&lt;br /&gt;
&lt;br /&gt;
== Structures == &lt;br /&gt;
Structures are parameterized chunks of &amp;quot;stuff&amp;quot; that go in a room. They include platforms, room edges, doors, statues, hazards, generators, and anything else that can be visually placed on a screen. The placement of structures is managed by room generators that need the structure in question.&lt;br /&gt;
&lt;br /&gt;
= Map Display =&lt;br /&gt;
While playing the game, the player can pull up the map at any time. This map system shows the known world in a way that allows a player to look around, figure out routes, and find places where missing items could be. Map information is updated when the player enters each screen the first time, by using map stations to reveal chunks of information all at once, and by opening doors or collecting items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;For the in-game map:&#039;&#039;&#039;&lt;br /&gt;
* Each in game tile (20x20 pixels) is represented as a single pixel (1x1) resulting in a 20:1 scaling factor.&lt;br /&gt;
* Each screen is part of the map grid and is represented as a rectangle of 32x18 pixels.&lt;br /&gt;
* Can be zoomed and panned to search and explore. &lt;br /&gt;
* There is no automatic routing system, figuring out where to go is part of the fun of exploration.&lt;br /&gt;
* The screen the player is currently in is highlighted on the map.&lt;br /&gt;
* In-world things like doors, upgrades, stations, and bosses are drawn over the map. &lt;br /&gt;
* Typically these symbols are larger than 1x1 pixel each, so they should be expected to obscure parts of the map.&lt;br /&gt;
&lt;br /&gt;
= Generators =&lt;br /&gt;
There is a procedural generation system that creates the world. It&#039;s made up of nested layers that have specific roles in the process.&lt;br /&gt;
&lt;br /&gt;
== World Generator ==&lt;br /&gt;
This is the top-level system that orchestrates the layout of the entire map. Essentially it manages the use of room generators, the placement of the rooms, and the interconnection of them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;This System:&#039;&#039;&#039;&lt;br /&gt;
* Owns the random number generator that provides the stream of random numbers used during generation. (It&#039;s passed down through other layers of generators.)&lt;br /&gt;
* Makes decisions based on the world configuration.&lt;br /&gt;
* Decides how room generators are used to fill in the map.&lt;br /&gt;
* Places upgrades and doors in the world.&lt;br /&gt;
* Owns item progression logic.&lt;br /&gt;
* Selects and assigns biomes to rooms.&lt;br /&gt;
* Is also the creator of multi-room constructs, for example boss rooms with nearby saves.&lt;br /&gt;
* Escape path router that is used to calculate the amount of time allowed for the escape.&lt;br /&gt;
&lt;br /&gt;
== Room Generators ==&lt;br /&gt;
Room generators are pieces of code that generate individual rooms. They have several parameters that are provided by the world generator that control what is generated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All Room Generators receive parameters for:&#039;&#039;&#039;&lt;br /&gt;
* The size of the room to generate, in screens.&lt;br /&gt;
* Details about where doors have to be to in the room to satisfy requirements of the map as a whole.&lt;br /&gt;
* Item limiters that are allowed to be used. These are items that could have been collected by the time the player gets to this room and can be used to limit travel through the room that will be generated.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
There is a collection of room generators that is used to build the world. There are also [[Tutorial Generators]] that create the specific set of rooms used for the tutorial area if needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Generators produce rooms that have markers for:&#039;&#039;&#039;&lt;br /&gt;
* Enemy spawn points with difficulty flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of Room Generators&lt;br /&gt;
!Generator!!Extra Parameters!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Single-Screen||&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Empty&lt;br /&gt;
* Save&lt;br /&gt;
* Map&lt;br /&gt;
* Recharge (HP, Ammo, Spawner)&lt;br /&gt;
* Upgrade Item&lt;br /&gt;
&#039;&#039;&#039;Exit Direction(s)&#039;&#039;&#039;&lt;br /&gt;
||This room is always exactly 1x1 screen and has a single exit. It can be any of the various 1 screen types.&lt;br /&gt;
|-&lt;br /&gt;
|Travel||&#039;&#039;&#039;Layout&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Two-Way&lt;br /&gt;
* One-Way&lt;br /&gt;
* Gated&lt;br /&gt;
* Tube/Elevator&lt;br /&gt;
||This type of room is for travel across some distance. They always have 2 exits, one on each end. Some have something in them that makes them one-way or prevents travel at all until some criteria is met. Tubes suck you in immediately upon entering a door and elevators have a space that the player interacts with to cause the elevator to move.&lt;br /&gt;
