Rain world wiki
Rain world wiki
Lore of Rain World
This page contains the lore and backstory of Rain World. Sufficient evidence has been found to support a logical explanation of the sequence of events that led to the current state of the world and its implications.
This lore may not be perfect. The following explanation is supported by evidence from texts and excerpts found in the game, but if more evidence should arise or a better explanation is provided, the lore is subject to change.
You are welcome to add or alter content of this page, but I ask of you to discuss it first in the page talk to ensure your evidence is valid and an agreement is reached. Once this page is updated, a list of evidences for the explanations below will be given.
The events that transpired from the start to the end of the Rain World universe are complicated and entangled. The slugcat’s journey across the world is also riddled with clues and subtle messages of the past. Far more than just finding a home and a return to its family, its adventure is also a search for truth.
A number of pieces of evidence and excerpts acquired over the course of the game’s storyline offer a logical and well-supported explanation in regards to the cause of the world’s current state of decay and disrepair.
Contents
Summary Of Background Lore [ ]
The Ancient Civilization and Void Fluid [ ]
Eons ago, an ancient civilization inhabited the planet. Intelligent and capable, they ruled supreme over the realm. However, even such a developed society could not escape the grasp of the Great Cycle that impacted all living creatures. Birth, death and rebirth were connected to each other like a ring, and try as they might, none could truly die. Death would simply result in a new awakening—a restart, a repeat. Stuck within a deathless loop of agonizing longevity, it had long been this civilization’s goal to break free of this cycle—a process known as transcendence.
Even far before the storyline of Rain World began, methods and spiritual instructions were devised by beings such as monks to rid oneself of natural urges. They were practiced in an effort to escape the Great Cycle. However, there is no indication that these instructions were able to achieve any success.
The situation changed drastically, however, with the Void Fluid Revolution.
The surface of the Void Sea as represented in Rain World.
At some point in their history, the ancient civilization discovered what later came to be known as Void Sea far below the surface in the Depths. The Void Sea was comprised entirely of Void Fluid. While it was difficult to harvest the fluid due to its nature of dissolving anything that comes into contact, devices known as Void Drills were invented to gather up small amounts of Void Fluid embedded in rocks slightly above the Void Sea, where its concentration is lower and wouldn’t pose a risk to the equipment. The impurities such as rock and sediments were then filtered out to obtain a sample of the pure liquid.
Soon after this, the fluid was found to be an outstanding source of energy. Armed with the potential of the Void Fluid, technological advancement boomed, and the ancient civilization reached the height of its power.
After further studies, it was found that the Void Fluid does not just dissolve objects, it also removes them from the physical realm. Attempts were made to dig even deeper into the Depths to find higher concentrations of Void Fluid as well as uncover more information about it, but the ancients’ equipment simply broke or dissolved. As later described, no one returned if they ventured too deep into the Depths. However, this property of the Void Fluid coincided with what the ancients thought to be the solution to escaping the Great Cycle. The civilization believed that the ability of the Void Fluid to remove one from the physical world was the transcendence they had longed for. Since any that came into contact with Void Fluid did not return, it was inferred that they must have broken free of the cycle.
Glowing, squid-like entities are believed to be semi-transcended beings from the ancient civilization.
However, a risk was associated with taking the plunge into Void Sea to escape the world. Not even Void Fluid was enough to remove those with sufficiently large egos from the physical realm. This resulted in some «horror stories» in regards to semi-transcended abominations. Several ancients that did not entirely transcend are likely to be the six «blue-golden, glowing, squid-like creatures» scattered in the world. These creatures claim to know how to transcend, but express a sense of regret and sorrow at being trapped between the mortal realm and the transcended realm. The names of the six ancients are:
It would seem that, in order to transcend, one would have to abandon all attachments and desires, entering an «effortless» state. The ancients once again turned to archaic methods to rid of one’s natural urges and ego before deciding to use Void Fluid in order to avoid failure in transcendence. However, this seemed not to be an entirely perfect solution, which would explain why iterators were constructed (see below).
Creating and Using the Iterators [ ]
It was around this time that the height of the civilization’s power had passed and it fell into an age of decline. The cause for this decay has not yet been revealed. Believing there to be an alternative method to transcend without the risks associated with Void Fluid, the ancient civilization used its technological prowess to create and construct the iterators. Iterators was the name given to supercomputers or artificial intelligences that were constructed to solve the ‘Great Problem’—to find the method of breaking free of the Great Cycle. Each was of a colossal size and held incredible power, and it was their purpose to ponder and uncover a method to transcend without the use of Void Fluid.
Seven iterators have been named but there are up to twelve total (including the named seven) which have been seen in-game. The seven mentioned are:
The Iterators were a combination of organic and synthetic components, relying on specially grown microorganisms as peripheral processing devices: their natural metabolism and reproduction could perform very complex calculations beyond the capabilities of electronics physically. In order to keep their electronic components cool and their organic components clean, iterators required absolutely gargantuan amounts of water. The iterators stripped their nearby ecosystems of water and pumped water vapor back into the atmosphere, where it would condense into rain and be used again. Due to this process and the sheer number of iterators built, the equilibrium of the world’s ecosystems was severely disrupted or even destroyed, creating a dense layer of fog and clouds rife with torrential downpours and periodic flooding. Ultimately, this effect came to be known as the Rain. The ancient civilization compensated for this by moving away from living on the surface, and constructed immense, dense cities directly on top of the surface of the iterators’ «cans»—massive, square shaped buildings which protruded like islands far above the cloud layer. In addition to computing the solution to the Great Problem of transcendence, the iterators were tasked with providing regular shipments of food, water, equipment and Void Fluid for energy to these colonies.
Fall of the Ancients and Pebbles’ Madness [ ]
Five Pebbles’ action of taking away Moon’s water almost led to her death.
Unfortunately, the ancient civilization disappeared and collapsed before the iterators computed the solution to the Great Problem due to an as-of-yet unknown reason, possibly because the iterators could no longer satisfy the needs of the populace, or perhaps a massive transcendence movement of the entire population, leaving the surface cities dark and abandoned if largely intact. However, the iterators were left turned on, their final command being to continue working towards a method to transcend without using Void Fluid and guide lesser creatures on the path to the realm beyond should the solution ever be discovered. Over the next indeterminate amount of cycles up until the start of the game, the iterators did not achieve any major breakthroughs. Only Sliver of Straw claimed to have uncovered the solution, but she died almost simultaneously as the confirmation of success was broadcasted to the other iterators, causing the methods in which she attained this positive result to be lost.
Unable to find the solution after Sliver of Straw’s death and growing increasingly frustrated, another iterator—Five Pebbles—became convinced there was no solution to the great problem, there was no reason to keep trying to solve it, and that death was the only way out. It is likely he showed these beliefs off in iterator chat logs under the pseudonym EP. The ancients had anticipated this kind of thinking, however, and put taboos preventing self destruction within the iterator’s genetics. One (and perhaps the only) way to circumvent these taboos was a very dangerous and repetitive shuffling of genetics that required a heightened water intake. The goal was to cause cells to mutate until the desired genetics were obtained: ones that would overwrite the encoded taboos. It is very likely Five Pebbles used this method to attempt overwriting his genetics. At some point Five Pebbles began drawing several times the usual amount of water, tapping into the neighbouring iterator, Looks to the Moon’s water source. Attempts by Moon to persuade Pebbles that water shortages would be fatal to her failed and she had to leverage her seniority in an attempt to make him stop, to which Pebbles responded that this plea has «ruined everything». Upon being interrupted, Five Pebbles lost focus of his genetic shuffling, and it is likely it became what is known as the Rot (or Daddy Long Legs). Five Pebbles attempted to rid his systems of the rot, doing things such as flushing it out into Garbage Wastes, but it has proven resilient and still resides within him, slowly consuming more and more, day by day. It is unknown if Five Pebbles still uses extra water during the time that the three playable slugcats take place in. Due to many cycles lacking water, Looks to the Moon’s processes eventually seized, her facility compromised, and her primary cognitive unit descended into an amnesic, near-death state. The fate of Seven Red Suns, Chasing Wind, and Unparalleled Innocence is unknown, but No Significant Harassment is active and well at the start of The Hunter’s story.
As violent as The Rain is, an ecosystem has developed under the bullet-like droplets. It is in this decaying and crumbling world of mysteries the slugcat’s adventure commences.
The Timeline of Hunter, Survivor, and Monk [ ]
Hunter is sent by NSH with a pearl and a slag-reset neuron to help Moon in her state of decay. The Survivor’s story is based on the scenario that the Hunter delivered the neuron and revived Moon, with the rest of its choices unknown. In the Hunter’s transcendence scene, the Hunter is seen with a strange purple goo coming out of it, before being seen in the arms of an iterator-like figure.
One interpretation of this cutscene is that the Hunter was injected with some of NSH’s microbes, and then sent by NSH to transcend under the cover of helping Moon. The goo seen coming out of the Hunter is believed to be these microbes. This also explains the Hunter’s sickness- like in the Iterators, slag would build up off these microbes being worked, and would thus lead to organ failure in the organism. By doing this, NSH was able to effectively break the self-destruction taboo, enabling them to transcend with the Hunter.
A second interpretation is that the goo is the Hunter’s sickness (in this case presumed to be either cancer or some other terminal illness rather than slag buildup) being removed from its body upon transcending. The iterator-figure is, in this scenario, theorized to be Sliver of Straw, the only iterator to ever transcend. She then carries the Hunter into the afterlife, allowing it to rest.
Some time after these events, Survivor is separated from its family by heavy rainfall, and is eventually guided by one of Moon’s Overseers. The Overseer leads the Survivor towards Moon with images of its family, and encourages the Survivor to bring additional neurons to repair her memory. After visiting Moon, the Survivor travels to Five Pebbles, achieves the Mark, and transcends. However, the player can choose to not transcend and/or steal neurons from Five Pebbles and give them to Moon. The player can also skip visiting Pebbles and Moon entirely, and instead pursue the Echoes to gain maximum karma and transcend that way. The Survivor, upon transcending, is taken to the Void where many other transcended slugcats are shown.
The Monk is seemingly a younger sibling to the Survivor, jumping after its older sibling during the beginning cutscene. The Monk’s story seems to take place a significant time after the Survivor’s story. This is shown in-game by the fact that the world’s data pearls have faded and no longer contain information. The Monk is left with the same options as the Survivor in terms of meeting the iterators and transcending. As of 1.7, it is revealed in the Monk’s ascension cutscene that it finds the Survivor in the Void.
The ending cutscenes could also be interpreted as the slugcats’ wishes manifesting as final dreams as they lose consciousness in the void fluid: the Hunter dreaming of being back with NSH, the Survivor finding its family and the Monk being reunited with its sibling.
Rain world wiki
Welcome To The Rain World wiki.
Rain World
You are a slugcat. The world around you is full of danger, and you must face it alone. Separated from your family in a devastating flood, you must hunt for food and shelter between terrifying torrential downpours that threaten to drown all life. Climb through the ruins of an ancient civilization, evade the jaws of vicious predators, and discover new lands teeming with strange creatures and buried mysteries. Find your family before death finds you!
Inspired by the simplicity and aesthetics of 16-bit classics, this survival platformer requires fast-paced sneaking, both upon your own prey and past the jaws of hungry predators. Each ravenous foe in your path will be cunning, vicious and always on the hunt – eager to sink their teeth into you, or even each other. As a small, soft slugcat you must rely on stealth and wit rather than force: learn the ecosystem and turn their strengths to your advantage. Maybe then you can survive… Rain World!
Slides
This page covers sliding movement tech. Click here to go to the main Controls hub page and access other movement tech pages.
Contents
Basic slide [ ]
Slides can be performed by pressing down and jump together while moving. A specific sound can be heard when performing a slide.
Pressing jump too late will cancel the slide and cause a stumble.
Not holding forward long enough results in a shorter slide which cannot be jumped or flipped out of.
Slide-pouncing [ ]
Basic slide-pounce [ ]
Jumping mid-slide results in a long pounce.
Pressing the second jump too early or late results in a smaller pounce.
Landing upright from pounce [ ]
It is not possible to change to an upright state mid-pounce, and so unless able to roll, slugcat will always land in a crouched state, which slows the player down.
This can be avoided by pressing jump on landing, to enter a temporary upright state, and then pressing up to switch to standing.
This also conserves momentum, which is extremely useful for exiting all pounces and roll chains.
Slide-boosting [ ]
This can be done by throwing an item backwards mid-slide, and greatly increases distance travelled. As with regular slides, holding forward is needed to get a full length slide.
Slide-flipping [ ]
Basic slide-flip [ ]
Pressing jump while holding backwards mid-slide results in a long backflip. This move is also called whiplash in the game code.
Note: To slide-flip correctly, down and forward must be released, and backwards held, before jump is pressed. The jump window is the same as for slide-pouncing.
Pressing jump and back too early results in a regular failed slide-pounce due to the shorter slide. Forward must be held long enough for a regular slide, to slide flip.
Rain World
THIS WIKI HAS BEEN ABANDONED
You can visit the new and improved wiki here: https://rainworld.miraheze.org
Rain World is a physics-based survival platformer set in a long-abandoned world, taken over by creatures both fascinating and fearsome. Bone-crushing intense rain pounds the surface regularly, making life as we know it almost impossible. The creatures in this world hibernate much of the time, but must spend the dry periods between rain finding food to last another day.
You are a lone nomadic slugcat, both predator and prey. Separated from your family, you are left alone with nothing but a strange yellow companion for guidance. Explore, find food to survive, and avoid the ever present threats from both the environment and the predators which lurk throughout this land.
Beautiful in its design but punishing in difficulty, Rain World features a wide variety of environments and inhabitants. Rain World’s physics-based animations and deep AI bring an impressive sense of life to the world, and provide an interesting challenge as the player seeks to explore the world and unlock its secrets.
Achievements
Achievements are objectives that may be completed by the player in order to obtain a Passage or corresponding achievements on platforms such as Steam or PSN.
Achievement wheel visible during hibernation, displaying all achievement progress
Contents
Passage Achievements [ ]
Passage achievements are awarded for specific in-game actions, and reward a passage, which allow the player to teleport to any shelter the player has discovered and gain their current maximum Karma once for each passage that they have earned. «The Survivor» is the first passage achievement, and must be completed before the player can progress towards any of the other passage achievements.
Progress toward passages is shown on the hibernation screen if you wait long enough before choosing to continue. Certain passage achievements progress with a list of dots that show current progress, and others progress with a sliding bar that can increase or decrease depending on certain conditions. As soon as a certain amount of progress is achieved towards the quest, the achievement’s symbol and its progress path will be revealed, and will stay visible unless an achievement’s progress bar drops to zero again.
Choosing the «Passage» option on the hibernation screen (if the player has any passages available) will show a unique illustration for the particular passage, at which point they can either use the passage by selecting a shelter that they have visited, or return to the hibernation screen (in case the passage was accidentally selected). If the player uses a passage, they will wake up in the shelter they selected with their current maximum karma level. Objects stored in the player’s stomach will travel with them, but any items in the previous shelter will be left behind.
The Survivor
This achievement is awarded by spending five cycles at their current maximum karma level, which shares the same symbol as this passage assuming that the player has not raised it. This does not need to be done all in a row; for instance, if the player survives for two cycles at the max level, dies twice in a row, reaches the maximum again and survives for three cycles, they will earn the passage. In addition to awarding a passage, this achievement is also a prerequisite for unlocking any of the other passage achievements. The player will not be able to progress towards or use other passages until this passage is unlocked.
The Monk
This achievement can be obtained by eating only fruits, vegetables, and/or fungi for five cycles. Surviving for one cycle this way increases the player’s progress by 1/5th of the bar, while dying causes the player to lose half a cycle’s worth of progress. If the player eats any meat (such as batflies, centipedes, or jellyfish) and then hibernates, their progress towards this passage will be set to zero unless it has already been earned. Interestingly, the player can eat Blue Fruit, even though bringing one to Looks to the Moon reveals that they are not fruit, but instead the pupa of an insect.
The Hunter
This achievement requires the player to survive for five cycles eating only living creatures, such as batflies, centipedes, jellyfish, and vulture grubs. Similarly to «The Monk», surviving for a cycle this way increases progress by 1/5th of the bar, while death decreases progress by half a cycle. Additionally, eating any fruit or fungi and hibernating will reset the player’s progress to zero unless the passage has already been earned. Interestingly, neuron flies do not give progress towards this achievement.
The Saint
This achievement can be obtained by avoiding harming any creatures with spears or rubbish for five cycles. One may assume this achievement is similar to «The Monk», given its non-carnivorous nature, but eating creatures such as batflies or jellyfish does not hinder progress towards this passage. If the player harms any creature, including predators such as lizards or vultures, the progress bar for this achievement will be set to zero unless the passage has already been earned. If the player dies with progress towards this passage earned, they will lose half a cycle’s worth of progress.
The Outlaw
This achievement is obtained by killing creatures which are not needed for food, including neutral creatures like scavengers, squidcadas, and jetfish, as well as predators such as lizards. The list of qualifying creatures is unchanged when playing as the Hunter, even though all of the associated creatures are edible to the Hunter. If the player goes a cycle without harming any applicable creature, the progress bar for this achievement will be set to zero.
The Chieftain
This achievement requires you to maximize your global reputation with the scavengers. Progress can be gained by giving the scavengers gifts (such as pearls and vulture masks) or by helping them fight off attackers. If the player steals from the scavengers, runs through a Scavenger Toll without paying, or otherwise harms the scavengers, their progress towards the achievement will decrease. Unlike other passages, this achievement can be revoked after it is earned if the player’s reputation decreases below the required threshold, and if the associated passage has not been used, it too will be revoked until it is re-earned. Since the achievement is tied to the player’s global reputation with scavengers, it can also be used to gauge how friendly they will be to the player; once it is earned, scavengers will let the player pass freely through tolls without paying.
The Wanderer
This achievement requires you to sleep once within each region. It is tracked by dots corresponding to a given region. Notably, the player cannot earn any progress towards this achievement until «The Survivor» is completed, so they will need to backtrack to their starting region if they left it before earning «The Survivor». Also, you will not progress with this achievement if you used a Passage to get to the region, but it’s fine to Passage to a previous region’s saferoom just before the Karma Gate connecting them, and then sleeping in the region you want to progress the achievement in.
The Dragon Slayer
This achievement can be obtained by killing at least one of each breed of lizards: green, pink, blue, white, yellow, and black. Red Lizards and Cyan Lizards are not required for this achievement due to their rarity, and Salamanders are not considered «lizards» for the purpose of this achievement. Progress is tracked via colored dots corresponding to each lizard. If you kill a lizard and die before hibernating, it will not count towards your progress.
The Friend
This achievement is earned by sleeping in a hibernation chamber with a lizard for three cycles in a row. A lizard can be tamed by repeatedly feeding it viable food, such as squidcadas, centipedes, or lantern mice. After feeding a lizard enough prey, it will eventually follow the player around and even join them in a shelter. Note that it may be wise to do this with a blue or white lizard, as they are able to much more easily follow the player into wall- or ceiling-based shelters. Note that it is possible for unfriendly or hostile lizards to follow the player into a shelter and spend a cycle sleeping with the player, and this will count towards the progress, but getting the same hostile lizard to sleep with the player an additional two times is extremely difficult.
The Scholar
This achievement is tied to the pearls that are found throughout the game. Progress towards this passage can only be acquired after visiting both Looks to the Moon and Five Pebbles, and is earned by touching one of the unique colored pearls. Each unique variety of pearl will yield one dot with the associated color. The player only needs to earn three dots to earn the achievement, although many more colored pearls can be found. When playing as the Hunter, the achievement only requires visiting Five Pebbles to begin earning progress. The achievement’s name is indicative of their value when given to Moon, who can read the data stored within and reveal some lore associated with the area in which it was found. Doing this is not required to earn the achievement, however.
Echo Achievements [ ]
Echo achievements are awarded upon finding the corresponding Echo hidden somewhere in the world. There are six Echoes to be encountered in the world, and meeting each one will grant an achievement corresponding to its name. Note that for most of the Echoes, you must visit their location twice and be at or near your maximum karma on your second visit in order to see them. If the player does not already have the highest max karma level, finding an echo will also increase their max karma. They will also be transported back to their previous shelter on a new cycle with max karma. A playlist showing the location of Echoes can be found here.
Four Needles under Plentiful Leaves [ ]
«You encountered the echo of Four Needles under Plentiful Leaves»
Four Needles under Plentiful Leaves is located in Shaded Citadel, below the near end of the eastern bridge close to Shoreline.
Six Grains of Gravel, Mountains Abound [ ]
«You encountered the echo of Six Grains of Gravel, Mountains Abound»
Six Grains of Gravel, Mountains Abound is located in The Exterior, at the top of The Wall
Nineteen Spades, Endless Reflections [ ]
«You encountered the echo of Nineteen Spades, Endless Reflections»
Nineteen Spades, Endless Reflections is located at the top middle area of Chimney Canopy, in between the Karma Gates to Sky Islands on the left and The Wall on the right.
Droplets upon Five Large Droplets [ ]
«You encountered the echo of Droplets upon Five Large Droplets»
Droplets upon Five Large Droplets is located in the lower left area of Sky Islands, near the gate to Farm Arrays.
A Bell, Eighteen Amber Beads [ ]
«You encountered the echo of A Bell, Eighteen Amber Beads»
A Bell, Eighteen Amber Beads is located in the lower right area of Farm Arrays, near the gate to Outskirts.
Two Sprouts, Twelve Brackets [ ]
«You encountered the echo of Two Sprouts, Twelve Brackets»
Two Sprouts, Twelve Brackets is located in Subterranean, on the right side of the ravine next to the gate to Farm Arrays.
Story Achievements (Spoiler Warning!) [ ]
Story achievements are awarded for reaching specific points in the game’s story or performing certain tasks related to the game’s plot. They do not inherently reward the player with anything in-game (although some, such as «Stolen Enlightenment» or «The Journey», are tied to a point where the player can receive significant rewards) but instead simply track the player’s progress through the game.
A New Friend
«You are not the only lost soul in this world..»
This achievement is rewarded after the player meets Looks to the Moon, and will be earned upon hibernating. The player will see a vision of Moon in their sleep, and the achievement will be given. However, if the player steals a neuron fly, they will not receive this achievement, and instead earn «Stolen Enlightenment».
Stolen Enlightenment
This achievement is rewarded if the player steals at least one of Looks to the Moon’s neuron flies and then hibernates. The player will see a vision of Moon injured in their sleep, and the achievement will be given. Notably, the achievement can only be earned if the player steals a neuron fly upon their first visit to Moon. Stealing a neuron fly on subsequent visits will cause the vision to be seen upon next hibernation, but will not grant you the achievement. If the player does not eat the neuron fly they have taken, and hibernates with full food, they will still get the achievement and be able to return the neuron fly to Looks to the Moon the next cycle.
The Journey
«Go west, past the Farm Arrays and then down deep into the earth. «
This achievement is rewarded after the player meets Five Pebbles in the center of his complex. Five Pebbles will explain where you should go next, and then send you on your way. After the player hibernates, they will see a vision and earn the achievement.
Pilgrimage [ ]
«The highest enlightenment, achieved by the hardest path. A feat even the guardians must respect»
This achievement requires the player to raise their maximum karma to the highest level without visiting Five Pebbles. To do this, the player must find four out of the six Echoes, each of which will raise the player’s maximum karma by a small amount. All four echoes must be found before visiting Five Pebbles. The achievement will be earned as soon as the last echo raises the player’s karma level to the maximum of 10.
Ascension [ ]
This achievement is awarded for reaching the end of the game, deep within The Depths. The achievement will be given when the ending credits start scrolling.
Difficulties
When a player starts their game, they have the option of playing as three different slugcats. Monk and Survivor both spawn in the same location and have the same story (being led by the yellow overseer to the same destination) with the only gameplay differences being features or changes that make Monk easier than Survivor. Monk (Yellow), Survivor (White), and Hunter (Red) correspond to easy, medium, and hard difficulties, respectively.
The Monk standing near a dead Lantern Mouse.
Contents
Yellow Slugcat: The Monk (Easy Difficulty) [ ]
The Monk is described as being more in-tune with nature than the average slugcat. Predators are less common and slightly less aggressive, and less food is required for the player to hibernate. Karma gates will also remove their karma level requirements after their first use, meaning the player cannot get trapped and can easily backtrack after entering a region they can’t progress through. Creatures are also much more quick to befriend or forgive Monk. The only significant downside is the Monk’s reduced damage when throwing spears, meaning killing the sparse predators will be harder than normal, and even not killing weak enemies like Squidcadas or Noodleflies in one hit. Colored pearls are absent from the Monk’s journey, locking off much of the optional lore, due to Monk placing farthest in the timeline so all of the data has faded over time. The Monk is designed for players seeking a more peaceful experience.
The Survivor standing next to two explosive spears.
White Slugcat: The Survivor (Normal Difficulty) [ ]
The classic Rain World experience, the white slugcat has standard karma gate requirements, requires 4 pips of food to hibernate, and must deal with the ever-present threat of predators. Deals the standard (1) amount of damage for spears and encounters more creature variety (For example, Dropwigs are absent from Monk but occasionally appear as Survivor).
The Hunter eating a dead blue lizard.
Red Slugcat: The Hunter (Hard Difficulty) [ ]
The Hunter is a very different experience from the other two modes, and takes considerable dedication to complete. The Hunter is a carnivorous slugcat, described as being karmically imbalanced. Despite being called carnivorous, any plants are edible but only give 1/4th of a food point. The Hunter will happily make a meal out of any dead creature, unlike the other two characters who can only eat centipede corpses and dead grubs. On the other hand, batflies will only give 1/4th of a food point for added difficulty. Because they are ‘karmically imbalanced’, karma flowers will not spawn as this character. Predators will spawn in greater numbers, and some which were hidden away in only a few corners of the world or those restricted to lineages like the Red Lizard or King Vulture are now much more ubiquitous. Although the journey will be difficult, the Hunter is adapted to it. The Hunter is faster and stronger than other slugcats, and also has the ability to carry a second spear on their back. Their heightened metabolism will require more food per cycle than other slugcats, forcing the player to battle for their survival and seek food from dangerous creatures.
The Hunter’s journey differs significantly from the other two, starting relatively near the entrance to Sky Islands in Farm Arrays. The Hunter holds a strange green neuron fly, a spear on its back, and a pearl in its stomach when it spawns. The Hunter will also have a slightly more difficult time ascending, as a certain ally will be less effective, only raising the Hunter’s max karma by one. This means that visiting echoes will be required, and the player will need to raise their maximum karma four times. The Hunter also does not have the ability to warp to visited regions upon completing passages.
The Hunter has a unique cycle counter, starting on cycle 19 and counting down to cycle 1. If the Hunter dies at or below cycle 1, the player’s run will immediately end, their score will be tallied, and they will be forced to start over from the beginning. At cycle 1 and below, the Hunter will become significantly weaker, suffer seizure-like spasms, and will require more food to survive. If you manage to survive beyond Cycle 0, the cycle count will descend into negative numbers. Each step below one will make the effects of the Hunter’s affliction much worse. Although it is extremely hard to survive through negative cycles, it is not impossible.
Difficulty Differences | |||
---|---|---|---|
The Survivor | The Monk | The Hunter | |
Difficulty | Normal | Easy | Hard |
Enemy behavior | Standard | Less aggressive | More aggressive |
Diet | Standard | Standard | Batflies, Blue Fruit, and some other items feed only 1/4 pip |
Can eat the corpse of almost any creature, including predators
Able to carry 2nd spear on back.
Starts with Mark of Communication
Weakens after 18 cycles, resulting in eventual permadeath
Nightcat [ ]
Nightcat in the «Hive» arena map.
Nightcat is not found in the single player mode and you can only use it in arena mode. It doesn’t have any special ability and works just like the normal slugcat. It has dark blue skin, two white eyes, and a white nose. Since it doesn’t appear in single player mode, it is most likely not canon to the Rain World story.
The most likely reason why Nightcat is in the game is because the arena mode was needing a fourth slugcat, since most Local games use a max of four players and the single player mode has just three Slugcats, making Survivor the first player, Monk the second, Hunter the third and Nightcat the fourth player. The different slugcats do not have any special abilities in arena mode, just different appearances.
Lizards
Lizards are the most common predator and are found in all regions except Five Pebbles and Depths. They will actively hunt down the player Slugcat, as well as other creatures of similar size to that of the slugcat, such as Squidcadas, Scavengers, Centipedes, and even other lizards.
They come in many varieties, and depending on the sub-species, the player will have to react in many different ways to fight, evade, or distract them.
Contents
General behaviour and abilities [ ]
Movement [ ]
Lizards have a wide variety of maneuverability, with some Lizards able to climb poles and other Lizards able to scale walls on the background. Most varieties of Lizards can be jumped over without too much trouble, as it takes them a moment to crawl-turn around, though if the jump isn’t high enough they may bite Slugcat out of the air. With precise timing, it’s also possible to backflip over a chasing lizard.
Lizard vision is better in close frontal regions(red/yellow tiles), but worse so in the periphery(blue/green tiles). Additionally their vision is also affected by player movement, distance and bodies of water.
Senses [ ]
Lizards rely on both sight and sound to perceive their prey. Lizards have on average a 250° (citation needed) sight radius, which varies by breed, and can also hear and react to noises caused by the Slugcat or other prey. It is often possible to sneak around a lizard to get the drop on them in combat, or to avoid them entirely.
Showing a lizards vision cone.
Strategy [ ]
Common tactics involve circling back on a lizard from behind and jumping over lizards to hit their unprotected bodies. While hitting the head does negligible damage, it also makes the lizard recoil, leaving it open for a follow-up attack. Scoring a body hit also stuns it for a moment, potentially allowing the player to swiftly retrieve the lodged spear and keep attacking. While spears are the most common way to kill lizards, Grenades and Exploding Spears do massive amounts of damage, and even rocks can knock lizards off of poles and walls into hazards such as Worm Grass and bottomless pits.
When in close proximity to Slugcat, lizards have a chance to perform a horizontal lunge after a short time of charging it up. Lunges can almost always be jumped over, and their distinctive tell signs, hissing and a bunching up of the lizard’s body, make them easy to predict. When pursuing Slugcat in close proximity and not charging up a lunge, lizards will also speed up and keep their jaws wide open.
There is a chance that Slugcat will not die immediately upon being bitten, which varies between lizard subspecies. Lizards may drop their prey if distracted, wounded or attacked, which can allow Slugcat to escape and survive. When Slugcat has been killed by a lizard bite, the bass «game over» sound plays twice in a row, and its eyes turn to X’s. Normal closed eyes indicate that Slugcat is still alive, and will be able to escape if dropped.
Two green lizards fighting territorially, a common sight which typically results in one running away submissively.
Certain Lizards will naturally react fearfully around larger predators, such as Vultures, by running and hiding, typically without paying any attention to prey such as Slugcat while doing so. In certain cases, they may also run away from Slugcat. If a Lizard is dealt just enough damage that it is close to death but still alive, they will run in fear from Slugcat and never attack again, even in subsequent cycles. Most Lizards will also run in fear from a Slugcat wearing a Vulture Mask.
Taming [ ]
Whilst Lizards can’t be fully controlled, you can distract them by feeding them prey, such as dead Squidcadas, Lantern Mice, Grappling Worms or Scavengers. Doing this about two to four times can tame a Lizard, although the amount required varies on the individual lizard and its subspecies, as well as any hostility Slugcat may have shown the Lizard in previous encounters. When playing as The Monk, lizards take much less feeding to tame (as Monk’s decription mentions it being «empathetic with creatures»). Alternatively, saving Lizards from predators (for example, knocking a Lizard out of the beak of a Vulture) will immediately tame them. Once a Lizard is tamed, it will not attack Slugcat and will follow them around, even sleeping with Slugcat in their shelter. Sleeping repeatedly in a shelter with a Lizard unlocks the achievement «The Friend».
Lizard Types [ ]
There are many different subspecies of Lizards, codified by varying color schemes. Each breed of Lizard possesses unique quirks and abilities.
Green Lizard [ ]
Green lizards are likely the first variety of Lizard that a new player will encounter, and are thankfully relatively slow, lazy, and even somewhat passive compared to other Lizards. They possess no unique abilities aside from a somewhat greater size and significantly increased health, as well as a charge attack that can be easily dodged by simply jumping over them. Due to their lack of mobility, Green Lizards can be avoided simply by climbing up a pole or standing on higher ground, though one must be careful, as they can still travel through certain tunnels that Slugcat cannot access in order to reach an elevated Slugcat. They have slight variations among their colors, sometimes appearing more lime, but are usually easy to identify. They are natively found in early areas of the game, especially The Outskirts and Industrial Complex.
Green lizards have a 50.0% or 1/2 bite lethality chance.
Pink Lizard [ ]
Pink lizards, also called Magenta or Purple Lizards due to the wide range of colors they can sport, are very average Lizards in nearly every way. Unlike green lizards, they can climb up poles. They are found early on in the game in The Outskirts and Industrial Complex. While they are a noteworthy threat, they can often be outmaneuvered or outran fairly easily. This breed also has above average hearing and sight abilities, which may make them seem more aggressive than other sorts.
Pink lizards have a 33.3% or 1/3 bite lethality chance.
Blue Lizard [ ]
Blue lizards are the weakest and smallest of all Lizards, easily killed with two well placed spears, or gravely injured with one. However, they are also fast and capable of climbing background elements, making them significantly more dangerous than other lizards if one is unable to get the drop on them, as they will be capable of chasing Slugcat through difficult terrain. Alongside the Blue Lizard’s mobility, they also have a tongue that can be used to grab prey from a short distance, dragging them into biting range or stealing weapons. They are found in most regions of the game, though in smaller numbers than most other lizards.
Blue lizards have a 20.0% or 1/5 bite lethality chance.
White Lizard [ ]
White Lizards are dangerous ambush predators capable of blending in to their environment in order to ambush Slugcat. Like Blue Lizards, they can climb on background elements in the game, but they also possess a significantly longer and stronger tongue than blue lizards, capable of grabbing Slugcat from an impressive distance. Rather than chasing their prey down, they prefer to get the drop on them by waiting for it to get in range before hissing and attempting to grab the prey with its tongue. If they catch a Slugcat, their grip is strong enough that they will almost never let go until the prey is within biting range, even if Slugcat is holding on to a pole or below the lizard. Slugcat can force the lizard to release its hold by hitting it with a rock or spear, and failing this may be able to quickly approach the lizard and dodge its bite. Thankfully white lizards have fairly low health, once they have been hit by a single spear, they will typically lose their camouflage abilities and run away from slugcat in fear, while three spears are usually sufficient to kill them. They spawn in specific locations all across the game, but are particularly common in The Exterior.
White lizards have a 28.6% or 2/7 bite lethality chance.
Yellow Lizard [ ]
Yellow Lizards (Otherwise known as Orange lizards) are pack hunters with sizable antennae on their heads, which they use to communicate with nearby yellow lizards. If one spots Slugcat, it will cause other yellow lizards to give chase as well, possibly surrounding the player. Yellow lizards do not fight among themselves, and have a faster running speed than most lizards, able to keep pace with the Slugcat, but have lower health than most lizards, and can be scared away with one well placed spear or killed with two. «Alpha» yellow lizards have larger antennae than normal yellows, and appear to hold the communication ability of their pack together; if the alpha is killed, the entire pack will lose its communication abilities, making them much less threatening. Yellow Lizards are found in The Exterior, Sky Islands, and Farm Arrays. They possess slight variations to their color scheme, which may make them appear more orange than yellow frequently.
Yellow lizards have a 25.0% or 1/4 bite lethality chance.
Black Lizard [ ]
Black lizards, aka «Mole Lizards,» are blind creatures with mole-like tendrils on their nose, adapted to living in dark environments. Although they can’t detect prey by sight, if they pick up a sound or vibration their heads will glow and they will head to the location from which it originated. They can be distracted by throwing something into a wall away from Slugcat and do not pose a large threat unless they corner Slugcat or are present in large groups. They have typical health, and spawn natively in Shaded Citadel and Subterranean.
Black lizards have a 35.7% or 5/14 bite lethality chance.
Salamander [ ]
Salamanders, also known as Axolotls, are colorful, amphibious creatures that behave just like lizards, but with axolotl-like heads that lack the glow of other breeds. They are adept swimmers, and they have a sticky tongue which they use similarly to blue lizards. Although they are not much more of a threat than a purple lizard on land, they are able to chase the player in water, and will outpace the slugcat in a straight swim, though they can be outmaneuvered. They spawn natively in Drainage System, Shoreline, and Subterranean.
Salamanders have a 33.3% or 1/3 bite lethality chance.
Red Lizard [ ]
Red lizards, due to their size and ferocity, are deadly hunters which thankfully are also very uncommon. Not only are they faster, larger, tougher, more aggressive, and even more intelligent than the usual lizard, they also possess a spitting attack to stun and slow down prey. They can only climb poles like pink lizards can, but their large size and flexibility make them capable of chasing slugcat down almost anywhere. They are rarer than other lizards since they do not spawn normally for the Survivor or the Monk, only occasionally moving in to replace a lizard that was killed some other way. Even a single red lizard is extremely dangerous, and taking one down is considered an impressive feat. While they can be tamed, they will require much more food than any other lizard to do so.
Red lizards have a 100.0% or 1/1 bite lethality chance.
Cyan Lizard [ ]
Cyan lizards (Leapzards) can make sudden leaps to navigate terrain and pounce on the player. Although they are brutally quick, they typically will only be found when playing as the hunter, although they may spawn for the survivor if other lizards are killed. They are marked with blue neon circles on the side and spots on their leaf shaped tail. Their eyes and mouths glow, and their markings appear to flash when hit. Like blue lizards, they have the ability to crawl on background elements and use their tongue to pull slugcat towards them from a short distance, but their speed makes them much more fearsome predators. Despite their impressive mobility, they are not terribly tough, and can be killed with only a few spears provided the player can get their timing just right.