|-&lt;br /&gt;
|Hub||&#039;&#039;&#039;Layout&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Horizontal (Wide, top/bottom exits)&lt;br /&gt;
* Vertical (Tall, left/right exits)&lt;br /&gt;
* Large (Exits all over the place)&lt;br /&gt;
||This room is expected to have a larger number of exits than most areas. These areas facilitate interconnect between multiple places and can have upgrade items, tricky platforming, and hidden sections to make them interesting.&lt;br /&gt;
|-&lt;br /&gt;
|Platform Challenge||None||These rooms are specifically designed to challenge the player to get through them with a set of movement capabilities. They may be dead-ends or travel rooms, but essentially always have some sort of reward or progression at the end.&lt;br /&gt;
|-&lt;br /&gt;
|Boss||&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Biome Boss&lt;br /&gt;
* Mini-Boss&lt;br /&gt;
* Final Boss&lt;br /&gt;
* Combat Room&lt;br /&gt;
||Boss rooms are places where large battles take place. Rooms that are generated are done in a way that align with the selected battle.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Structure Generators ==&lt;br /&gt;
Structures are parameterized chunks of &amp;quot;stuff&amp;quot; that go in a room. They include platforms, room edges, doors, statues, hazards, generators, and anything else that can be visually placed on a screen. The use of these is managed by the room generator that needs the stuff in question.&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
There is a collection of structure generators that can be used by room generators to make things that go in the rooms during generation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All structure generators receive parameters:&#039;&#039;&#039;&lt;br /&gt;
* Position of the structure relative to the screen layout, in tiles.&lt;br /&gt;
* Size of the structure, in tiles.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Types of Room Generators&lt;br /&gt;
!Structure!!Extra Parameters!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Platform||&#039;&#039;&#039;Type&#039;&#039;&#039;&amp;lt;br /&amp;gt;&lt;br /&gt;
* Horizontal&lt;br /&gt;
* Vertical&lt;br /&gt;
&#039;&#039;&#039;Junctions&#039;&#039;&#039;&lt;br /&gt;
||This structure builds a platform using pipe style parts. It can also utilize either decorative junctions or simple pipe ends.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
	<entry>
		<id>https://wiki.fracterebus.com/index.php?title=Design&amp;diff=234</id>
		<title>Design</title>
		<link rel="alternate" type="text/html" href="https://wiki.fracterebus.com/index.php?title=Design&amp;diff=234"/>
		<updated>2026-05-07T16:23:46Z</updated>

		<summary type="html">&lt;p&gt;NerdOfEpic: /* Cat Form */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Story =&lt;br /&gt;
The story of this game is derived from Greek mythology, which is full of arguments between and within families.  This one involves two families of gods and the unending collection of planets that are ruined and then restored in the process.&lt;br /&gt;
&lt;br /&gt;
== Cast of Characters ==&lt;br /&gt;
* &#039;&#039;&#039;Eris&#039;&#039;&#039; - Goddess of Strife and Discord &#039;&#039;(Her human form is controlled by the player.)&#039;&#039;&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Hypnos&lt;br /&gt;
** Mother of Lethe&lt;br /&gt;
* &#039;&#039;&#039;Nyx&#039;&#039;&#039; - Goddess of Night&lt;br /&gt;
** Mother of Eris and Hypnos&lt;br /&gt;
* &#039;&#039;&#039;Hypnos&#039;&#039;&#039; - Goddess of Sleep&lt;br /&gt;
** Daughter of Nyx&lt;br /&gt;
** Sister of Eris&lt;br /&gt;
* &#039;&#039;&#039;Lethe&#039;&#039;&#039; - Goddess of Forgetfulness&lt;br /&gt;
** Daughter of Eris&lt;br /&gt;
* &#039;&#039;&#039;Themis&#039;&#039;&#039; - Goddess of Divine Law and Order&lt;br /&gt;
** Advisor to Zeus&lt;br /&gt;
** Judge of other gods&lt;br /&gt;
** Daughter of Uranus and Gaia&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; - God of Sky&lt;br /&gt;
** Father of Themis&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; - Goddess of Earth&lt;br /&gt;
** Mother of Themis&lt;br /&gt;
&lt;br /&gt;
== The Story Cycle ==&lt;br /&gt;
You are the dark goddess Eris in human form, condemned to repair the damage you caused to a planet. This story repeats in a loop indefinitely.&lt;br /&gt;
&lt;br /&gt;