Cyan lizards have a 33.3% or 1/3 bite lethality chance.
Combat Tips [ ]
Bite Lethality [ ]
When bitten, lizard bites have a chance to be immediately lethal. Slugcat will otherwise be stunned, and can escape either if dropped by the lizard, or by throwing a rock or spear for a short window after being bitten.
Iterator
Iterators are semi-biological Artificial Intelligences used by the Ancients to solve the Great Problem. So far, only two iterators are accessible in-game: Looks to the Moon, and Five Pebbles. However, many other Iterators are mentioned in-game, majorly through pearls.
Contents
Description [ ]
Iterators take the form of massive superstructures, colloquially known to some as «cans», suspended by a number of supports and encased by a thick layer of metal with antennae sticking out of its sides. On the underside of the superstructures, strange green electric storms rage furiously, while on the upper surfaces, a vast city spans the can’s length.
Within these superstructures, vast facilities with zero-gravity under the control of the Iterator span the entire area with a multitude of applications, mostly for storing neuron flies. At the heart of the superstructure lies the Iterator itself, often concentrating deeply.
List of Known Iterators [ ]
Looks to the Moon / «Big Sister Moon» [ ]
Being the senior Iterator of the Local Group, Moon once often acted as the decision maker for her neighboring Iterators. Her interactions with Slugcat show her to be kind and considerate, and yet rather assertive as well. Her can collapsed due to Five Pebbles, her closest neighboring Iterator, leeching off her water supply. This caused her superstructure to lose structural integrity and fail, leaving her in a constant near-death state.
Moon is located in the far right of Shoreline, in the ruined Looks to the Moon facility. If Five Pebbles has granted Slugcat the mark of communication, she will greet it. Her dialogue changes depending on the difficulty being played on. If brought pearls of any kind, she will attempt to read them—revealing much of the hidden lore behind Rain World’s walls.
Five Pebbles / «Erratic Pulse» [ ]
A calm yet cynical Iterator, Five Pebbles is perhaps the most unpredictable of the entire Local Group. He is responsible for the cataclysmic rainstorms that threaten slugcat.
Pebbles has grown resentful of the «Great Problem» the Iterators are forced to calculate, and hopes to find a fate more suited for his desires. Always holding an interest in the idea of ascension, Pebbles quickly gained great interest in the subject when Sliver of Straw released the Triple Affirmative. Pebbles went undercover in several «Sliverist» groups with the alias «Erratic Pulse». He has held plenty of experiments in attempts to achieve what Straw achieved, but all have ended in failure.
The worst mistake occurred when Pebbles attempted to circumvent the self-destruction taboo by rewriting his own genomes. In order to run the vast number of parallel processes needed to successfully create and identify the required genome sequence, Five Pebbles massively increased his own water intake, threatening the life of Moon, who drew water from the same aquifers. Moon, having had her requests to stop ignored, leveraged her seniority to force communications and order that Five Pebbles reduce his water intake to one fifth its current level. This interruption, according to Five Pebbles, arrived at the ‘worst possible moment’, ruining his experiment. The result was «The Rot», which continues to plague Pebbles to this day. In his desperation to get rid of it, Pebbles flushed out his superstructure, dumping trash onto the surface—creating the Garbage Wastes. Sadly, his efforts were in vain. He currently desperately attempts to destroy the Rot infection, but has no idea how to do so.
No Significant Harassment [ ]
Only ever known as the jokester of the Local Group, NSH doesn’t have much said about them. They are either cynical to the point of apathy or simply happy to be humorous. They don’t take the «Great Problem», or any problem for that matter, very seriously. However, if the Hunter slugcat is able to reach Looks to the Moon with both the green neuron and its starting pearl, it will be revealed that NSH was responsible for reviving Moon by sending the Hunter to her aid. The exceedingly rare green Overseer is believed to belong to NSH.
Grey Wind / «Chasing Wind» [ ]
An Iterator in the Local Group. Though often going unmentioned in the pearls, Wind seems to be a participator in «Sliverist» groups. They grew suspicious of an «Erratic Pulse» speaking of personal Ascension in a conversation, and mentioned it to several members of the Local Group. Wind appears to be an honest and caring Iterator, even going as far as contacting Seven Red Suns in an attempt to help Five Pebbles.
Seven Red Suns [ ]
Unparalleled Innocence [ ]
Though barely mentioned in pearls, Innocence appears to be Pebble’s second closest neighbor. They were responsible for revealing Pebble’s condition to the Local Group, though it was all in an attempt to be rude to the Iterator.
Sliver of Straw [ ]
A sort of saintly Iterator amongst the rest for somehow achieving self-destruction. She broadcasted the Triple Affirmative to the rest of the Iterators shortly before dying: Affirmative that a solution has been found, affirmative that the solution is portable, and affirmative that a technical implementation is possible and generally applicable. Ever since her passing, Iterators have collaborated and convened in chatrooms in attempts to reproduce her conditions. All attempts so far have failed, however.
History [ ]
As their name implies, Iterators were created by the Ancients to iterate—try, try again in solving the Great Problem. They also were tasked with taking control of the Ancients’ daily troubles in an effort to help the people achieve Ascension easily. Iterators were created after the Void Fluid revolution, which allowed the Ancients to construct these massive superstructures with ease—hundreds, perhaps even thousands of Iterators were created during this time. Iterators would bring food, water, energy, and other necessities to the cities on their cans. After the last of the Ancients were gone, the Iterators began to work on two different issues—one assigned to them by their creators, and the other brought to attention by the Iterators.
The first issue is the «Great Problem»—the matter of helping «lesser beings», such as lizards or slugcats, ascend. This is a difficult issue—after all, most creatures in the current state of the world are fighting for their survival every cycle, and thus are often completely unenlightened. In addition, the Iterators have no reliable way to speak to or contact these «lesser beings», except in the case of the Overseers. Unfortunately, the relative focus on this issue was nigh completely abandoned once the second issue came into play.
The second issue is the matter of Iterators achieving ascension. Though at first considered completely impossible, Iterators began to speculate and convene with one another on how one could achieve such a feat. Interest peaked when Sliver of Straw, a deceased Iterator, released a «Triple Affirmative»—affirmative that a solution has been found, affirmative that the solution is portable, and affirmative that a technical implementation is possible and generally applicable, according to Moon. Due to Straw’s mysterious death shortly after sending the signal, no Iterator knows what her solution was. Many iterators have tried to replicate her solution, but all have failed.
Rain world wiki
The basic plot of Rain World is described in this article, describing the path a new player is most likely to take. Deeper lore exists within the game, but is much harder to find.
Contents
The Plot (SPOILERS!) [ ]
You play as a slugcat, a nomadic, omnivorous creature who relies on a small herd community, intelligence, and the use of simple thrown tools to thrive in a world filled with predators and periodic torrential rains. As a deadly storm approaches, the slugcat stumbles during a climb and is separated from its family. Left alone, it must struggle to survive, and eventually thrive, in a dangerous and unforgiving world.
Mysterious guide [ ]
Shortly after starting the game, the player encounters a strange yellow creature who takes an interest in the slugcat, acting as its guide for reasons unknown. The creature will help the slugcat survive by pointing out food and shelter when needed, as well as alerting the player to threats. As some time goes on, the creature will begin guiding the player along a given path, showing symbols and pictures which indicate you are heading towards the slugcat’s lost family.
As the slugcat’s journey goes on, it will encounter a variety of strange creatures, including other sentient life in the form of scavengers. The guide helps the slugcat deal with these creatures. As the journey continues, the guide stops indicating the presence of the slugcat’s family, and begins urgently directing the slugcat to a strange humanoid being.
Looks to the Moon [ ]
Far out in the shoreline, the player eventually finds a vast mechanical complex in shambles, and the guide directs the slugcat inside of it, indicating that the being within may be able to assist it. Within the complex, the player eventually finds a seemingly helpless blue robotic creature in a heavily damaged central chamber, which it may later discover is Looks to the Moon. However, she is unable to communicate with the player through anything more than incomprehensible chirping, and offers no apparent help. Several small flying creatures circling moon may catch the player’s eye, however, offering the player another course of action.
A New Friend [ ]
Should the player opt to ignore the neuron flies, the guide will suddenly beckon the player upwards towards a new destination. The guide will indicate the desire for the slugcat to return with additional neuron flies for Moon, who is suffering from a lack of processing power and memory. Such is Moon’s deterioration that she won’t even remember the slugcat’s visit until something more eventful happens.
Stolen Enlightenment [ ]
If the player grabs hold of a Neuron Fly, Moon will panic and try to get the slugcat to drop it. Should the player eat a neuron fly, Moon will cry out in distress and writhe in agony, apparently seriously damaged by this. Slugcat will begin glowing, however, gaining a trait referred to as ‘enlightenment’. This will help the player get through certain areas of the game, but the guide will take the slugcat’s betrayal very seriously, reacting angrily and leaving the slugcat by itself. Curious orange spirits will be the player’s only guide upwards, towards a new unknown structure.
Five Pebbles [ ]
Journeying upwards will lead the player to scale and eventually enter a sprawling compound filled with unusual threats. The structure appears similar to Moon’s, but in a much less damaged state. At the heart of this compound lies another iterator, Five Pebbles. Upon entering this chamber, Five Pebbles examines the player, briefly attempts to communicate, and then proceeds to insert a chip into the slugcat’s brain, granting the player the gift of communication. He infers the slugcat wishes to escape the cycle of reincarnation it is stuck in, and directs it towards a spot deep in the earth, where it can free itself from the cycle.
Returning to Moon and Stealing Neurons [ ]
With the gift of communication, the player is able to return to Moon and communicate with her. Moon has much to say, but will not be very friendly if the slugcat ate any of her neurons. If the player follows the advice of their guide and steals neurons from Five Pebbles to return to Moon, she will be thankful, and may even forgive the slugcat if it had eaten a neuron previously. Bringing neurons restores some of Moon’s memories and abilities, and she will be able to read pearls you bring her, giving the player much more insight into the history and lore of the world.
Ending [ ]
When the player reaches the depths, it will discover a temple guarded by strange beings. Thanks to either the mark given by Five Pebbles or the blessings of the Echos, which bestow a higher potential for Karma, they will let slugcat pass without trouble. Deep within the temple lies a lake of void fluid into which the player must dive. After diving for some time, a godlike being assists the slugcat in ascending. Its old life gone, the slugcat seems to reunite with the souls of many other slugcats, perhaps including its family. It is important to note that some time after meeting the other slugcats a white light appears, which the player must swim to in order to finish the game.
Developers
There are two developers for Rain World:
The developers [ ]
Joar Jakobsson [ ]
«Joar is the King of Code!«
-cwearly1, Wiki Contributor
Concept, Programming, Art and Design
Joar is a Swedish illustrator and graphic designer who is obsessively interested in every art form there is. Torn between a compulsion to experience the world and a compulsion to never leave his desk, Joar especially enjoys game-making; believing it to be one of the most diverse creative mediums out there. View his work here.
James Primate [ ]
Chip-tune Master! *bows down*
Music, Sound, Business Junk
Composer for numerous game soundtracks including Junk Jack X and Gnomoria, James is also one half of Chiptune duo Bright Primate and can usually be found making music with hacked Gameboys. In his spare time, he enjoys pizza, synthesizers and vogon poetry. Hear his game work here.
Lore of Rain World
This page contains the lore and backstory of Rain World. Sufficient evidence has been found to support a logical explanation of the sequence of events that led to the current state of the world and its implications.
This lore may not be perfect. The following explanation is supported by evidence from texts and excerpts found in the game, but if more evidence should arise or a better explanation is provided, the lore is subject to change.
You are welcome to add or alter content of this page, but I ask of you to discuss it first in the page talk to ensure your evidence is valid and an agreement is reached. Once this page is updated, a list of evidences for the explanations below will be given.
The events that transpired from the start to the end of the Rain World universe are complicated and entangled. The slugcat’s journey across the world is also riddled with clues and subtle messages of the past. Far more than just finding a home and a return to its family, its adventure is also a search for truth.
A number of pieces of evidence and excerpts acquired over the course of the game’s storyline offer a logical and well-supported explanation in regards to the cause of the world’s current state of decay and disrepair.
Contents
Summary Of Background Lore [ edit | edit source ]
The Ancient Civilization and Void Fluid [ edit | edit source ]
Eons ago, an ancient civilization inhabited the planet. Intelligent and capable, they ruled supreme over the realm. However, even such a developed society could not escape the grasp of the Great Cycle that impacted all living creatures. Birth, death and rebirth were connected to each other like a ring, and try as they might, none could truly die. Death would simply result in a new awakening—a restart, a repeat. Stuck within a deathless loop of agonizing longevity, it had long been this civilization’s goal to break free of this cycle—a process known as transcendence.
Even far before the storyline of Rain World began, methods and spiritual instructions were devised by beings such as monks to rid oneself of natural urges. They were practiced in an effort to escape the Great Cycle. However, there is no indication that these instructions were able to achieve any success.
The situation changed drastically, however, with the Void Fluid Revolution.
At some point in their history, the ancient civilization discovered what later came to be known as Void Sea far below the surface in the Depths. The Void Sea was comprised entirely of Void Fluid. While it was difficult to harvest the fluid due to its nature of dissolving anything that comes into contact, devices known as Void Drills were invented to gather up small amounts Void Fluid embedded in rocks slightly above the Void Sea, where its concentration is lower and wouldn’t pose a risk to the equipment. The impurities such as rock and sediments were then filtered out to obtain a sample of the pure liquid.
Soon after this, the fluid was found to be an outstanding source of energy. Armed with the potential of the Void Fluid, technological advancement boomed, and the ancient civilization reached the height of its power.
After further studies, it was found that the Void Fluid does not just dissolve objects, it also removes them from the physical realm. Attempts were made to dig even deeper into the Depths to find higher concentrations of Void Fluid as well as uncover more information about it, but the ancients’ equipment simply broke or dissolved. As later described, no one returned if they ventured too deep into the Depths. However, this property of the Void Fluid coincided with what the ancients thought to be the solution to escaping the Great Cycle. The civilization believed that the ability of the Void Fluid to remove one from the physical world was the transcendence they had longed for. Since any that came into contact with Void Fluid did not return, it was inferred that they must have broken free of the cycle.
However, a risk was associated with taking the plunge into Void Sea to escape the world. Not even Void Fluid was enough to remove those with sufficiently large egos from the physical realm. This resulted in some «horror stories» in regards to semi-transcended abominations. Several ancients that did not entirely transcend are likely to be the six «blue-golden, glowing, squid-like creatures» scattered in the world. These creatures claim to know how to transcend, but express a sense of regret and sorrow at being trapped between the mortal realm and the transcended realm. The names of the six ancients are:
It would seem that, in order to transcend, one would have to abandon all attachments and desires, entering an «effortless» state. The ancients once again turned to archaic methods to rid of one’s natural urges and ego before deciding to use Void Fluid in order to avoid failure in transcendence. However, this seemed not to be an entirely perfect solution, which would explain why iterators were constructed (see below).
Creating and Using the Iterators [ edit | edit source ]
It was around this time that the height of the civilization’s power had passed and it fell into an age of decline. The cause for this decay has not yet been revealed. Believing there to be an alternative method to transcend without the risks associated with Void Fluid, the ancient civilization used its technological prowess to create and construct the iterators. Iterators was the name given to supercomputers or artificial intelligences that were constructed to solve the ‘Great Problem’—to find the method of breaking free of the Great Cycle. Each was of a colossal size and held incredible power, and it was their purpose to ponder and uncover a method to transcend without the use of Void Fluid.
Seven iterators have been named but there are up to twelve total (including the named seven) which have been seen in-game. The seven mentioned are:
The Iterators were a combination of organic and synthetic components, relying on specially grown microorganisms as peripheral processing devices: their natural metabolism and reproduction could perform very complex calculations beyond the capabilities of electronics physically. In order to keep their electronic components cool and their organic components clean, iterators required absolutely gargantuan amounts of water. The iterators stripped their nearby ecosystems of water and pumped water vapor back into the atmosphere, where it would condense into rain and be used again. Due to this process and the sheer number of iterators built, the equilibrium of the world’s ecosystems was severely disrupted or even destroyed, creating a dense layer of fog and clouds rife with torrential downpours and periodic flooding. Ultimately, this effect came to be known as the Rain. The ancient civilization compensated for this by moving away from living on the surface, and constructed immense, dense cities directly on top of the surface of the iterators’ «cans»—massive, square shaped buildings which protruded like islands far above the cloud layer. In addition to computing the solution to the Great Problem of transcendence, the iterators were tasked with providing regular shipments of food, water, equipment and Void Fluid for energy to these colonies.
Fall of the Ancients and Pebbles’ Madness [ edit | edit source ]
Unfortunately, the ancient civilization disappeared and collapsed before the iterators computed the solution to the Great Problem due to an as-of-yet unknown reason, possibly because the iterators could no longer satisfy the needs of the populace, or perhaps a massive transcendence movement of the entire population, leaving the surface cities dark and abandoned if largely intact. However, the iterators were left turned on, their final command being to continue working towards a method to transcend without using Void Fluid and guide lesser creatures on the path to the realm beyond should the solution ever be discovered. Over the next indeterminate amount of cycles up until the start of the game, the iterators did not achieve any major breakthroughs. Only Sliver of Straw claimed to have uncovered the solution, but she died almost simultaneously as the confirmation of success was broadcasted to the other iterators, causing the methods in which she attained this positive result to be lost.
Unable to find the solution after Sliver of Straw’s death and growing increasingly frustrated, another iterator—Five Pebbles—became convinced there was no solution to the great problem, there was no reason to keep trying to solve it, and that death was the only way out. It is likely he showed these beliefs off in iterator chat logs under the pseudonym EP. The ancients had anticipated this kind of thinking, however, and put taboos preventing self destruction within the iterator’s genetics. One (and perhaps the only) way to circumvent these taboos was a very dangerous and repetitive shuffling of genetics that required a heightened water intake. The goal was to cause cells to mutate until the desired genetics were obtained: ones that would overwrite the encoded taboos. It is very likely Five Pebbles used this method to attempt overwriting his genetics. At some point Five Pebbles began drawing several times the usual amount of water, tapping into the neighbouring iterator, Looks to the Moon’s water source. Attempts by Moon to persuade Pebbles that water shortages would be fatal to her failed and she had to leverage her seniority in an attempt to make him stop, to which Pebbles responded that this plea has «ruined everything». Upon being interrupted, Five Pebbles lost focus of his genetic shuffling, and it is likely it became what is known as the Rot (or Daddy Long Legs). Five Pebbles attempted to rid his systems of the rot, doing things such as flushing it out into Garbage Wastes, but it has proven resilient and still resides within him, slowly consuming more and more, day by day. It is unknown if Five Pebbles still uses extra water during the time that the three playable slugcats take place in. Due to many cycles lacking water, Looks to the Moon’s processes eventually seized, her facility compromised, and her primary cognitive unit descended into an amnesic, near-death state. The fate of Seven Red Suns, Chasing Wind, and Unparalleled Innocence is unknown, but No Significant Harassment is active and well at the start of The Hunter’s story.
As violent as The Rain is, an ecosystem has developed under the bullet-like droplets. It is in this decaying and crumbling world of mysteries the slugcat’s adventure commences.
The Timeline of Hunter, Survivor, and Monk [ edit | edit source ]
Hunter is sent by NSH with a pearl and a slag-reset neuron to help Moon in her state of decay. The Survivor’s story is based on the scenario that the Hunter delivered the neuron and revived Moon, with the rest of its choices unknown. In the Hunter’s transcendence scene, the Hunter is seen with a strange purple goo coming out of it, before being seen in the arms of an iterator-like figure.
One interpretation of this cutscene is that the Hunter was injected with some of NSH’s microbes, and then sent by NSH to transcend under the cover of helping Moon. The goo seen coming out of the Hunter is believed to be these microbes. This also explains the Hunter’s sickness- like in the Iterators, slag would build up off these microbes being worked, and would thus lead to organ failure in the organism. By doing this, NSH was able to effectively break the self-destruction taboo, enabling them to transcend with the Hunter.
A second interpretation is that the goo is the Hunter’s sickness (in this case presumed to be either cancer or some other terminal illness rather than slag buildup) being removed from its body upon transcending. The iterator-figure is, in this scenario, theorized to be Sliver of Straw, the only iterator to ever transcend. She then carries the Hunter into the afterlife, allowing it to rest.
Some time after these events, Survivor is separated from its family by heavy rainfall, and is eventually guided by one of Moon’s Overseers. The Overseer leads the Survivor towards Moon with images of its family, and encourages the Survivor to bring additional neurons to repair her memory. After visiting Moon, the Survivor travels to Five Pebbles, achieves the Mark, and transcends. However, the player can choose to not transcend and/or steal neurons from Five Pebbles and give them to Moon. The player can also skip visiting Pebbles and Moon entirely, and instead pursue the Echoes to gain maximum karma and transcend that way. The Survivor, upon transcending, is taken to the Void where many other transcended slugcats are shown.
The Monk is seemingly a younger sibling to the Survivor, jumping after its older sibling during the beginning cutscene. The Monk’s story seems to take place a significant time after the Survivor’s story. This is shown in-game by the fact that the world’s data pearls have faded and no longer contain information. The Monk is left with the same options as the Survivor in terms of meeting the iterators and transcending. As of 1.7, it is revealed in the Monk’s ascension cutscene that it finds the Survivor in the Void.
The ending cutscenes could also be interpreted as the slugcats’ wishes manifesting as final dreams as they lose consciousness in the void fluid: the Hunter dreaming of being back with NSH, the Survivor finding its family and the Monk being reunited with its sibling.
Combat
This page covers combat techniques and basic tips. Click here to go to the main Controls hub page and access other movement tech pages.
Contents
Basic combat [ ]
Rubble/Spear combo [ ]
Lizards have armoured heads which protect them from most spear damage. To hurt them, slugcat usually needs to spear them in their softer back.
Rubble will flip lizards over when thrown at their heads. A spear can be thrown immediately after for a simple attack.
Remember to keep the rubble in Slugcat’s right hand to throw first!
Note: There are some extremely niche conditions under which a lizard will not flip when hit with rubble. These include the lizard having just climbed up onto a ledge, and being hit with rubble when directly next to Slugcat (essentially touching).
Pinning creatures to walls [ ]
Creatures can be pinned to walls with spears to immobilise them for some time.
Spear-lock [ ]
On taking damage, lizards and some other creatures enter a stun state for a short amount of time. As lizards lose more health, this amount of stun per spear increases.
This can be used to repeatedly spear lizards by pressing grab and instantly throwing again multiple times.
Spear cooldown [ ]
Spears cannot be picked up immediately once thrown, preventing slugcat from stun-locking to death more resilient creatures with one spear.
Double-spearing [ ]
Spear cooldown can be circumvented with multiple spears, as the cooldown applies per spear, not for the player. This allows for more rapid stun-locking, and is useful for quickly incapacitating tough creatures.
Throwing midair [ ]
Spears can be thrown while midair to catch lizards on poles.
Slide spearing [ ]
Throwing a spear or rock forwards mid-slide causes the object to bounce off the floor and travel much further horizontally. This allows spears to embed into walls much further away.
Spears can be slide-thrown from further away to hit targets.
Slide-spearing a lizard in the mouth will do 1.5* damage and stun them for longer. This allows for consistent stunlocking with a single spear.
Downwards/upwards throwing [ ]
Backflipping to downthrow [ ]
To throw downwards, hold down and throw mid-backflip without holding any other buttons. If holding left or right, the object will be thrown in that direction instead.
Spears thrown downwards will become embedded in the ground and can be climbed.
Slide-flipping to pass lizards [ ]
Slide-flipping can be used to safely pass lizards without being caught. This works for lizards with high aggression.
Downthrowing from slide-flips [ ]
You can also throw downwards mid-slideflip.
Pinning creatures to floors [ ]
Downthrown spears can pin a creature to the ground.
Creature strategy [ ]
Lizards have differing levels of aggression depending on multiple factors, including lizard spawn variation and the gamemode.
Less aggressive lizards will have slower reactions and can be backflipped over, for instance, while more aggressive lizards will quickly turn and snap slugcat out of the air if this is attempted. Backflipping is generally only recommended as a reasonably safe move for green lizards.
Dealing with tongues [ ]
When grabbed by a lizard tongue, reaching the same height and throwing objects at the lizard is often effective.
If not possible, getting close to the lizard will often cause it to snap and miss slugcat, especially if done quickly.
Throwing at the same height as a white lizards mouth has a chance to hit and is very effective when their tongue is out.
Grace period / Bite lethality [ ]
Lizard bites have a chance to immediately kill slugcat.
It is possible, for a short window after only being stunned by a lizard bite, to pick up / throw a rock or spear which can often hit the lizard and allow slugcat to escape.
Information on lizard bite lethality can be found on the lizard page
Mask responses [ ]
When wearing a vulture mask, lizards will run from the player for 17.5 seconds, starting from when they first see slugcat wearing the mask. After this timer has run down, the mask will no longer scare that lizard. This is extremely effective for passing through regions without trouble, or playing as Hunter.
King vulture masks last longer, for 30 seconds.
Iterator
Contents
Description [ edit | edit source ]
Iterators are massive metal superstructures, sometimes called «cans», suspended high above the ground by number of supports. The undersides of the superstructures are frequented by periodic lethal green electric storms. A city can be found on top of each Iterator.
In-game lore strongly suggests that Iterator cans produce the water vapor & cloud layer surrounding them, and as such are responsible for the heavy rainfall of the game world.
Each superstructure contains an internal zero-gravity environment populated with Neuron Flies. There is also a central iterator «puppet» which can be directly communicated with.
List of Known Iterators [ edit | edit source ]
Looks to the Moon / «Big Sister Moon» [ edit | edit source ]
As the senior Iterator of the Local Group, Moon once often acted as the decision maker for her neighboring Iterators. Her interactions with the Slugcat show her to be kind and considerate, and yet rather assertive as well. Her can collapsed sometime after Five Pebbles, her closest neighboring Iterator, began leeching off her water supply, leaving her in an almost catatonic state.
Moon is located in the far right of Shoreline, in the ruined Looks to the Moon facility. Slugcat is able to understand her speech once given the mark of communication by Five Pebbles. Her dialogue changes depending on the difficulty being played on. If brought pearls of any kind, she will attempt to read them—revealing much of the game’s hidden lore.
Five Pebbles / «Erratic Pulse» [ edit | edit source ]
A calm yet cynical Iterator, Five Pebbles is perhaps the most unpredictable of the entire Local Group. He is responsible for the cataclysmic rainstorms that threaten the Slugcat.
Pebbles has grown resentful of the «Great Problem» the Iterators are forced to calculate, and hopes to find a fate more suited for his desires. Always holding an interest in the idea of ascension, Pebbles quickly gained great interest in the subject when Sliver of Straw released the Triple Affirmative. Pebbles went undercover in several «Sliverist» groups with the alias «Erratic Pulse». He has held plenty of experiments in attempts to achieve what Straw achieved, but all have ended in failure.
The worst mistake occurred when Pebbles attempted to circumvent the self-destruction taboo by rewriting his own genomes. The result was «The Rot», which continues to plague Pebbles to this day. In his desperation to get rid of it, Pebbles flushed out his superstructure, dumping trash onto the surface—creating the Garbage Wastes. Sadly, his efforts were in vain. Distressed, he began to use even Moon’s water reserves in attempts to flush the Rot out, severely damaging her in the process. Due to a senior order from Moon moments before she collapsed, he was forced to stop. He currently desperately attempts to destroy the Rot infection, but has no idea how to do so.
No Significant Harassment [ edit | edit source ]
Only ever known as the jokester of the Local Group, NSH doesn’t have much said about them. Their sense of humour is noted in several pearls. They don’t take the «Great Problem», or any problem for that matter, very seriously. However, if the Hunter is able to reach Looks to the Moon with both the Green Neuron and its starting pearl, it will be revealed that NSH was responsible for reviving Moon by sending the Hunter to her aid. The rare Green Overseer is believed to belong to NSH.
Grey Wind / «Chasing Wind» [ edit | edit source ]
An Iterator in the Local Group. Though often unmentioned in pearls, CW seems to be a participator in «Sliverist» groups. They grew suspicious of an «Erratic Pulse» speaking of personal Ascension in a conversation, and mentioned it to several members of the Local Group. CW contacted Seven Red Suns in an attempt to help Five Pebbles.
Seven Red Suns [ edit | edit source ]
An Iterator in the Local Group. SRS is a close friend to Five Pebbles. Especially when he develops the Rot. Similar to Pebbles, Suns is rather cynical in their views, even going as far to pronounce the futility of the Iterators and their attempts to solve the «Great Problem».
Unparalleled Innocence [ edit | edit source ]
Though barely mentioned in pearls, Innocence is one of Pebbles’ neighbors. They were responsible for taking pictures of Pebbles’ condition, which «were then made public in the Local Group».
Sliver of Straw [ edit | edit source ]
A sort of saintly Iterator amongst the rest for somehow achieving self-destruction. She broadcasted the Triple Affirmative to the rest of the Iterators shortly before dying: Affirmative that a solution has been found, affirmative that the solution is portable, and affirmative that a technical implementation is possible and generally applicable. Ever since her passing, Iterators have collaborated and convened in chatrooms in attempts to reproduce her conditions. All attempts so far have failed, however.
History [ edit | edit source ]
As their name implies, Iterators were created by the Ancients to iterate—try, try again in solving the Great Problem. They also were tasked with taking control of the Ancients’ daily troubles in an effort to help the people achieve Ascension easily. Iterators were created after the Void Fluid revolution, which allowed the Ancients to construct these massive superstructures with ease—hundreds, perhaps even thousands of Iterators were created during this time. Iterators would bring food, water, energy, and other necessities to the cities on their cans. After the last of the Ancients were gone, the Iterators began to work on two different issues—one assigned to them by their creators, and the other brought to attention by the Iterators.
The first issue is the «Great Problem»—the matter of helping «lesser beings», such as Lizards or Slugcats, ascend. This is a difficult issue—after all, most creatures in the current state of the world are fighting for their survival every cycle, and thus are often completely unenlightened. In addition, the Iterators have no reliable way to speak to or contact these «lesser beings», except in the case of the Overseers. Unfortunately, the relative focus on this issue was nigh completely abandoned once the second issue came into play.
The second issue is the matter of Iterators achieving ascension. Though at first considered completely impossible, Iterators began to speculate and convene with one another on how one could achieve such a feat. Interest peaked when Sliver of Straw, a deceased Iterator, released a «Triple Affirmative»—affirmative that a solution has been found, affirmative that the solution is portable, and affirmative that a technical implementation is possible and generally applicable, according to Moon. Due to Straw’s mysterious death shortly after sending the signal, no Iterator knows what her solution was. Many iterators have tried to replicate her solution, but all have failed.
Trivia [ edit | edit source ]
Difficulties
When a player starts their game, they have the option of playing as three different Slugcats. Monk and Survivor both spawn in the same location and have the same story (being led by the yellow overseer to the same destination) with the only gameplay differences being features or changes that make Monk easier than Survivor. Monk (Yellow), Survivor (White), and Hunter (Red) correspond to easy, medium, and hard difficulties, respectively.
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Yellow Slugcat: The Monk (Easy Difficulty) [ edit | edit source ]
The Monk is described as being more in-tune with nature than the average Slugcat. Predators are less common and slightly less aggressive, and less food is required for the player to hibernate. Karma gates will also remove their karma level requirements after their first use, meaning the player cannot get trapped and can easily backtrack after entering a region they can’t progress through. Creatures are also much more quick to befriend or forgive Monk. The only significant downside is the Monk’s reduced damage when throwing spears, meaning killing the sparse predators will be harder than normal, and even not killing weak enemies like Squidcadas or Noodleflies in one hit. Colored pearls are absent from the Monk’s journey, locking off much of the optional lore, due to Monk placing farthest in the timeline so all of the data has faded over time. The Monk is designed for players seeking a more peaceful experience.
White Slugcat: The Survivor (Normal Difficulty) [ edit | edit source ]
The classic Rain World experience, Survivor has standard karma gate requirements, requires 4 pips of food to hibernate, and must deal with the ever-present threat of predators. Deals the standard amount of damage with spears (1) and encounters more creature variety (For example, Dropwigs are entirely absent from Monk but appear in a select few locations as Survivor).
Red Slugcat: The Hunter (Hard Difficulty) [ edit | edit source ]
Playing Hunter is a different and more difficult experience than the other two slugcats. Hunter is a carnivorous slugcat, described as being «karmically imbalanced». Hunter can eat any dead creature, unlike the other two characters who can only eat centipede corpses. Plants are still edible but only give 1/4th of a food point. batflies also only give 1/4th of a food point. karma flowers do not spawn as this character. Predators spawn in greater numbers, including some restricted to lineages for Monk and Survivor. Hunter is faster and stronger than the other slugcats and also has the ability to carry a second spear on their back. Their heightened metabolism requires more food per cycle than the other Slugcats, encouraging the player to fight for survival and hunt predators for food.
The Hunter’s journey is significantly different from the other two slugcats, starting in upper Farm Arrays. The Hunter holds a green neuron fly, a spear on its back, and a pearl in its stomach when it spawns. While Hunter starts with a maximum karma of 5, Five Pebbles (character) only raises the Hunter’s max karma by one. This means that visiting echoes is required; the player needs to raise their maximum karma four times before passing the Guardians. Hunter also does not have the ability to warp to previously visited shelters upon completing passages.
The Hunter has a unique cycle counter, starting on cycle 19 and counting down to cycle 0. Dying or quitting at/below cycle 0 causes the run to immediately end and the final score to be tallied. At cycle 0 and below, Hunter becomes significantly weaker, suffers seizure-like spasms, and requires more food to survive. The cycle count descends into negative numbers below cycle 0. Each step below zero makes the effects of the Hunter’s affliction much worse. It is difficult, although not impossible, to survive for some time in negative cycles.
Difficulty Differences | |||
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The Survivor | The Monk | The Hunter | |
Difficulty | Normal | Easy | Hard |
Starting location | Outskirts tutorial section (SU_C04) | Outskirts tutorial section (SU_C04) | Farm Arrays, central top room (LF_H01) |
Enemy behavior | Standard | Less aggressive | More aggressive |
Diet | Standard | Standard | Batflies, Blue Fruit, and some other items feed only 1/4 pip |
Can eat the corpse of almost any creature, including predators
Able to carry 2 nd spear on back.
Starts with Mark of Communication
Does not require a visit to Echoes’ rooms before meeting them (although high karma is still required)
No karma flowers spawn, except at the location of a permanent death
Weakens after 20 cycles, resulting in eventual permadeath
One less dead Hazer in the Eggbug spawn room near the Drainage System gate in Outskirts (SU_A30)
Colored Pearls are replaced by dark gray «blank» pearls, which do not have special text
One more shelter is available in upper eastern Shoreline (SL_S11)
Significantly more Bubble Weed appears in Drainage System and Shoreline
One extra white pearl spawns in top central Subterranean: Filtration System (in SB_C06)
Five additional Blue Fruit: two in lower right Chimney Canopy (CC_C11) and three in the indoor room of Sky Islands’ eastern hub (SI_A27)
One less Beehive in upper left central Industrial Complex (HI_B03)
The yellow Overseer can light up dark areas within the Shaded Citadel in order to aid in traversal.
Increased creature respawn rate* (50% per cycle as opposed to 33% for the others)
Explosive Spears can rarely replace normal Spears (1/125 chance)
Two shelters are unusable: the shelter near the Outskirts gate in Industrial Complex (HI_S03), and the shelter next to a scavenger cave in Farm Arrays (LF_S07)
Two fewer Bubble Weeds appear in the pearl room of Drainage System (DS_D01). (This means that Hunter only has one room with Bubble Weed, near the Subterranean gate in Shoreline (SL_D05).)
Three Blue Fruit do not appear in the room left of Subterranean’s ravine (SB_A09)
Nine additional Noodlefly eggs appear in Outskirts and Sky Islands: three in Outskirts (one in SU_B02 and two in SU_B09), and six in Sky Islands (two each in SI_C07, SI_D03, and SI_D07)
Some Popcorn Plants are withered and thus unusable; also, one extra Popcorn Plant appears in the room left of the ravine in Subterranean (SB_A09)
Five additional dead Vulture Grubs appear in Industrial Complex and Farm Arrays: two in Industrial Complex in the room outside the Outskirts gate (HI_B04), and three in the (now-unusable) shelter next to the scavenger cave in Farm Arrays (LF_S07)
The lower section of Garbage Wastes is more difficult
Albino Jetfish appear in the water in Subterranean’s «Leviathan cave» room (SB_J02)
Nightcat [ edit | edit source ]
Nightcat does not have a campaign, instead only being found in arena mode. It doesn’t have any special ability and works just like the normal Slugcat. It has dark blue skin, two white eyes, and a white nose. Since it doesn’t appear in single player mode, it is most likely not canon to the Rain World story.
The most likely reason why Nightcat is in the game is to give the arena mode a fourth Slugcat for multiplayer. All four Slugcats have the same abilities in arena mode.
Rain world wiki
The Rain is a timed environmental hazard deadly to the player and all other creatures. It appears at the end of every cycle once the in-game timer has run out. It is preceded first by a darkening of the screen and then by rumbling and screen-shake. These effects increase in intensity as the first drops of rain appear. The rain quickly increases in intensity until it is lethal, either crushing or drowning all creatures in affected rooms.
To avoid this hazard, the player must seek shelter.
Variation of rain [ edit | edit source ]
The arrival of the Rain has different effects depending on the room. In most outdoor rooms, the Rain directly impacts the player’s movement, most severely in areas with no overhead cover. The Rain kills the player faster depending on its strength. In most indoor rooms, the Rain causes flooding which can drown the player. In particular areas such as Five Pebbles, the upper limits of The Wall, Sky Islands’s Communications Array, the lowest subregion of Subterranean (Depths), and any shelter, the Rain does not appear.