# Eris causes war and destruction on a planet for her own entertainment. The destruction results in the elimination of most life and an imbalance of the elements.&lt;br /&gt;
# The destruction and imbalance of elements deeply upsets Uranus and Gaia. They seek intervention by their daughter Themis against Eris.&lt;br /&gt;
# Themis listens to her parents and tries Eris for what she considers to be crimes against nature.  &lt;br /&gt;
# Themis finds Eris guilty and sentences her to restore the elemental balance as a human placed directly on a planet she had ruined.&lt;br /&gt;
# Eris records a message to herself in the computer of an escape pod. This message describes the requirement to restore the balance of the elements. &lt;br /&gt;
# The escape pod cannot be activated until the balance has been restored and warns that Eris’ presence is itself a destabilizing force on the planet.&lt;br /&gt;
# The escape pod also holds a basic weapon to use in this quest.&lt;br /&gt;
# Themis incarnates Eris to a human form to prepare for her her punishment.&lt;br /&gt;
# Eris&#039; daughter Lethe then causes her to forget being a goddess entirely.&lt;br /&gt;
# Eris&#039; sister Hypnos puts Eris into a deep sleep and delivers her to the ruined planet.&lt;br /&gt;
# Eris wakes up near the escape pod. The escape pod allows her to view the message she recorded for herself, and provides a basic weapon to use.&lt;br /&gt;
# Driven by her desire to leave the ruined planet, Eris works to restore the balance of the elements by defeating the bosses of each biome and then a final boss in its own biome.&lt;br /&gt;
# After the defeat of the final boss with the balance finally restored, Eris must return to the escape pod prior to time running out, presumably to avoid destabilizing the elements again.&lt;br /&gt;
# When Eris gets to the escape pod and enters it ready to leave the planet, the now active escape pod ramps up in power to fly away. Instead of launching to space it violently explodes instead, wiping the human form of Eris from existence.&lt;br /&gt;
# With her human form annihilated in the explosion, Eris returns to the realm of the gods. Being a goddess and immortal, her memories return. Being a dark goddess she resumes doing what she does best... Causing strife and discord on another planet.  This returns her to step #1 in the cycle but with a new planet.&lt;br /&gt;
&lt;br /&gt;
= Upgrades =&lt;br /&gt;
As you explore the planet, you discover upgrades that improve your survivability, movement, and the ways you can attack things.&lt;br /&gt;
&lt;br /&gt;
== Core Upgrades == &lt;br /&gt;
There are typically multiple copies of each of these core upgrades and finding multiple of them increases the amount of whatever is controlled by that type of upgrade.  For example, finding an additional energy capsule will increase the amount of damage you can take before being killed and finding additional missile upgrades will increase how many missiles you can carry.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Core Upgrades&lt;br /&gt;
!Upgrade!!Category!!Upgrade&amp;lt;br /&amp;gt;Count!!Total&amp;lt;br /&amp;gt;Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Health Capsule]]||Health||9||999||Increases the max amount of heath you have by 100. Essentially improves the number of hits you can take before being killed.&lt;br /&gt;
|-&lt;br /&gt;
|[[Backup Health Capsule]]||Health||5||500||Gives a place to store additional energy beyond the max, each one holds 100 extra.&lt;br /&gt;
|-&lt;br /&gt;
|[[Elemental Capsule]]||Ammo||11||300||Increases the max amount of elemental ammo you can use by 25. The first time you acquire an elemental weapon, it includes a capacity of 25 shots. Elemental ammo capacity can be used for any elemental ammo type. (i.e. there aren&#039;t different elemental capsules for each element.)&lt;br /&gt;
|-&lt;br /&gt;
|[[Missiles]]||Ammo||50||100||Increases the max number of missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Missiles]]||Ammo||25||50||Increases the max number of big missiles you can fire before running out by 2. Can’t be used at all until you have at least one.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Ammo||25||100||Increases the max number of big bombs you can drop before running out by 4. Can’t be used at all until you have at least one. This give a small upward motion while in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|125 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Health Transfers ===&lt;br /&gt;
Energy can be shunted back and forth between normal and backup manually at any time. Each manual transfer, regardless of size or direction, costs 10 energy to perform. An automatic transfer occurs when normal energy runs out. The full amount possible will be transferred until either the backup storage is empty or normal storage is full. Automatic transfers are considered an emergency situation and are performed without an extra energy cost.&lt;br /&gt;
&lt;br /&gt;
== Suits == &lt;br /&gt;
The environment is dangerous and suit upgrades help you survive and get around. All suit capabilities stack when active and all suits can be active simultaneously.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Suits&lt;br /&gt;
!Suit!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Defense Suit]]||-50% General Damage||Reduces damage received from everything. It should be noted that later areas have enemies that hit at least 50% harder.&lt;br /&gt;
|-&lt;br /&gt;