In The Leg and The Underhang, the green sparks floating around the area accelerate and bounce around at high velocity, typically stunning and then killing the player in a matter of seconds.
Both The Wall and Communications Array feature rooms where the rain is permanently non-lethal, as a transition between higher, safe rooms and lower, lethal rooms.
In the minute before the end of a cycle in areas where Rain occurs, the background darkens. At thirty seconds before the end of a cycle, vibrations of the oncoming Rain can be felt and heard. From here, the Rain will most commonly increase steadily in strength from a drizzle to a lethal downpour over 45 seconds, after the last pip.
There is also a chance for the Rain and associated vibrations to suddenly stop mid buildup, before becoming lethal. This lasts for roughly 10 seconds with increasing numbers of single heavy droplets marking the end of the intermission. After this the Rain immediately jumps to its full strength and most indoor rooms will begin flooding.
Cycles [ edit | edit source ]
Leeches
Damage Multipliers |
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«Red Leech» | |||
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Details | |||
Leeches are a water-based swarming enemy in Rain World. They live solely in water and if they find themselves on land they will attempt to crawl back to nearby water. If they fail to reach water quickly they dry out, wither away, and die. They will, however, respawn the next cycle. Leeches come in red and blue varieties. They are not a source of food (dead or alive). When a living creature (excluding salamanders and other leeches) enters the territory of leeches, they will swim after it, even occasionally jumping out of the water. A leech does not deal damage like a bite or explosion, but will instead attach itself to its prey and weigh it down in an attempt to drown the creature. Once enough leeches have latched on, a creature will be unable to ascend poles or swim to the surface for breath, depending on the strength of the creature. If attacked by leeches, it is suggested the player reach dry land as soon as possible and shake them off by jumping back and forth left to right. If you’re on a pole, balance on top and rock back and forth to shake them off. Depending on the individual Leech, they will turn black after a long enough time out of water and lose grip on their prey. After drowning an entity they will stay latched on for a short time, then let the body float about and ignore it. ContentsRed Leeches [ ]Red Leeches are the most common variety, a little smaller than Slugcat and found in pools of water in Drainage System and Garbage Wastes. Sea Leeches [ ]Sea Leeches are a bigger version of the Red Leech. They are harder to dehydrate out of water and are very heavy and fast. The Sea Leeches are found in the room before the gate from Garbage Wastes to Shoreline, and throughout Shoreline. Strategy [ ]Both variety of Leech target any creature in the water (dead or alive), meaning it is possible to distract them with a pursuing predator or Batfly. You can also use a Snail to knock out the Leeches, or a small centipede to electrocute them. Jetfish, due to their high speeds and ability to jump out of the water, are very effective at dodging Leeches, especially in Shoreline. Squidcadas can be found in the room before the gate from Garbage Wastes to Shoreline, where there is a pool full of Sea Leeches. It is recommended to grab a white one and hop along the tops of the poles sticking out of the water. If none of these options are available, such is usually the case in Drainage System, and swimming through them is the only available route, then: ЗаглавнаяRain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года. В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи. Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница». MusicAn interactive reference map can be found here. * This soundtrack has not been named by the developers. Instead, the names in The Hidden Songs playlist, which are unofficial, have been used. — ELSE VIII (Unofficial) (track 48) is The Ride partially noise-cancelled by inverting Gold Swim. It is not an official track or an extension and thus will not be included. ЗаглавнаяRain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года. В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи. Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница». Vulture | |||
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Vultures are large, winged predators, and one of the most persistent threats in Rain World. They move through the air using wings and gas propelled from their jetpack. Vultures catch their prey with a lunging bite before flying off back into the sky. They are menacing foes which can appear the majority of regions. Not only gifted with flight, they can dive near the ground to hunt for prey and don’t have any real disadvantage apart from their large size: making them unable to traverse pipes or tunnels. Vultures are notable for their fearsome masks, which (if dealt 1.00 damage via spear or more) will fall off if hit and used to scare most predators for some time.
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Appearance [ ]
Three differently colored vultures attempting to grab the Slugcat.
Vultures are large aerial creatures that have a big round body, a long neck, and two long wings. These wings can either be used to gain height, or walk along terrain. Vultures attain buoyancy in the air by releasing gas from their bodies. The gas they release is an odd pinkish-red color, and dissipates into air after being released, retaining its color. Their head rests atop their long, skinny neck and has two mandibles which they use to latch onto prey. All vultures wear masks with two holes. Vultures come in a variety of colors, including blue, purple, green, pink and yellow.
Behavior [ ]
An unmasked vulture
A Vulture’s arrival is typically signaled by flapping sounds and its shadow descending over the landscape. By the time the Vulture appears on screen, it already has seen nearby prey, and may immediately be ready to attack. Vultures will hover above their prey briefly and make a light rustling sound before lunging headfirst to bite. If the Vulture successfully catches their prey, it will fly off with it. Moving quickly may help delay or prevent lunges. Lunges and the few moments after being bitten (but before being stunned) can be interrupted by spear or rock hits, so carrying objects is useful as a last resort.
The primary weak point of all vulture is their head. head hits cause double damage, while wing hits only cause 1/10th base damage. On the first solid hit to the head, the Vulture’s mask will fall off. The Monk is the only slugcat unable to unmask a vulture. This mask can be used to scare away most lizards for a limited amount of time (17.5 seconds for regular Vulture masks, 30 seconds for king vulture masks). The only exceptions are Green Lizards, Black Lizards, and Red Lizards. Masked Vulture bites are never lethal, but unmasked Vulture bites will kill 100% of the time. Vultures will temporarily retreat and not attempt to attack once hit with two spears or more, even if the spears bounce off their mask. If unmasked, Vultures will not fly away. At low health, Vultures will be unable to fly away, and will usually ignore the player.
When unmasked, vultures become very aggressive, actively hunting the player down across cycles. Unmasked Vultures are also attacked by other Vultures with masks, suggesting some sort of status lost when unmasked.
Vultures are capable hunters and can grab almost all creatures. Most other creatures will run for cover as soon as they spot a vulture.
King Vulture [ ]
Damage Multipliers |
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King Vultures are a variant of Vulture added in Rain World 1.7.0.1-11832 (Definitive Edition exclusive, must buy Adult Swim merch code card gaming pack and Nintendo Switch online service to unlock otherwise). These Vultures have two sharp harpoons mounted on their masks, as well as two laser sights that move with their heads. King Vultures launch these harpoons at prey in an attempt to reel them in to be eaten.
Harpoons kill upon contact and are very accurate, so finding cover is recommended. The laser sights flash rapidly with a pulse sound three times before firing. Once both harpoons have been fired, King Vultures will typically move into close range and attempt to bite their target like normal vultures. It takes a few seconds for the vulture to pull its harpoons out of terrain and reel them back in.
King Vultures can spawn while playing as The Survivor through the lineage system by killing Vultures repeatedly.
Behavior
Creatures of Rain World vary widely in shape and size, but also have distinct behavior patterns. Although it’s difficult to describe the extent of a creature’s AI, behavior can generally be divided into several categories:
Reputation [ ]
In addition to their common behaviors, certain creatures of Rain World have a reputation system, allowing the player to gain renown or infamy with those creatures. This reputation value can vary by region, but for creatures such as scavengers may be raised for the entire group throughout the game. Actions such as giving gifts (such as food, or pearls for the scavengers) or fighting off predators can raise the player’s reputation, while harming the creatures can lower it. Note that reputation changes will only be saved if the player hibernates at the end of the cycle; if a player angers or befriends a creature and then dies, their reputation will revert to where it was at the beginning of that cycle.
If the player’s reputation for an individual creature is high or low enough, the creature’s behavior around slugcat will change considerably. The table below lists all creatures with a reputation system and their known behaviors.
Creature | Low Reputation Behavior | Default Behavior | High Reputation Behavior |
---|---|---|---|
Scavengers | Aggressive | Neutral | Friendly |
Lizards | Fearful | Aggressive | Friendly |
Squidcadas | Harassing | Neutral | Neutral |
Garbage Worms | Harassing | Neutral | Neutral |
Jetfish | Harassing | Harassing | Neutral |
Rain Deer | Neutral | Neutral | Friendly |
Use of the reputation system is entirely optional and invisible, players can easily complete the game without ever being aware of it.
Rain world wiki
Food is one of the critical needs for slugcat’s survival, the player must have three, four, or six food eaten on easy, medium, and hard difficulties respectively to not starve in the next cycle. A maximum of five, seven, or nine food can be stored in the slugcat’s stomach at once.
Some food is found in the form of immobile objects such as fruits, vegetables, and fungi, while others are living creatures which slugcat may need to kill before devouring. Eating only one of the two varieties for several cycles straight is the key to two of the game’s achievements.
Contents
Non-creature Food [ ]
Blue Fruit [ ]
The most simple variety of food in the game, these blue fruits can be found dangling from vines. If they are out of reach, they can be broken off of the vine by throwing a rock or spear at them.
Popcorn Plant [ ]
When these pods are hit by a spear, they will open up and pop into a collection of delicious popped kernels. It holds enough kernels to feed slugcat by itself, and the kernels are eaten immediately once grabbed. An open flower’s food will waste away when the player hibernates, so the player may want to save them for when they are in need.
Bubble Fruit [ ]
These berries are found as small, inedible black and blue shells while still on the plant, and must be submerged in water before eating them. Once they are, they will pop open into an edible, transparent, squishy orb.
Slime Mold [ ]
Growths of faintly glowing orange fungus may be found in the darker corners of the world, and thicker growths contain edible morsels.
Edible Creatures [ ]
The following are creatures that are edible on all three difficulties of the game. The corpses of all creatures become edible on hard difficulty.
Batflies [ ]
The most common prey in the game, these small creatures will attempt to fly away from slugcat, but may be chased with relative ease. They may also be killed with rocks or spears.
Vulture Grubs [ ]
These small, green-ish yellow grubs can be found in underground burrows. They must be dead before they can be eaten, but many can be found already dead. Living ones will cry out and attempt to draw vultures to them if thrown, though can easily be killed with just a spear.
Centipedes [ ]
Centipedes are a variety of creatures with the ability to create an electric shock, but are also a great source of food for slugcat, with each centipede filling multiple pips of hunger. Small centipedes may be simply picked up and eaten alive, but larger varieties must be killed first, and may zap and kill slugcat if the player is unprepared.
Jellyfish [ ]
These aquatic creatures may appear dangerous at first, but are a readily available source of food in the Shoreline. If they are thrown or disturbed by a large splash, they may release a shock which can stun enemies and the player, but are harmless if they are only being held or swam around.
Neuron Flies [ ]
Found exclusively in Five Pebbles and Looks to the Moon, these flying critters are edible, but also important items in the plot. If you eat the neuron flies at the Looks to the Moon facility, you will earn the Stolen Enlightenment achievement, but with a price. Bringing more neurons to what lies within Looks to the Moon will earn you a friend. Eating them also grants the benefit of giving slugcat a strange glow, which can be quite convenient in places where you would normally need a Lantern to navigate.
Hazers [ ]
These small, squid-like creatures can be found lying on the ground or swimming in bodies of water in most areas. When thrown, they will spray a massive cloud of ink which will temporarily distract creatures that come within it, and obstruct their view. While they are primarily used to lose creatures pursuing slugcat, they will die after being used, and can be eaten to restore 1 food pip.
Non-food Edibles [ ]
In addition to food, a handful of objects can be consumed for other benefits. These items do not fill a pip of hunger when eaten.
Mushrooms [ ]
Tiny, faintly glowing mushrooms can be found in the dank, underground regions of the world. When eaten, these mushrooms will slightly increase slugcat’s physical prowess and slow down your perception of the world for a short time. Slugcat will run slightly faster and jump slightly farther during this time.
Karma Flowers [ ]
Curious yellow flowers which tend to grow near the location of the player’s last death. When consumed, a ring will appear around the player’s karma symbol. Upon the player’s next death, they will not drop down a karma level, and the ring will instead be removed. While a second karma flower can be eaten while the player is already under the effects of one, this will do nothing, as the effect does not stack. In fact, when finding a second karma flower, one would find it in their best interests to leave it for another cycle, as they also cannot be stored, and will simply disappear if hibernated with.
Ящеры
Содержание
Общие черты
Все ящеры имеют покрытые бронёй головы, легко выдерживающие попадания копьями. Тела всех видов, за исключением белых и саламандр, окрашены в чёрный цвет с яркими, выстраивающимися в линии отметинами на спинах и хвостах.
Все без исключения ящеры используют укус как основную атаку, получают повышенный урон от удара в открытую пасть, пониженный урон от попадания в голову и стандартный при попадании в тело.
Поведение
Основное
Изначально все представители данного рода расценивают слизнекота как пищу. Для ящеров существуют показатели региональной и глобальной репутации, влияющие на уровень их агрессивности по отношению к игроку.
При достаточно высоком уровне репутации ящеры становятся нейтральными к слизнекоту, позволяя ему свободно двигаться по их территориям.
Чувства и навигация
Зрение и слух являются основными органами чувств для существ данного рода.
Угол обзора, в зависимости от вида, может составлять от 210 до 250 градусов; максимальная дальность обзора также варьируется. Периферийное зрение ящеров хуже фронтального. Поверхность воды является для многих из них практически непрозрачной.
Качество слуха разнится от вида к виду и может быть как практически бесполезным (в случае синих ящеров), так и опасно точным (в случае саламандр, при условии, что они находятся под водой).
Теплыми тонами на изображении помечены клетки, в которых ящер заметит цель с наибольшей вероятностью.
Территориальное поведение
Большинство ящеров агрессивно реагируют на других ящеров, в том числе представителей их же вида, часто вступая в потасовки. Как правило, такие стычки не заканчиваются летальным исходом, однако есть и исключения. В частности, зелёные ящеры ввиду своей крайне выраженной территориальности часто атакуют оппонентов в полную силу, убивая их.
Бой, избежание, альтернативы
Приручение
Любого встреченного ящера можно приручить, если кинуть ему труп убитого существа. Некоторые виды имеют особые предпочтения в пище. Прирученные ящеры следуют за игроком, по возможности защищая его от опасности и пытаясь достать из зубов других хищников.
Pearl
Pearls are small, shiny spheres found throughout the game. Their primary use early-game is for trading with Scavengers, who value them highly.
Most pearls are white, but there also exist uniquely colored pearls that can be found at specific locations. These colored pearls have a special use later in the game related to the history and lore of the world, but they are not required to complete the game and do not give Slugcat any sort of mechanical advantage.
Colored pearls that have been moved from their original location and left in the rain or taken by Scavengers will be lost and will never reappear. Because of this, it is recommended that new players interested in uncovering lore either leave colored pearls where they are or store them in a secure shelter until their use is found. Items stored in shelters will persist even if the player sleeps in a different shelter or closes the game.
Colored pearls are replaced by «blank» gray or black pearls on Monk difficulty.
Contents
Trading [ ]
Scavengers value pearls higher than any other object, allowing the player to increase their reputation by giving pearls as gifts. Scavengers will drop and allow you to take items held when given pearls or other valuable objects. Scavenger Merchants typically carry many valuable weapons and items, which makes trading with them more worthwhile. Pearls can also be used as payment for passing through a Scavenger Toll.
Giving pearls to scavengers is the most effective strategy for getting the Chieftain achievement, and colored pearls will give one pip each towards the Scholar achievement when slept with.
Colored pearls are worth the same amount to Scavengers as white pearls, and any colored pearl given to Scavengers will be lost forever.
Pearl Lore [ ]
Pearls appear to have been created by the Ancients as a data storage medium. Although some have degraded over time, many contain intact records of conversations, plans and personal thoughts of their creators.
Pearls can be read by Looks to the Moon once the player has received the Mark of Communication from Five Pebbles. Moon is able to read pearls as long as she has any amount of Neuron Flies left; if all of her neurons have been eaten, she will be unresponsive.
Colored pearls spawn in set locations around the world, and always have the same dialogue (with the exception of the two colored pearls from Sky Islands, which have a dialogue pool of 5 texts from which one is chosen for each pearl per playthrough). Due to the Sky Islands pearls, multiple playthroughs are needed to have all dialogue options read by Moon. Colored pearls contain important lore, either because there’s a lot of information in the pearl or it incites a speech from Moon about the topic in the pearl.
White pearls are spawned in set locations throughout the world, but can also be found semi-randomly in scavenger stashes, and on scavenger totems. Common pearls have a large dialogue pool to draw from, and so repeat readings are extremely rare. They contain minor tidbits of lore, but most are useless or humorous information.
Blank/grey pearls are exclusive to the Monk character. They replace colored pearls and certain white pearls in the world, and a few blank pearls appear in new locations. Moon simply tells you they are empty or blank when read.
Pearls from Pebbles’ chamber have a separate, smaller pool of dialogues to pick from. Contained in Five Pebbles’ pearls are memories, processes, ciphers, and images he was likely using.
Colored Pearl Lore [ ]
The repeating mantra is important because it symbolizes the cyclical nature of life and death, and the termination verse is a symbol for ascension above and beyond it. I don’t know how familiar you are with the nature of life and death, but I imagine like all living creatures you have some intuitive knowledge?
This is true for all living things, but some actually break the cycle. That doesn’t apply to you or me though, you are too entangled in your animal struggles, and for me not breaking that cycle is an integral part of the design. Our mantras keep repeating
It’s a production record of a mask factory, for what seems to be its last time in service. Have you seen a bone mask? Likely not, they are all gone with their owners.
Originally monks in a temple would make the masks using bone plaster, and when the production was automated it would generally remain on the same site. So that the old stones could. radiate the material with holiness, I suppose.
This is from one such facility called Side House, which was here on Pebble’s grounds. In the iterator projects many old industrial-religious sites like this were remodeled and incorporated. I think this one was made to provide pellets of holy ash to Pebbles, but knowing him he probably hasn’t used much of it!
This one. is authored by Five Pebbles, when he was young. There has been an attempt to scramble the data, but it’s sloppily done, and most is still somewhat legible.
«. considering the eighth and the twenty sixth amendments to the Capricious Dogma, we are apparently supposed to take for granted that a meaning collector point inversion is the only way to approach what has later become referred to as ‘noise milking’ (or occasionally ‘rock swatting’). I will argue my disagreement with this, not in regards to kind but in regards to. » Could it say. «volume»? Actually, are you getting anything out of this?
Also the pearls in the waste masses inevitably attract Scavengers, which can be very dangerous when provoked.
But, you seem to have made it out of there.
Water is the most important resource for our basic function. Most of our processing is outsourced to microbe strata which need a flow of clean water or else slag builds up, our processes seize, and eventually we die. It is. very painful. They used to say that an iterator drinks a river, but neither of us two have seen a natural river so I suppose the analogy is lost on us, little creature!
Building Pebbles so close to me was believed to be a risky choice, but the groundwater was finally deemed as sufficient. It was not a good decision, in hindsight.
It is the genome for a purposed organism A small slug to clean the inside of pipes
Do you know what a purposed organism is? Actually you are talking to one right now!
Although, a small fraction of one. Nowadays I am mostly just my puppet. The bulk of me is in these walls but I am disconnected from those parts, to a degree where I am only vaguely aware of how bad their condition is.
Most purposed organisms were considerably smaller than me, and most barely looked like organisms at all. More like tubes in metal boxes, where something went in one end and something else came out the other.
When I came into this world there was very little primal fauna left. So it’s highly likely that you are the descendant of a purposed organism yourself!
Interesting. This one is written by me.
It’s about an iterator called Sliver of Straw. I don’t remember when I wrote it. Do you know Sliver of Straw? She’s quite legendary among us.
Everyone had a theory. Some said that she did have a solution, but that the solution itself was somehow dangerous. These later became known as the Triangulators, who think that a solution should be inferred without being directly discovered.
Some said she never had a solution, she just died. And when the systems broke down an erroneous signal was sent.
One camp claimed that dying was the solution.
Either way, after that these different factions developed, as well as a huge forensic effort to recreate and simulate Sliver of Straw’s last moments. Some of the simulations were wrapped in a simulation wrapped in a simulation, in case something dangerous might happen. Nothing much has come from it.
In my essay I make the case that maybe she should be allowed to rest in peace now.
Oh this one is interesting. You must have found it in the memory crypts? It has some plain text, I can read it out to you.
«In this vessel is the living memories of Seventeen Axes, Fifteen Spoked Wheel, of the House of Braids, Count of 8 living blocks, Counselor of 16, Grand Master of the Twelfth Pillar of Community, High Commander of opinion group Winged Opinions, of pure Braid heritage, voted Local Champion in the speaking tournament of 1511.090, Mother, Father and Spouse, Spiritual Explorer and honorary member of the Congregation of Balanced Ambiguity. Artist, Warrior, and Fashion Legend.
Seventeen Axes, Fifteen Spoked Wheel nobly decided to ascend in the beginning of 1514.008, after graciously donating all (ALL!) earthly possessions to the local Iterator project (Unparalleled Innocence), and left these memories to be cherished by the carnal plane.
The assorted memories and qualia include:
Watching dust suspended in a ray of sun (Old age). Eating a very tasty meal (Young child). Defeating an opponent in a debate contest, and being applauded by fellow team members (Late childhood/Early adulthood).
«. we will not consider the Current Situation acceptable. Although our community is Blessed with an ever shrinking Population, and we can Almost Glimpse that Glorious moment when the last of us has joined our most Admired peers, we must still (at All Times!) maintain Good Relations with our Iterator.
By Now, living on the surface is Laughable.
We are Across the River and have Kicked out the Boat.
I therefor ask you to Do Anything in your Might to stop the House (We both know which House) from Further Obstruction! They have less than forty members on the Council, but still Tilt the spiritual Discourse with Our Iterator in a direction that most obviously Displeases him, and is hardly High Held by anyone in the Community either! We can not Risk this!»
And then there are polite farewells. None of us really miss the times when their cities were populated. Imagine having skin parasites that also ask for advice and have opinions.
I’m sorry, that was disrespectful. They were our parents after all.
This information is illegal. Someone probably tried to send it by a pearl somehow rather than risking being overheard on broadcast.
I think the risk of you acting on this is very slim, so I’ll go ahead and explain it to you. It’s an instruction on how to circumvent the self-destruction taboo.
The problem with breaking taboos is that the barriers are encoded into every cell of our organic parts. And there are other taboos strictly regulating our ability to rewrite our own genome.
So what you need is to somehow create a small sample of living organic matter which can procreate and act on the rest of your organic matter to re-write its genome. The re-write has to be very specific, overriding the specific taboo you want to circumvent but do nothing else.
The method described here is about scrambling the genome of standard plastic neural tissue with temperature fluctuations. After each scramble you browse the resulting cells for the genome you’re after. This is of course extremely time consuming, unless you run a big number of parallel processes.
I definitely don’t have any experience with this, but to me it would seem that too many parallel processes would be quite dangerous, as it would be exponentially more difficult to manage and control them all. The whole operation seems rather risky if you ask me.
It might be a good thing that this pearl never reached its destination.
Sky Islands 1 [ ]
Note: Sky Islands pearls are dark midnight blue (at Communications Array) and dark green (in the western part of the region).
This one is an old conversation between Five Pebbles and a friend of his. I’ll read it to you.
FP: Can I tell you something? Lately.
FP: I’m tired of trying and trying. And angry that they left us here. The anger makes me even less inclined to solve their puzzle for them. Why do we do this?
FP: Please, I’m coming to you for guidance.
SRS: Sorry, very sorry. I kid. Fact is, of course we are all aware of the evident futility of this Big Task. It’s not said out loud but if you were better at reading between the lines there’s nowhere you wouldn’t see it. We’re all frustrated.
FP: So why do we continue? We assemble work groups, we ponder, we iterate and try. Some of us die. It’s not fair.
SRS: Because there’s not any options. What else CAN we do? You’re stuck in your can, and at any moment you have no more than two alternatives: Do nothing, or work like you’re supposed to.
SRS: An analogy. You have a maze, and you have a handful of bugs. You put the bugs in the maze, and you leave. Given infinite time, one of the bugs WILL find a way out, if they just erratically try and try. This is why they called us Iterators.
FP: But we do die of old age.
FP: I struggle to accept being a bug.»
Sky Islands 2 [ ]
Oh, this one is all plain text. It’s an excerpt from an Iterator conversation group.
UU: Hah! I wouldn’t necessarily disagree!
NGI: SLIVER OF STRAW WAS A TRAITOR TO THE CAUSE
NGI: SLIVER OF STRAW BROKE THE SELF-DESTRUCTION TABOO
UU: How did this idiot get in here? Kick them out
NGI: [forcefully removed from group]
EP: I’m just saying that for all the research we are doing, all the theories we have, it’s strange that we leave this path untrod.
EP: It is not a new idea, but it needs to be vented occasionally. What if there is no universal solution? What if perception is in fact existence, and when Sliver of Straw sent the triple positive it was not a mistake? What if crossing oneself out, or even just death, is the way? We need to consider the possibility.»
Sky Islands 3 [ ]
It’s an old conversation log. I seem to be in it, but I can’t recall much. Let me read it to you:
CW: this is in confidence, but apparently a pseudonym «Erratic Pulse» has appeared on a nearby Sliverist conversation with ideas about personal ascension. Someone here in our vicinity is trying to cross themselves out.
NSH: I wish them super good luck in that endeavor. How is it going to happen? Have the overseers gnaw through bedrock until their entire can crashes down in the void sea?
BSM: Please be respectful when speaking of the Void Sea. Grey Wind, where did you hear this?
CW: I really shouldn’t say. He’s going to attempt some sort of breeding program. Thought you might want to know.
NSH: Haha with the slimers, lizards and etceteras? Surely the answer was in a lizard skull all along!
CW: Well, he’s not looking for the same thing as we anymore, he’s changed his task, so who knows really.
BSM: I will try to find him and talk to him. Please don’t spread this around!
NSH: Moon will go get them! Long live the inquisition!»
Sky Islands 4 [ ]
It’s me writing to the local iterator group. I have no memories of this.
BSM: Two cycles ago, my neighbor Five Pebbles drastically increased his water consumption to four times the normal amount. He has been unresponsive for a period of time longer than that. The two of us share groundwater, and I have been without water for almost a cycle.
BSM: Any attempts at communication have been met with complete silence, and my situation is becoming increasingly dangerous.
BSM: Before that happens, I will utilize my seniority privilege and use forced communications, hoping to shake him out of it. Forced communications in the network will be unpleasant for all, and I will wait as long as possible before I turn to that option.»
And now here I am, to my waist in water and getting drowned on the regular.
Sky Islands 5 [ ]
I remember this. It isn’t pleasant reading. But if you must hear it, this is what it says:
BSM: Immediately lower your groundwater consumption to one fifth of the current intake.
BSM: Stop whatever it is you are doing.
BSM: As your local group senior I order you you you you you you
BSM: As your senior senior I plead
Five Pebbles: You could not have chosen a worse moment to disturb me. You have ruined everything.
Five Pebbles: I almost had it. I will never forget this.»
This one is just plain text. I will read it to you.
«On regards of the (by spiritual splendor eternally graced) people of the Congregation of Never Dwindling Righteousness, we Wish to congratulate (o so thankfully) this Facility on its Loyal and Relished services, and to Offer our Hopes and Aspirations that the Fruitful and Mutually Satisfactory Cooperation may continue, for as long as the Stars stay fixed on their Celestial Spheres and/or the Cooperation continues to be Fruitful and Mutually Satisfactory.»
«It is with Honor I, Eight Suns-Countless Leaves, of the House of Six Wagons, Count of no living blocks, Counselor of 2, Duke of 1, Humble Secretary of the Congregation of Never Dwindling Righteousness, write this to You.»
«We hope that the Crops are healthy, and that the Productivity with which your Facility is Blessed, leads (as it often does) to further Prosperity. May Not as long as the Stars stay fixed on their Celestial Spheres Grey Hand, Impure Blood, Inheritable Corruption, Parasites, or malfunction settle in Your establishment.»
«Leaning on the Solid Foundation of our Long Running Fruitful and Mutually Satisfactory Cooperation, we will take the liberty of stating The Reason for this Message
we write to Warmly thank You for yet Another Timely and Appreciated delivery of your Product (Nectar) to our Community (Congregation of Never Dwindling Righteousness). Our humble Words can never Aspire to Describe our gratitude.»
«Sincerely. » And then the name and titles again.
It’s a confirmation to an automated farming plot that a shipment of beverages has arrived.
It’s a Small Plate, a little text of spiritual guidance. It’s written by a monk called Four Cabinets, Eleven Hatchets. It’s old, several ages before the Void Fluid revolution.
Like most writing from this time it’s quite shrouded in analogies, but the subject is how to shed one of the five natural urges which tie a creature to life. Namely number four, gluttony.
It is basically an instruction on how to starve yourself on herbal tea and gravel, but disguised as a poem.
Now of course when Void Fluid was discovered these methods proved obsolete, as it was more easy just jumping in a vat of it to effortlessly leave this world behind.
There were some horror stories though. That if your ego was big enough, not even the Void Fluid could entirely cross you out, and a faint echo of your pompousness would grandiosely haunt the premises forever.
So even when the Void Fluid baths became cheaper, some would still starve and drink the bitter tea.
It’s an old text. The verses are familiar to me, but I don’t remember by whom they were written. The language is very old and intricate.
The first verse starts by drawing a comparison between the world and a tangled rug. It says that the world is an unfortunate mess. Like a knot, the nature of its existence is the fact that the parts are locking each other, none able to spring free.
Then as it goes on the world becomes a furry animal hide, I suppose. because now us living beings are like insects crawling in the fur. And then it’s a fishing net, because the more we struggle and squirm, the more entangled we become.
It says that only the limp body of the jellyfish cannot be captured in the net. So we should try to be like the jellyfish, because the jellyfish doesn’t try.
I know I have tried very hard.
CW: Have you had any contact with Five Pebbles recently?
SRS: Not in a long while actually! Unless worrying about him counts.
CW: He’s got the rot, very badly. Big cysts have become mobile and are scattering down the west and middle legs. He does listen to you, and few others by now, so you should talk to him.
SRS: I will try to contact him. Does Moon know?
CW: Moon has been unavailable for some time.
It’s the blueprint for a Void Fluid filtration system. Do you know what Void Fluid is? I think you don’t.
If you leave a stone on the ground, and come back some time later, it’s covered in dust. This happens everywhere, and over several lifetimes of creatures such as you, the ground slowly builds upwards.
So why doesn’t the ground collide with the sky? Because far down, under the very very old layers of the earth, the rock is being dissolved or removed. The entity which does this is known as the Void Sea.
When that stone you placed on the ground has finally done its time in the sediments, it meets the Void Fluid and is dissolved, leaving the physical world.
I hope that satisfied your curiosity, little creature?
«Triple affirmative! Triple affirmative!
In all seriousness though, noticed barely any rain from your can so figured a little support might be in order.
Wasn’t that easy to see of course with Pebbles’ shall we say healthy output.
Enjoy the slag keys! Excuse the unorthodox delivery method. Equipment eroding ect ect.
I see now. Again thank you little friend.
White Pearl Lore [ ]
Five Pebbles’ Pearl Lore [ ]
These pearls can only be found inside Five Pebbles’ room. Like common pearls, these do not contain unique text, but are instead randomly selected from a pool (listed below), usually preceded by Moon explaining how they were recently used.
Pearl
Shoreline (9 + 3 colored Pearls)
Garbage Wastes (9 + 1 colored Pearl)
Farm Arrays (7 + 2 colored Pearls)
Sky Islands (7 + 2 colored Pearls)
Subterranean (3 (+1 as Monk) + 2 colored Pearls)
Shaded Citadel (3 + 1 colored Pearl)
Chimney Canopy (2 + 1 colored Pearl)
Drainage System (2 + 1 colored Pearl)
Outskirts (1 colored Pearl)
The Exterior (1 colored Pearl)
(To these must be added the pearls appearing randomly in Scavenger treasuries)
Colored Pearls, referred to in-code as Unique Data Pearls, are special non-white pearls that can only be found at their specific locations. These colored pearls have a special use later in the game related to the history and lore of the world, but they are not required to complete the game and do not give any sort of mechanical advantage to the player.
Colored pearls that have been either moved from their original location and left in the rain or taken by Scavengers will be lost and will never reappear. Because of this, it is recommended that new players interested in uncovering lore either leave colored pearls where they are or store them in a secure shelter until their use is found. Items stored in shelters will persist even if the player sleeps in a different shelter or closes the game.
Colored pearls are replaced by «blank» gray or black pearls on Monk difficulty.
Contents
Trading [ edit | edit source ]
Giving pearls to scavengers is the most effective strategy for getting the Chieftain achievement, and colored pearls will give one pip each towards the Scholar achievement when slept with.
Colored pearls are worth the same amount to Scavengers as white pearls, and any colored pearl given to Scavengers will be lost forever.
Pearl Lore [ edit | edit source ]
Pearls appear to have been created by the Ancients as a data storage medium. Although some have degraded over time, many contain intact records of conversations, plans and personal thoughts of their creators.
Colored pearls spawn in set locations around the world, and always have the same dialogue (with the exception of the two colored pearls from Sky Islands, which have a dialogue pool of 5 texts from which one is chosen for each pearl per playthrough). Due to the Sky Islands pearls, multiple playthroughs are needed to have all dialogue options read by Moon. Colored pearls contain important lore, either because there’s a lot of information in the pearl or it prompts Moon to address the topic in the pearl.
White pearls are spawned in set locations throughout the world, but can also be found semi-randomly in scavenger stashes, and on scavenger totems. Common pearls have a large dialogue pool to draw from, so repeat readings are extremely rare. They contain minor tidbits of lore, but most are useless or humorous information.
Blank/grey pearls are exclusive to the Monk character. They replace colored pearls and certain white pearls in the world, and a few blank pearls appear in new locations. Moon simply tells you they are empty or blank when read.
Pearls from Pebbles’ chamber have a separate, smaller pool of dialogues to pick from. Contained in Five Pebbles’ pearls are memories, processes, ciphers, and images he was likely using.
Colored Pearl Lore [ edit | edit source ]
The repeating mantra is important because it symbolizes the cyclical nature of life and death, and the termination verse is a symbol for ascension above and beyond it. I don’t know how familiar you are with the nature of life and death, but I imagine like all living creatures you have some intuitive knowledge?
This is true for all living things, but some actually break the cycle. That doesn’t apply to you or me though, you are too entangled in your animal struggles, and for me not breaking that cycle is an integral part of the design. Our mantras keep repeating.
It’s a production record of a mask factory, for what seems to be its last time in service. Have you seen a bone mask? Likely not, they are all gone with their owners.
Originally monks in a temple would make the masks using bone plaster, and when the production was automated it would generally remain on the same site. So that the old stones could. radiate the material with holiness, I suppose.
This is from one such facility called Side House, which was here on Pebble’s grounds. In the iterator projects many old industrial-religious sites like this were remodeled and incorporated. I think this one was made to provide pellets of holy ash to Pebbles, but knowing him he probably hasn’t used much of it!
This one. is authored by Five Pebbles, when he was young. There has been an attempt to scramble the data, but it’s sloppily done, and most is still somewhat legible.
«. considering the eighth and the twenty sixth amendments to the Capricious Dogma, we are apparently supposed to take for granted that a meaning collector point inversion is the only way to approach what has later become referred to as ‘noise milking’ (or occasionally ‘rock swatting’). I will argue my disagreement with this, not in regards to kind but in regards to. » Could it say. «volume»? Actually, are you getting anything out of this?
Also the pearls in the waste masses inevitably attract Scavengers, which can be very dangerous when provoked.
But, you seem to have made it out of there.
Water is the most important resource for our basic function. Most of our processing is outsourced to microbe strata which need a flow of clean water or else slag builds up, our processes seize, and eventually we die. It is. very painful. They used to say that an iterator drinks a river, but neither of us two have seen a natural river so I suppose the analogy is lost on us, little creature!
Building Pebbles so close to me was believed to be a risky choice, but the groundwater was finally deemed as sufficient. It was not a good decision, in hindsight.
It is the genome for a purposed organism. A small slug to clean the inside of pipes.
Do you know what a purposed organism is? Actually you are talking to one right now!
Although, a small fraction of one. Nowadays I am mostly just my puppet. The bulk of me is in these walls but I am disconnected from those parts, to a degree where I am only vaguely aware of how bad their condition is.
Most purposed organisms were considerably smaller than me, and most barely looked like organisms at all. More like tubes in metal boxes, where something went in one end and something else came out the other.
When I came into this world there was very little primal fauna left. So it’s highly likely that you are the descendant of a purposed organism yourself!
Interesting. This one is written by me.
It’s about an iterator called Sliver of Straw. I don’t remember when I wrote it. Do you know Sliver of Straw? She’s quite legendary among us.
Everyone had a theory. Some said that she did have a solution, but that the solution itself was somehow dangerous. These later became known as the Triangulators, who think that a solution should be inferred without being directly discovered.
Some said she never had a solution, she just died. And when the systems broke down an erroneous signal was sent.
One camp claimed that dying was the solution.
Either way, after that these different factions developed, as well as a huge forensic effort to recreate and simulate Sliver of Straw’s last moments. Some of the simulations were wrapped in a simulation wrapped in a simulation, in case something dangerous might happen. Nothing much has come from it.
In my essay I make the case that maybe she should be allowed to rest in peace now.
Oh this one is interesting. You must have found it in the memory crypts? It has some plain text, I can read it out to you.
«In this vessel is the living memories of Seventeen Axes, Fifteen Spoked Wheel, of the House of Braids, Count of 8 living blocks, Counselor of 16, Grand Master of the Twelfth Pillar of Community, High Commander of opinion group Winged Opinions, of pure Braid heritage, voted Local Champion in the speaking tournament of 1511.090, Mother, Father and Spouse, Spiritual Explorer and honorary member of the Congregation of Balanced Ambiguity. Artist, Warrior, and Fashion Legend.
Seventeen Axes, Fifteen Spoked Wheel nobly decided to ascend in the beginning of 1514.008, after graciously donating all (ALL!) earthly possessions to the local Iterator project (Unparalleled Innocence), and left these memories to be cherished by the carnal plane.