|[[Liquid Suit]]||+90% Liquid Movement||Restores most of the lost movement caused by being in liquids. Water is way thinner than Mud or Lava. Doesn&#039;t change damage amounts.&lt;br /&gt;
|-&lt;br /&gt;
|[[Heat Suit]]||Heat Damage Reduction||Heated areas that hurt you, now hurt you way less (2%). Lava hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cold Suit]]||Cold Damage Reduction||Super cold areas that hurt you, now hurt you way less (2%). Cold water hurts you way slower too (15%). Doesn&#039;t change damage amounts from sources that are not environments.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Movement ==&lt;br /&gt;
These upgrades improve the movement capabilities of the player, which in turn control access to various places. I briefly considered a grapple hook style item, but I don’t particularly want to have to code it and make it behave well. It&#039;s my opinion that there has never been a grapple hook ability that was implemented in a way that was actually fun.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Movement Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[High Jump]]||Jump||Amount of vertical movement when you jump is increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|[[Double Jump]]||Jump||Can jump a second time while not on the ground. Stacks with High Jump to create an effective possible jump height of triple height with good timing.&lt;br /&gt;
|-&lt;br /&gt;
|[[Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, and only while not on the ground.&lt;br /&gt;
|-&lt;br /&gt;
|[[Vertical Launch]]||Launch||Can launch vertically from a crouch position, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Not usable in cat form. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Sprint]]||Speed||Can run very fast and break sprint blocks. Requires distance to build up to max speed, consumes energy while at max speed and when breaking sprint blocks. Cannot be used with less than 100 energy and hitting 99 energy stops an active max speed sprint. It falls back to still moving faster than normal. Without this, Eris moves at her normal speed regardless of available energy.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Form]]||Size||Allows the player to change into a cat to move through short passages. Can drop bombs in this form if available. Automatically includes a short range swipe attack and the ability to jump as high as in human form. Not effected by high jump or double jump. &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|6 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cat Form ==&lt;br /&gt;
These upgrades improve the capabilities of the player when in the cat form.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Cat Form Upgrades&lt;br /&gt;
!Upgrade!!Category!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Dash]]||Speed||A short range, very high speed dash that goes left or right. Can only be performed once per jump, but as a cat it can also be performed on the ground to clear small drops in tunnels. It has a cooldown delay that effectively guarantees it is slower than sprinting when repeating it over and over. This is to avoid the problem where shield dash is the exclusive means of travel in Castlevania: Symphony of the Night for speed running.&lt;br /&gt;
|-&lt;br /&gt;
|[[Cat Claws]]||Grab||Can grab onto certain walls. Allows climbing of some surfaces, and jumping or horizontal launching off of them when attached. This only works in cat form.&lt;br /&gt;
|-&lt;br /&gt;
|[[Horizontal Launch]]||Launch||Can launch horizontally from a wall grab, requires a short charge delay to activate. Consumes energy to use, will automatically stop if health drops below 100. Mind your surroundings, this could get you into trouble. Automatically opens doors on impact and continues into the next room.&lt;br /&gt;
|-&lt;br /&gt;
|[[Bombs]]||Attack||Allows the dropping of small bombs when in cat form. They are unlimited ammo and break bombable blocks. They are not strong enough to move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Bombs]]||Attack||Allows the dropping of big bombs when in cat form. See the core upgrade description for more details. These can slightly move the player in liquid without the appropriate suit.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|4 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon Upgrades == &lt;br /&gt;
Your weapon can be upgraded to do more damage. This makes enemies easier to kill, allows getting past certain obstacles or opening certain doors, and in general improves your ability to survive.&lt;br /&gt;
&lt;br /&gt;
=== Standard Gun Upgrades ===&lt;br /&gt;
All effects in the table below stack but the total damage percentage improvement is relative to the base weapon. The attack upgrades shown here do not consume any form of ammo. These are your standard blaster weapons. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Weapon Upgrades&lt;br /&gt;
!Weapon!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|[[Blaster]]||None||The standard gun given to you by the escape pod. You shoot stuff, it hurts stuff. This item does count as an upgrade because it can be skipped. Not having this upgrade does NOT effect the ability to use other gun upgrades.&lt;br /&gt;
|-&lt;br /&gt;
|[[Power]]||+50% Damage||Causes your gun to be more powerful. Hurts stuff more.&lt;br /&gt;
|-&lt;br /&gt;
|[[Spread]]||2 Parallel Shots||Causes your gun to fire 2 parallel shots at once (one slightly above normal and one slightly below normal). Each shot does the full damage if it hits. They are tracked separately.&lt;br /&gt;
|-&lt;br /&gt;
|[[Quantum]]||+25% Damage||Allows your shots to pass through solid things in the environment (unlimited). Has no effect on passing through enemies.&lt;br /&gt;
|-&lt;br /&gt;
|[[Phased]]||+25% Damage||Allows your shots to pass through living things. Up to 2 additional enemies can be hurt if they are behind the original target. The same enemy cannot be hit more than once by each shot with this effect. Has no effect on passing through the environment.&lt;br /&gt;
|-&lt;br /&gt;
|[[Charge]]||+25% Damage (when charged)||Allows energy to be collected in the weapon and discharged all at once. Charging takes roughly 1 second. Damage bonus only applies when weapon is charged before release. This also allows your weapon to hit like a missile against creatures that can only be damaged by missile attacks.&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; align=&amp;quot;right&amp;quot;|&#039;&#039;&#039;Total&#039;&#039;&#039;&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|7 Upgrades&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Elemental Upgrades ===&lt;br /&gt;
These are upgrades that provide elemental powers to your weapon. Only one can be active at a time, but effects and damage improvements are always on top of whatever other weapon upgrades are active.&lt;br /&gt;
All elements are strong against their opposite, slightly strong against the element that is similar to their opposite, slightly weak against the element that is slightly strong against them, and very weak against themselves.&lt;br /&gt;
[[File:Fracterebus_element_interactions.png|right|Graph showing how pairs of pairs of elements interact.]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Elemental Weapon Features&lt;br /&gt;
!Target!!Effect!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Normal or Other||+20% Damage||When something isn&#039;t associated with any particular element or is not one of the categories listed below, you still cause some extra damage when using an elemental weapon.&lt;br /&gt;
|-&lt;br /&gt;
|Same Element||-90% Damage||When something is associated with the same element you are using, you deal dramatically less damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Opposite Element||+100% Damage||When something is the opposite element to what you are using, you deal dramatically more damage to them.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Element||-40% Damage||When something is from an element that is similar to the element you are using, you deal less damage.&lt;br /&gt;
|-&lt;br /&gt;
|Similar Opposite Element||+40% Damage||When something is similar to the element that is the opposite of the element you are using, you deal more damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Specific Elemental Effects ===&lt;br /&gt;
Each biome has a main boss that is the strongest form of the element from that biome and guards the weapon that is strong against it. These weapons also have a special extra feature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Specific Elemental Effects&lt;br /&gt;
!Element!!Very&amp;lt;br /&amp;gt;Strong Against!!Slightly&amp;lt;br /&amp;gt;Strong Against!!Similar to&amp;lt;br /&amp;gt;Weakness!!Special Effect&lt;br /&gt;
|-&lt;br /&gt;
|Fire||Ice||Water||Electric||Allows burning of certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Ice||Fire||Electric||Water||If an enemy would take lethal damage, they are instead frozen in place and can be used as a platform.&lt;br /&gt;
|-&lt;br /&gt;
|Water||Electric||Fire||Ice||Can short out electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Electric||Water||Ice||Fire||Can activate unpowered electrical things.&lt;br /&gt;
|-&lt;br /&gt;
|Light||Dark||Death||Life||Can light very dark areas.&lt;br /&gt;
|-&lt;br /&gt;
|Dark||Light||Life||Death||Can dim very bright lights.&lt;br /&gt;
|-&lt;br /&gt;
|Life||Death||Dark||Light||Can create a barrier out of new life.&lt;br /&gt;
|-&lt;br /&gt;
|Death||Life||Light||Dark||Can wither certain environmental barriers.&lt;br /&gt;
|-&lt;br /&gt;
|Earth||Air||Void||Gravity||Allows downward shots to form a small pile of dirt that can be used to get slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Air||Earth||Gravity||Void||Allows upward shots to form a small tornado that pulls you slightly higher.&lt;br /&gt;
|-&lt;br /&gt;
|Gravity||Void||Air||Earth||Crushes things?&lt;br /&gt;