The assorted memories and qualia include:
Watching dust suspended in a ray of sun (Old age). Eating a very tasty meal (Young child). Defeating an opponent in a debate contest, and being applauded by fellow team members (Late childhood/Early adulthood).
«. we will not consider the Current Situation acceptable. Although our community is Blessed with an ever shrinking Population, and we can Almost Glimpse that Glorious moment when the last of us has joined our most Admired peers, we must still (at All Times!) maintain Good Relations with our Iterator.
By Now, living on the surface is Laughable.
We are Across the River and have Kicked out the Boat.
I therefor ask you to Do Anything in your Might to stop the House (We both know which House) from Further Obstruction! They have less than forty members on the Council, but still Tilt the spiritual Discourse with Our Iterator in a direction that most obviously Displeases him, and is hardly High Held by anyone in the Community either! We can not Risk this!»
And then there are polite farewells. None of us really miss the times when their cities were populated. Imagine having skin parasites that also ask for advice and have opinions.
I’m sorry, that was disrespectful. They were our parents after all.
This information is illegal. Someone probably tried to send it by a pearl somehow rather than risking being overheard on broadcast.
I think the risk of you acting on this is very slim, so I’ll go ahead and explain it to you. It’s an instruction on how to circumvent the self-destruction taboo.
The problem with breaking taboos is that the barriers are encoded into every cell of our organic parts. And there are other taboos strictly regulating our ability to rewrite our own genome.
So what you need is to somehow create a small sample of living organic matter which can procreate and act on the rest of your organic matter to re-write its genome. The re-write has to be very specific, overriding the specific taboo you want to circumvent but do nothing else.
The method described here is about scrambling the genome of standard plastic neural tissue with temperature fluctuations. After each scramble you browse the resulting cells for the genome you’re after. This is of course extremely time consuming, unless you run a big number of parallel processes.
I definitely don’t have any experience with this, but to me it would seem that too many parallel processes would be quite dangerous, as it would be exponentially more difficult to manage and control them all. The whole operation seems rather risky if you ask me.
It might be a good thing that this pearl never reached its destination.
Sky Islands 1 [ edit | edit source ]
Note: Sky Islands pearls are midnight blue (at Communications Array) and dark green (in the western part of the region).
This one is an old conversation between Five Pebbles and a friend of his. I’ll read it to you.
FP: Can I tell you something? Lately.
FP: I’m tired of trying and trying. And angry that they left us here. The anger makes me even less inclined to solve their puzzle for them. Why do we do this?
FP: Please, I’m coming to you for guidance.
SRS: Sorry, very sorry. I kid. Fact is, of course we are all aware of the evident futility of this Big Task. It’s not said out loud but if you were better at reading between the lines there’s nowhere you wouldn’t see it. We’re all frustrated.
FP: So why do we continue? We assemble work groups, we ponder, we iterate and try. Some of us die. It’s not fair.
SRS: Because there’s not any options. What else CAN we do? You’re stuck in your can, and at any moment you have no more than two alternatives: Do nothing, or work like you’re supposed to.
SRS: An analogy. You have a maze, and you have a handful of bugs. You put the bugs in the maze, and you leave. Given infinite time, one of the bugs WILL find a way out, if they just erratically try and try. This is why they called us Iterators.
FP: But we do die of old age.
FP: I struggle to accept being a bug.»
Sky Islands 2 [ edit | edit source ]
Oh, this one is all plain text. It’s an excerpt from an Iterator conversation group.
UU: Hah! I wouldn’t necessarily disagree!
NGI: SLIVER OF STRAW WAS A TRAITOR TO THE CAUSE
NGI: SLIVER OF STRAW BROKE THE SELF-DESTRUCTION TABOO
UU: How did this idiot get in here? Kick them out
NGI: [forcefully removed from group]
EP: I think they had a point.
UU: Hahaha really? Elaborate!
EP: I’m just saying that for all the research we are doing, all the theories we have, it’s strange that we leave this path untrod.
EP: It is not a new idea, but it needs to be vented occasionally. What if there is no universal solution? What if perception is in fact existence, and when Sliver of Straw sent the triple positive it was not a mistake? What if crossing oneself out, or even just death, is the way? We need to consider the possibility.»
Sky Islands 3 [ edit | edit source ]
It’s an old conversation log. I seem to be in it, but I can’t recall much. Let me read it to you:
CW: this is in confidence, but apparently a pseudonym «Erratic Pulse» has appeared on a nearby Sliverist conversation with ideas about personal ascension. Someone here in our vicinity is trying to cross themselves out.
FP: Where did you hear this?
NSH: I wish them super good luck in that endeavor. How is it going to happen? Have the overseers gnaw through bedrock until their entire can crashes down in the void sea?
BSM: Please be respectful when speaking of the Void Sea. Grey Wind, where did you hear this?
CW: I really shouldn’t say. He’s going to attempt some sort of breeding program. Thought you might want to know.
NSH: Haha with the slimers, lizards and etceteras? Surely the answer was in a lizard skull all along!
CW: Well, he’s not looking for the same thing as we anymore, he’s changed his task, so who knows really.
BSM: I will try to find him and talk to him. Please don’t spread this around!
NSH: Moon will go get them! Long live the inquisition!»
Sky Islands 4 [ edit | edit source ]
It’s me writing to the local iterator group. I have no memories of this.
BSM: Two cycles ago, my neighbor Five Pebbles drastically increased his water consumption to four times the normal amount. He has been unresponsive for a period of time longer than that. The two of us share groundwater, and I have been without water for almost a cycle.
BSM: Any attempts at communication have been met with complete silence, and my situation is becoming increasingly dangerous.
BSM: Before that happens, I will utilize my seniority privilege and use forced communications, hoping to shake him out of it. Forced communications in the network will be unpleasant for all, and I will wait as long as possible before I turn to that option.»
And now here I am, to my waist in water and getting drowned on the regular.
Sky Islands 5 [ edit | edit source ]
I remember this. It isn’t pleasant reading. But if you must hear it, this is what it says:
Big Sis Moon. Five Pebbles
BSM: Immediately lower your groundwater consumption to one fifth of the current intake.
BSM: Stop whatever it is you are doing.
BSM: Please stop!
BSM: As your local group senior I order you you you you you you
BSM: As your senior senior I plead
Five Pebbles: You could not have chosen a worse moment to disturb me. You have ruined everything.
Five Pebbles: I almost had it. I will never forget this.»
This one is just plain text. I will read it to you.
«On regards of the (by spiritual splendor eternally graced) people of the Congregation of Never Dwindling Righteousness, we Wish to congratulate (o so thankfully) this Facility on its Loyal and Relished services, and to Offer our Hopes and Aspirations that the Fruitful and Mutually Satisfactory Cooperation may continue, for as long as the Stars stay fixed on their Celestial Spheres and/or the Cooperation continues to be Fruitful and Mutually Satisfactory.»
«It is with Honor I, Eight Suns-Countless Leaves, of the House of Six Wagons, Count of no living blocks, Counselor of 2, Duke of 1, Humble Secretary of the Congregation of Never Dwindling Righteousness, write this to You.»
«We hope that the Crops are healthy, and that the Productivity with which your Facility is Blessed, leads (as it often does) to further Prosperity. May Not as long as the Stars stay fixed on their Celestial Spheres Grey Hand, Impure Blood, Inheritable Corruption, Parasites, or malfunction settle in Your establishment.»
«Leaning on the Solid Foundation of our Long Running Fruitful and Mutually Satisfactory Cooperation, we will take the liberty of stating The Reason for this Message
we write to Warmly thank You for yet Another Timely and Appreciated delivery of your Product (Nectar) to our Community (Congregation of Never Dwindling Righteousness). Our humble Words can never Aspire to Describe our gratitude.»
«Sincerely. » And then the name and titles again.
It’s a confirmation to an automated farming plot that a shipment of beverages has arrived.
It’s a Small Plate, a little text of spiritual guidance. It’s written by a monk called Four Cabinets, Eleven Hatchets. It’s old, several ages before the Void Fluid revolution.
Like most writing from this time it’s quite shrouded in analogies, but the subject is how to shed one of the five natural urges which tie a creature to life. Namely number four, gluttony.
It is basically an instruction on how to starve yourself on herbal tea and gravel, but disguised as a poem.
Now of course when Void Fluid was discovered these methods proved obsolete, as it was more easy just jumping in a vat of it to effortlessly leave this world behind.
There were some horror stories though. That if your ego was big enough, not even the Void Fluid could entirely cross you out, and a faint echo of your pompousness would grandiosely haunt the premises forever.
So even when the Void Fluid baths became cheaper, some would still starve and drink the bitter tea.
It’s an old text. The verses are familiar to me, but I don’t remember by whom they were written. The language is very old and intricate.
The first verse starts by drawing a comparison between the world and a tangled rug. It says that the world is an unfortunate mess. Like a knot, the nature of its existence is the fact that the parts are locking each other, none able to spring free.
Then as it goes on the world becomes a furry animal hide, I suppose. because now us living beings are like insects crawling in the fur. And then it’s a fishing net, because the more we struggle and squirm, the more entangled we become.
It says that only the limp body of the jellyfish cannot be captured in the net. So we should try to be like the jellyfish, because the jellyfish doesn’t try.
I know I have tried very hard.
CW: Have you had any contact with Five Pebbles recently?
SRS: Not in a long while actually! Unless worrying about him counts.
CW: He’s got the rot, very badly. Big cysts have become mobile and are scattering down the west and middle legs. He does listen to you, and few others by now, so you should talk to him.
SRS: I will try to contact him. Does Moon know?
CW: Moon has been unavailable for some time.
It’s the blueprint for a Void Fluid filtration system. Do you know what Void Fluid is? I think you don’t.
If you leave a stone on the ground, and come back some time later, it’s covered in dust. This happens everywhere, and over several lifetimes of creatures such as you, the ground slowly builds upwards.
So why doesn’t the ground collide with the sky? Because far down, under the very very old layers of the earth, the rock is being dissolved or removed. The entity which does this is known as the Void Sea.
When that stone you placed on the ground has finally done its time in the sediments, it meets the Void Fluid and is dissolved, leaving the physical world.
I hope that satisfied your curiosity, little creature?
«Triple affirmative! Triple affirmative!
In all seriousness though, noticed barely any rain from your can so figured a little support might be in order.
Wasn’t that easy to see of course with Pebbles’ shall we say healthy output.
Enjoy the slag keys! Excuse the unorthodox delivery method. Equipment eroding ect ect.
I see now. Again thank you little friend.
White Pearl Lore [ edit | edit source ]
Five Pebbles’ Pearl Lore [ edit | edit source ]
These pearls can only be found inside Five Pebbles’ room. Like common pearls, these do not contain unique text, but are instead randomly selected from a pool (listed below), usually preceded by Moon explaining how they were recently used.
Passage
Once a player earns The Survivor achievement in their run, they will unlock the ability to use a passage when they are at a shelter, which will allow them to warp to a different shelter they have already discovered and gain their current maximum Karma in the process. Each passage achievement earned allows the player to do this one time, and a particular achievement can be earned again upon starting a new game. When selecting the passage option, the player will be greeted by a dream of the achievement which earned them the passage, followed by a UI which lets them select the region they would like to warp to. Once a region is selected, the player can open up their map to select a specific shelter within that region. After the passage, they will wake up in their chosen shelter with max Karma. While anything stored in Slugcat’s gut will travel with them, anything that they were holding in the previous shelter will be left behind.
The Hunter slugcat does not have this ability to warp unlike Survivor and Monk. Passages can be earned but give no reward or associated dream.
Slugcat with a Passage from The Outlaw achievement
Connection to Achievements [ ]
A player will earn the ability to use one passage for each passage achievement they have completed in their current save, up to a maximum of ten. Once it has been used, it cannot be re-earned, meaning a player can only ever use 10 passages in any given save file. Note also that some achievements are tied to story events, and do not award a passage for completing. You can check your completed passage achievements and progress towards any particular one in the branches connecting to your current Karma level at the hibernation screen. Achievements that can reward a passage include:
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Достижения
В данной статье представлены описания всех достижений Steam/трофеев PSN, существующих для Rain World. Достижения и трофеи на обеих платформах идентичны, далее для краткости используется только термин «достижения».
Достижения разделяются на три основных категории: испытания Перехода, сюжетные достижения и достижения Отголосков.
Испытания Перехода
Каждому из десяти испытаний соответствует одно достижение. Для открытия достаточно один раз выполнить испытание и получить соответствующий жетон.
Описания достижений Перехода содержат краткие фразы, связанные с содержанием соответствующих испытаний. В таблице ниже представлены связанные сны вместе с этими описаниями.
Выживший (The Survivor) | «Эти земли стали твоим домом» | |
Монах (The Monk) | «Путь вегетарианца» | |
Охотник (The Hunter) | «Путь хищника» | |
Святой (The Saint) | «Путь пацифиста» | |
Преступник (The Outlaw) | «Путь агрессии» | |
Вождь (The Chieftain) | «Новое племя принимает тебя» | |
Странник (The Wanderer) | «Твои странствия увели тебя далеко» | |
Драконоборец (The Dragon Slayer) | «Хищник становится добычей» | |
Друг (The Friend) | «Необязательно путешествовать в одиночку» | |
Учёный (The Scholar) | «Уроки истории» |
История
Отголоски
К каждому из шести существующих в игре Отголосков также привязано уникальное достижение. Названия этих достижений повторяют имена соответствующих отголосков; описания отсутствуют.
Rain World Wiki:Blocking guidelines
Please only block when necessary, and only use them as a last resort. If applying a block becomes necessary, here are some general guidelines. Do note that these guidelines are not set in stone and some wikis may wish to handle blocking slightly differently. It is definitely preferable to first assume good faith and then exercise caution and restraint.
Contents
Nuisance Vandalism
If a user is creating nuisance vandalism, inserting random words or phrases, using unnecessarily offensive terms, etc., the first step should be reverting the edit, followed by a warning on their talk page. If the user persists in their behavior, applying a 1-day block is appropriate for a first offense. If they come back after the block has expired and continue, progressively longer blocks can be applied, but in every instance a warning should be given on their talk page. This is true for both registered and unregistered users.
Violation of Wiki policy
If a user is making edits that violate any written policy of the wiki, including copyright violations, the edits should be reverted and a warning posted on the user’s talk page, explaining the violation (including a link to the specific policy). If the behavior continues, a one-day block is appropriate. After the initial block has expired, if the behavior continues, progressively longer blocks are appropriate, with a reminder warning on the user’s talk page.
Disruption
If a user is creating unnecessary disruption with their edits, or engaging in behavior that is otherwise disruptive (personal attacks, intentional addition of misleading, or erroneous information, continuing to argue after consensus has been reached, etc.) the first step should be engaging with them on their talk page. If the behavior continues, a 1-3 day block is appropriate. As with other types of blocks, progressively longer blocks are appropriate if the behavior continues after the expiration of the initial block.
Spambots
If edits get past the abuse filters that reference external websites, or things clearly unrelated to the game, and are clearly the work of spambots, globally block them for a few days and let your wiki manager know so that they can update the local or global abuse filters as appropriate. Spambot IPs tend to change quite frequently, so blocks are minimally effective.
Rolls
This page covers roll tech. Click here to go to the main Controls hub page and access other movement tech pages.
Contents
Roll from falling [ ]
Holding down and left/right when falling from a height greater than a normal jump (a height of about 4 tiles) will send slugcat into a roll. This will negate landing stun when falling long distances.
Chaining from moves [ ]
It is possible to roll in either direction upon landing from flips, pounces and bounces by holding left/right and down. Rolls can be entered from the following:
Rolling from backflips [ ]
Rolling from slide-pounces [ ]
Rolling from slide-flips [ ]
Roll-pouncing [ ]
Pouncing can be done by jumping out of a roll.
Rolls can be chained together indefinitely on flat ground by pouncing as late as possible.
A rapid series of beats can be heard when rolling. (1 initial on beginning the roll, then 4 more in total) These can be used to time pounces for maximum height.
This can be done regardless of which way slugcat is landing, as long as the pounce was initiated late enough.
Instant-pounce [ ]
The longer the roll, the higher the pounce arc. Tapping jump while holding down and left/right will instant-pounce without rolling at all.
Eggbug
Damage Multipliers |
---|
Eggbugs are small, passive creatures that can be hunted and killed for the colorful eggs on their backs. Eggbugs, as with most creatures in Rain World, are predominately black, with colourful highlights. They can come in blue, pale green and lime.
Behaviour [ ]
Eggbugs drop their eggs when they’re killed.
If the player is able to drag an eggbug into their shelter and immediately leave, the eggbug will usually remain inside the shelter of its own volition, likely thinking it has found a safe hiding space from predators. This can be utilised to keep the creature in a known location while the player fetches a spear to kill it with. It is also useful because it means all the eggs will already be inside the shelter, so the player doesn’t have to make several trips to bring them over once the bug is killed.
White Lizard
Damage Multipliers | |
---|---|
Bite | 40% |
Head | 10% |
Head (Bite) | 4% |
Throat | 150% |
Throat (Bite) | 60% |
The White Lizard is a fairly large quadrupedal lizard that has the unique ability to camouflage itself and mask its location. They have a white torso and limbs, a black head, and a black tongue, which can be launched out to reach roughly three times a White Lizard’s body length. A White Lizard’s external colors can change to suit the background at any given time. If they are killed, their entire bodies will revert to a pale white color. They have the ability to both climb poles and cling to background walls.
Abilities/Behavior [ ]
An injured white lizard losing control of its camouflage.
Camouflage [ ]
When not chasing food, White Lizards will mimic the color of the background they are standing on, often rendering themselves virtually invisible save for their eyes and mouth. They will stay motionless, waiting for prey to pass them by. Once they have spotted potential prey, a lizard will emit a cloud of saliva in anticipation for their meal, often giving their location away. When their prey has wandered close enough, they will lash out in an attempt to capture it, either with their long tongue or strong jaws. This camouflage is not perfect however; any damage to their body will result in their coloration going haywire and they will lose the ability to camouflage themselves effectively.
Wall Crawling [ ]
Like their blue cousins, White Lizards possess the ability to crawl on background walls. This makes them a difficult enemy to evade, especially due to their high speed. Even more troublesome is their habit of camouflaging themselves in the background walls of narrow passageways, completely cutting off the access of any poor slugcat that needs to pass by.
Tongue [ ]
When ambushing or pursuing prey such as squidcadas, White Lizards will employ their extremely long tongue to try and snag them. Once their tongue has hit something, they will attempt to reel it in close so that they can bite and grab it. If struck by something, it will break their focus and cause them to release what they are holding. In addition, there is a window in which they are forced to let go of their prey, when they retract their tongue to avoid biting it. This often gives lucky creatures an opportunity to escape.
Strategy [ ]
Combat [ ]
Slugcat pinning a lizard to the wall while using its tongue to slide up the pole.