|-&lt;br /&gt;
|Void||Gravity||Earth||Air||Explodes things?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Item Drops =&lt;br /&gt;
These are the things that drop when enemies are killed. Their purpose is to refill various consumables. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Item Drops&lt;br /&gt;
!Drop!!Category!!Amount!!Description&lt;br /&gt;
|-&lt;br /&gt;
|Small Energy||Health||+5||Small increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||Health||+25||Large increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||Health||+100||Very rare massive increase in current health up to allowed max health. Overflow redirected to backup.&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||Elemental||+10||Small increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||Elemental||+25||Large increase in current elemental ammo amount up to allowed max capacity.&lt;br /&gt;
|-&lt;br /&gt;
|Missile||Missile||+2||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||Missile||+5||Adds missiles to your current count, up to the max number of missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||Big Missile||+1||Adds a big missile to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||Big Missile||+3||Adds big missiles to your current count, up to the max number of big missiles.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||Big Bomb||+1||Adds a big bomb to your current count, up to the max number of big bombs.&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||Big Bomb||+3||Adds big bombs to your current count, up to the max number of big bombs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Loot Tables =&lt;br /&gt;
Enemies have different loot tables that associate item drops with a weight. The weight controls the odds of each item dropping. At the time the enemy dies, the required loot table for that enemy is loaded and then adjusted based on the player&#039;s current needs. For example, a player that is already full of missiles won&#039;t see missile drops most of the time. This results in a reduction of time sunk into farming for supplies and an overall better player experience. &lt;br /&gt;
&lt;br /&gt;
== Base Loot Tables ==&lt;br /&gt;
Loot tables are set up in a way that only configures possible items. Any item that is not explicitly configured has essentially no chance of dropping.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Example Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||50||50%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||10||10%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||15%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||100||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Player State Adjustment ==&lt;br /&gt;
Adjustments for player state are made by item category. (Health, Elemental, Missile, BigMissile, and BigBomb.) Anything the player already has their max capacity of is removed from the loot table. Using the above loot table as an example, if the player is full on health, the two possible health drops are removed from the table. This changes the probability of the remaining options automatically.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ When Player Has Max Health&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||12.5%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||37.5%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||40||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a special adjustment made if the player is below 50 health. Loot tables in that situation are modified to favor health drops over other things to try to help the player recover. Note that a loot table that doesn&#039;t have health drops will not be affected by this. The way it works is that each health item in the list has 20 weight added to it. Using the same example above, that would change the table to this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Critical Health Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Nothing||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Anything||5||3.6%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||70||50.0%&lt;br /&gt;
|-&lt;br /&gt;
|Large Health||30||21.4%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||15||10.7%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||140||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Special Options ==&lt;br /&gt;
&lt;br /&gt;
The special categories of &amp;quot;Nothing&amp;quot; and &amp;quot;Anything&amp;quot; are for making loot feel more exciting. If a loot roll lands on Nothing, then obviously there is no drop   at all. (Sorry.) If a loot roll lands on Anything, a loot reroll occurs that uses a table that has every item being both possible and equally likely. Nothing and Anything are not part of this special table. This results in every in the game being capable of dropping every item. It may not be especially likely, but it can happen.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Special &amp;quot;Anything&amp;quot; Loot Table&lt;br /&gt;
!Drop!!Weight!!Effective%&lt;br /&gt;
|-&lt;br /&gt;
|Small Health||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Huge Energy||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Small Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Large Elemental||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Missile Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|Big Bomb Bunch||1||9.1%&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Total&#039;&#039;&#039;||11||100%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= Controls =&lt;br /&gt;
The player is expected to be reasonably agile and controlling Eris should feel responsive, but it has to follow a standard set of rules. The standard unit of measure is a tile, think of it as a small square amount of space. &lt;br /&gt;
&lt;br /&gt;
== Attacking ==&lt;br /&gt;
The primary form of attack is through the use of a projectile weapon without melee attack options. When in tiny form attacks can be performed using explosives. All tile measurements are actually relative to the player, but are described as from the ground for easier explanation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shooting Options&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;When NOT Moving:&#039;&#039;&lt;br /&gt;
** Standing:&lt;br /&gt;
*** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
*** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** Crouching:&lt;br /&gt;
*** The standard aim will fire a projectile closer to the ground at a height of 0.7 tiles off the ground.&lt;br /&gt;
*** The spread shot fires 2 projectiles at 0.4 and 1.0 tiles off the ground.&lt;br /&gt;
*** You can aim straight up.&lt;br /&gt;
*** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
* &#039;&#039;When Moving:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** (You cannot move while crouching.)&lt;br /&gt;
* &#039;&#039;When Jumping:&#039;&#039;&lt;br /&gt;
** The standard aim will fire a projectile forward at a height 1.5 tiles off of the ground (in the middle of the 2nd tile up from the ground).&lt;br /&gt;
** The spread shot fires 2 projectiles at 1.0 and 2.0 tiles off the ground.&lt;br /&gt;
** You can aim straight up.&lt;br /&gt;
** You can aim diagonal attacks at 45 degrees either up or down.&lt;br /&gt;
** While not on the ground, you can fire a projectile straight down.&lt;br /&gt;
&lt;br /&gt;
== Exploring ==&lt;br /&gt;
The player is roughly 2.5 tiles tall and 1 tile wide. Most environments have vertical clearance of at least 3 tiles and gaps will be at least 1 tile wide. This includes doorways and hallways. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Movement Options&#039;&#039;&#039;&lt;br /&gt;
* While standing at full height, the player can move left and right.&lt;br /&gt;
* While on the ground, the player can jump or crouch.&lt;br /&gt;
* While not on the ground, the player can still control their left and right trajectory.&lt;br /&gt;
* While crouching, the player can shrink to tiny form. Moving or jumping while crouching will result in standing up first.&lt;br /&gt;
* While in tiny form, you can move left and right, remaining in tiny form.&lt;br /&gt;
* There are many movement upgrades that add to this list when they have been found and are enabled.&lt;br /&gt;
&lt;br /&gt;
= Escape =&lt;br /&gt;
After beating the final boss, a mad dash must be made to the escape pod. &lt;br /&gt;
* All save, recharge, and map stations are disabled.&lt;br /&gt;
* All doors are changed to blue regardless of previous requirements for opening them.&lt;br /&gt;
* There will still be environmental difficulties such as water and lava.&lt;br /&gt;
* Enemies are no longer present.&lt;br /&gt;
* Uncollected items will still be present in the world and can still be collected.&lt;br /&gt;
* This event will be timed. &lt;br /&gt;
** No free movement abilities will be granted, so it may be difficult to finish on time.&lt;br /&gt;
** The available time will be calculated by the number of rooms required for the escape, plus some comfortable padding.&lt;br /&gt;
** The calculation assumes all available movement abilities have been collected, but it should be possible to finish with some missing.&lt;br /&gt;
* Failing the escape&lt;br /&gt;
** Will place you at your last save prior to the final boss.&lt;br /&gt;
** You can avoid the final boss chamber and instead go to gather more uncollected upgrades.&lt;br /&gt;
** If you try the escape again immediately, the final boss will already be defeated.&lt;br /&gt;
** The final boss will be reset to alive if any additional upgrade is collected.&lt;br /&gt;
** If the final boss is already dead, the timer will start again when you enter the final boss chamber.&lt;br /&gt;
** The escape pod is not active unless the timer has been started.&lt;/div&gt;</summary>
		<author><name>NerdOfEpic</name></author>
	</entry>
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