The key to fighting all lizards is to stay level with them. This is especially true with White Lizards, as they are very difficult to fight in a vertical situation. As with most lizards, their head is heavily armored, so it is recommended to try and spear their fleshy torso. This can be done by flipping them with a rock and then tossing a spear, backflipping over them, or ambushing them from a favorable angle. Unlike other lizards, however, their long tongue allows an additional method of attack. Because they are rendered immobile while reeling you in, you can maneuver yourself effectively through the use of their tongue to an angle in which you can strike them. If they are climbing against a background wall when speared, they will drop to the ground and be momentarily stunned. If you’re lucky, they may fall off of a cliff.
These lizards take 2-3 spears to kill, though they will sometimes spasm following the second spear. During this spasm they cannot bite or do anything else really, but it will only last a second.
White Lizards have roughly a 28.6% or 2/7 chance to kill the player with each bite.
Stealth [ ]
It is important to note that like all lizards, the vision radius of a white lizard is in a 220 degrees starting at the base of their head. They will not see you if you are behind them, so it is safe to sneak past them this way. Of course, this is only useful if you can spot them. White Lizards are often pointed out by the Overseer, but you can also discern their location by the appearance of their eyes, teeth, and tail against the background, or by making enough noise to get them to salivate. Under some circumstances, their bodies do not fully camouflage and they are somewhat visible as a sort of ghost image.
Evasion [ ]
They are easily able to keep up with slugcat even when running, so great care must be taken when trying to escape from these cunning predators. Throwing rocks at them will knock them off of the background wall, slowing them down significantly. If a slugcat is grabbed by the lizard’s tongue, getting close to them or throwing something at them will cause them to let go.
Taming [ ]
White lizard can be tamed with 2-3 Grappling Worms. After the lizard has been tamed it will follow you and will rarely try to take anything it can eat from you (example: it will not try to take the grappling worm you are holding).
Scavenger
Contents
Appearance [ ]
Scavengers in their settlement
Scavengers come in many different colors, from light blue to dark red, but are most commonly grey to brown or tannish to white in coloration, with elaborate mask-like faces of similar colors. Their eyes come in many colors, like green, purple, red, orange, brown, black, or white. A Scavenger’s eyes are very expressive, showing fear, surprise, curiosity, and anger in various situations. Scavengers move by walking, climbing, or crawling, but cannot jump. Due to this, they have better climbing abilities than Slugcats, and can walk over tougher terrain without having to jump.
Behavior [ ]
The player may build their relationship with Scavengers through several methods, but most notably by giving them gifts of pearls. Befriending scavengers will count towards the Chieftain achievement, and befriended scavengers may even follow the slugcat into their hibernation chamber and/or accompany them throughout the zone, and can protect them from predators. The player may also make enemies of the scavengers, by attacking them or stealing their items repeatedly, but this is highly dangerous. Further details on their reputation can be found in the Reputation section.
They live in groups as small as 2 to as large as 9, have a leader, and are social creatures. Although they live in groups, each scavenger has their own opinion and relationship with the slugcat. If you saved a scavenger’s life, it may help rescue you from the jaws of another creature; if they hate you for some reason they will occasionally throw rocks at you.
Scavengers are curious, and will investigate noises, observe mysterious creatures and even attempt to interact with the Yellow Guide at times. They may also attack lizards, and if the slugcat helps them fight, it will count towards befriending them. Occasionally their curiosity can lead them into dangerous situations, so if patrolling with your scavenger friends you may want to keep a close eye on them.
Slugcat using the Scavenger’s explosive spear
Scavengers are terrible swimmers. Due to their inability to jump, they cannot escape most pools of water, in addition to the fact that they swim much slower than Slugcats. If one gets stuck in water, there is very little hope for getting him out.
Tribes [ ]
Although the differences are slim most of the time, Scavengers can group into a few different types of tribes, mainly depending on what structure is considered their home. The type of tribe a Scavenger is in can affect it and its tribe mate’s behavior towards you and the environment.
Types of Tribes
Nomadic Tribes- This is a tribe with no particular «home base». They typically wander around the region, and unless the Slugcat follows them, it can be difficult to locate them after first encountering them. They are typically the smallest and most aggressive of the tribes. They are also the most common type of tribe to be found. Befriending them will cause them to follow you into your hibernation chamber, which can get it very crowded but defend it at the same time.
Regions: Sky Islands, Subterranean, Shaded Citadel, Drainage System, Industrial Complex, Chimney Canopy, Garbage Wastes
Toll Tribes- These are the tribes that manage the various Scavenger Tolls found around the world. They consider this toll a home base, and each toll will typically have a hidden storage room nearby. Toll Scavengers will retreat to their storage room if significantly afraid, or if they run out of weapons. They are typically only aggressive if you cross the toll without paying, unless your reputation is high enough, in which case they’ll leave you alone. When befriended, they will only send a small patrol to help you rather than the whole tribe following you around.
Regions: Outskirts, Garbage Wastes, Farm Arrays
Stronghold Tribes- These tribes set up base in only a hidden storage room, they do not have a toll to operate. They are typically only aggressive if you set foot in their stronghold, though if your reputation with the Scavengers is high enough they’ll leave you alone and you can even take the equipment there. They are more nomadic than Toll Tribes, but stay near enough to their stronghold that they can return in time before the rains appear. They are most likely the most rare tribe to find.
Regions: Garbage Wastes, Chimney Canopy, Shaded Citadel, Sky Islands, Industrial Complex
Merchant Tribes- These are tribes that set up a camp inside of a Scavenger Merchant’s room. They are more of a subclass of Stronghold tribes than they are their own class. One notable tribe is the group that lives near the Shoreline entrance to the Shaded Citadel. They typically stay put in their little room and only come out to follow a befriended Slugcat a short distance from their home. They are typically very friendly and willing to trade.
Regions: Garbage Wastes, Sky Islands, Shaded Citadel
Trading [ ]
Scavengers will drop their own items in trade for other items they value. If their inventory is full, they will be forced to drop spears, mushrooms, lanterns, etc. when picking something up, unless they don’t want what you’re trying to give them. If you give a Scavenger an item they have little value of, if their inventory has room for it, they will probably not drop anything in return, unless you have high reputation with them. The higher your reputation, the more likely Scavengers are to trade with you, and the more they will give in return.
When playing as the Hunter, friendly Scavengers will occasionally steal the spear off your back. You may see it as theft, but wild Scavengers can be seen sharing their equipment as well, which could be considered trading between Scavengers. They do this only if they do not have a spear or two of their own, so giving up spears you find should solve the problem.
Scavenger Merchants are Scavengers with unique behaviors that inhabit a single room named after them. They stick to this room unless scared off, and usually have a full or close to full inventory. Their purpose is to trade with the player. Scavenger Merchants are more docile and willing to give up items in return for what the player gives them.
Below is a table demonstrating the value to Scavengers of each item. Any item not listed is not worth anything to them, though they will still pick it up if they want to.
Item Value | Item | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
10 | Pearl, King Vulture Mask | ||||||||||
7 | Overseer Eye | ||||||||||
5 | Karma Flower, Vulture Mask | ||||||||||
4 | Explosive Spear, Beehive | ||||||||||
3 | Spear, Lantern, Grenade | ||||||||||
2 | Spore Puff, Flashbang, Mushroom,Reputation [ ]Scavenger behavior has the most notable variation under the reputation system, allowing them to become either slugcat’s most potent allies or most fearsome hunters. By giving scavengers items from the list above or saving them from harm, slugcat will gain reputation with them. As slugcat’s reputation rises, scavengers will become less aggressive towards slugcat, will actively attempt to save slugcat from harm, and will eventually allow slugcat to pass through tolls without paying. Raising scavenger reputation up high enough will result in the player earning the passage achievement «The Chieftain.» Inversely, if slugcat repeatedly steals from and harms scavengers, their reputation will lower, and scavengers will become more and more aggressive. This will typically only manifest in more protective and hostile scavengers, but if the player repeatedly harms scavengers cycle after cycle, their reputation can eventually drop to the point where they will actively seek slugcat out, sending «kill squads» to the player’s general location whenever they are near. Since scavengers are significantly more communal than the other creatures of the world, the player’s actions will often have a significant effect on their global and regional reputation, meaning the larger community of scavengers will react to slugcat’s interactions with individual scavengers. This is a significant rarity in the reputation system, as most other creatures gain or lose global reputation very slowly. It is still possible to see (or intentionally create) individual scavengers that are much more or less happy with slugcat than the community, but consistent positive or negative treatment will quickly cause the whole region and even the whole community to adapt. Although it typically doesn’t accelerate reputation, it may be a good idea to give Scavengers weapons if they don’t have any, even if you don’t know them well. The reason being, if you stand idly by watching helpless Scavengers fight a creature, survivors of the fight may turn on you for not helping. Giving them weapons will allow them to fight and they won’t care what actions you do or do not take. Communication [ ]Being one of the world’s few perceivably intelligent species, Scavengers utilize a wide range of nonverbal body language to communicate with others of their species and with Slugcat. Properly learning all Scavenger interactions and their primitive body language will help greatly with dealing with them, as it’ll tell you what they need and what they feel about your presence. CentiwingCentiwings are flying green centipedes that are exclusively found in the Sky Islands region. They have similar stats and behavior to adult centipedes and will possibly attack the slugcat or other creatures like squidcadas. Their movement pattern consists of alternating between flying and crawling like normal centipedes. If killed, they can be eaten, and will restore 3 food pips. ContentsAbilities [ ]Unique among other types of centipedes, centiwings have the ability to fly through the air. They do this using the strange red frills (that resemble small wings) attached to their main body that seem to flitter as they fly. Also, like regular centipedes, they can crawl along surfaces and poles with ease, and travel through pipes with surprising speed. A centiwing flying around. Behavior [ ]Unlike some other varieties of centipede, centiwings are not overly aggressive, and only seem to chase and attack Slugcat when it is in close proximity. Centiwings are also known to attack other creatures such as Scavengers, but tend to avoid Lizards. A centiwing will use both its flying and crawling abilities in order to catch prey when in pursuit. Strategy [ ]Like all other arthropods, centiwings are extremely vulnerable to Spore Puffs, found in Farm Arrays. However, they have quite low health, and can be dispatched with relative ease with a few spears (3 when playing as The Survivor). ЗаглавнаяRain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года. В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи. Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница». LeviathanA leviathan eating the slugcat. Leviathans are aquatic, hostile creatures found in large bodies of water around Shoreline and Subterranean. They are the largest predators in Rain World, and they are incredibly fearsome beasts, hunting many large creatures up to and including Vultures. Leviathans are as mysterious as they are terrifying; they are biomechanical, killing prey with powerful hydraulic, clamping mouths, but possessing bodies that look organic with long, thin fins. The albino Leviathan from Subterranean Leviathans can outpace a swimming slugcat on their own, and outmaneuvering them is near-impossible in open waters without aid. It is advised to either avoid the leviathans completely, or to attempt to ride a Jetfish around them. Leviathans seem to have a near-perfect sense of the creatures around them, not relying on sight or sound alone. Leviathans only eat a certain amount of food in a cycle, meaning it may be viable to feed large prey such as Lizards to a Leviathan, or to simply wait until the leviathan has caught sufficient prey on its own, in order to pass safely. SwimmingThis page covers swimming techniques. Click here to go to the main Controls hub page and access other movement tech pages. ContentsWater Boosts [ ]Pressing jump underwater gives a speed boost but reduces breath. The amount of speed given reduces each time, and more than a couple will quickly cause slugcat to start drowning. Using boosts to escape danger [ ]Speed-boosts are usually best saved for dangerous situations (eg. escaping from salamanders) Fast horizontal water movement [ ]Dipping under the surface and boosting once horizontally and slightly down, then resurfacing and repeating is an effective way to travel quickly through large surface bodies of water. This makes use of boosting, using some breath, but preserves most in case of creature attacks. Buoyancy [ ]While swimming, slugcat has a constant upwards drift towards the surface of the water. To swim underneath the surface (and consequently faster), use swim-strokes / boosts to swim slightly upwards, angle down slightly to maintain initial depth, and repeat, Counteracting upwards drift is important for swimming through underwater tunnels, to avoid being trapped against the ceiling. For swimming vertically, moving straight up makes the best use of natural buoyancy! Wriggling [ ]Alternating between up and down while swimming horizontally also increases swimming speed. This is important when navigating underwater tunnels. ЗаглавнаяRain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года. В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи. Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница». SlidesThis page covers sliding movement tech. Click here to go to the main Controls hub page and access other movement tech pages. ContentsBasic slide [ ]Slides can be performed by pressing down and jump together while moving. A specific sound can be heard when performing a slide. Pressing jump too late will cancel the slide and cause a stumble. Not holding forward long enough results in a shorter slide which cannot be jumped or flipped out of. Slide-pouncing [ ]Basic slide-pounce [ ]Jumping mid-slide results in a long pounce. Pressing the second jump too early or late results in a smaller pounce. Landing upright from pounce [ ]It is not possible to change to an upright state mid-pounce, and so unless able to roll, slugcat will always land in a crouched state, which slows the player down. This can be avoided by pressing jump on landing, to enter a temporary upright state, and then pressing up to switch to standing. This also conserves momentum, which is extremely useful for exiting all pounces and roll chains. Slide-boosting [ ]This can be done by throwing an item backwards mid-slide, and greatly increases distance travelled. As with regular slides, holding forward is needed to get a full length slide. Slide-flipping [ ]Basic slide-flip [ ]Pressing jump while holding backwards mid-slide results in a long backflip. This move is also called whiplash in the game code. Note: To slide-flip correctly, down and forward must be released, and backwards held, before jump is pressed. The jump window is the same as for slide-pouncing. Pressing jump and back too early results in a regular failed slide-pounce due to the shorter slide. Forward must be held long enough for a regular slide, to slide flip. Rain world wiki | This article needs clean-up to meet quality standards. The basic plot of Rain World is described in this article, describing the path a new player is most likely to take. Deeper lore exists within the game, but is much harder to find. ContentsThe Plot (SPOILERS!) [ edit | edit source ]You play as a slugcat, a nomadic, omnivorous creature who relies on a small herd community, intelligence, and the use of simple thrown tools to thrive in a world filled with predators and periodic torrential rains. As a deadly storm approaches, the slugcat stumbles during a climb and is separated from its family. Left alone, it must struggle to survive, and eventually thrive, in a dangerous and unforgiving world. Mysterious guide [ edit | edit source ]Shortly after starting the game, the player encounters a strange yellow creature who takes an interest in the slugcat, acting as its guide for reasons unknown. The creature will help the slugcat survive by pointing out food and shelter when needed, as well as alerting the player to threats. As some time goes on, the creature will begin guiding the player along a given path, showing symbols and pictures which indicate you are heading towards the slugcat’s lost family. As the slugcat’s journey goes on, it will encounter a variety of strange creatures, including other sentient life in the form of scavengers. The guide helps the slugcat deal with these creatures. As the journey continues, the guide stops indicating the presence of the slugcat’s family, and begins urgently directing the slugcat to a strange humanoid being. Looks to the Moon [ edit | edit source ]Far out in the shoreline, the player eventually finds a vast mechanical complex in shambles, and the guide directs the slugcat inside of it, indicating that the being within may be able to assist it. Within the complex, the player eventually finds a seemingly helpless blue robotic creature in a heavily damaged central chamber, which it may later discover is Looks to the Moon. However, she is unable to communicate with the player through anything more than incomprehensible chirping, and offers no apparent help. Several small flying creatures circling moon may catch the player’s eye, however, offering the player another course of action. A New Friend [ edit | edit source ]Should the player opt to ignore the neuron flies, the guide will suddenly beckon the player upwards towards a new destination. The guide will indicate the desire for the slugcat to return with additional neuron flies for Moon, who is suffering from a lack of processing power and memory. Such is Moon’s deterioration that she won’t even remember the slugcat’s visit until something more eventful happens. Stolen Enlightenment [ edit | edit source ]If the player grabs hold of a Neuron Fly, Moon will panic and try to get the slugcat to drop it. Should the player eat a neuron fly, Moon will cry out in distress and writhe in agony, apparently seriously damaged by this. Slugcat will begin glowing, however, gaining a trait referred to as ‘enlightenment’. This will help the player get through certain areas of the game, but the guide will take the slugcat’s betrayal very seriously, reacting angrily and leaving the slugcat by itself. Curious orange spirits will be the player’s only guide upwards, towards a new unknown structure. Five Pebbles [ edit | edit source ]Journeying upwards will lead the player to scale and eventually enter a sprawling compound filled with unusual threats. The structure appears similar to Moon’s, but in a much less damaged state. At the heart of this compound lies another iterator, Five Pebbles. Upon entering this chamber, Five Pebbles examines the player, briefly attempts to communicate, and then proceeds to insert a chip into the slugcat’s brain, granting the player the gift of communication. He infers the slugcat wishes to escape the cycle of reincarnation it is stuck in, and directs it towards a spot deep in the earth, where it can free itself from the cycle. Returning to Moon and Stealing Neurons [ edit | edit source ]With the gift of communication, the player is able to return to Moon and communicate with her. Moon has much to say, but will not be very friendly if the slugcat ate any of her neurons. If the player follows the advice of their guide and steals neurons from Five Pebbles to return to Moon, she will be thankful, and may even forgive the slugcat if it had eaten a neuron previously. Bringing neurons restores some of Moon’s memories and abilities, and she will be able to read pearls you bring her, giving the player much more insight into the history and lore of the world. Ending [ edit | edit source ]When the player reaches the depths, it will discover a temple guarded by strange beings. Thanks to either the mark given by Five Pebbles or the blessings of the Echos, which bestow a higher potential for Karma, they will let slugcat pass without trouble. Deep within the temple lies a lake of void fluid into which the player must dive. After diving for some time, a godlike being assists the slugcat in ascending. Its old life gone, the slugcat seems to reunite with the souls of many other slugcats, perhaps including its family. It is important to note that some time after meeting the other slugcats a white light appears, which the player must swim to in order to finish the game. LizardsContentsLizard types [ edit | edit source ] | 0.8 | 1 | 1.1 | 3 | 3 | 4 | 3.5 | 7 | 1 |
Abilities & behavior [ edit | edit source ]
Whilst the specific abilities of each Lizard varies depending on the subspecies, there are some all species have in common, such as being able to perform charges of varying lengths and speeds, having armored heads that are immune to spears and soft bodies that are not, and access to special creature tunnels to navigate around rooms.
Lizards actively hunt down prey throughout the cycle, such as the Slugcat and any other similarly sized creatures.
Mobility [ edit | edit source ]
Running across flat ground
Crawling through a tunnel
Climbing a pole
Senses [ edit | edit source ]
Bites [ edit | edit source ]
When biting Slugcats, Lizards utilise an RNG-based kill system, in which every subspecies of Lizard has a percentage chance of killing the player when successfully bitten. If the check fails, the player is incapacitated, but alive, until the Lizard either brings them back to it’s den, resulting in death, or drops the player.
Differing facial expressions
Biting Slugcat non-lethally
When biting other creatures, Lizards will deal a randomly rolled amount of damage using the calculation (biteDamage * [randomly selected float between 0.8-1.2]) which is then multiplied according to the body resistances of the victim’s affected body chunk.
Fear [ edit | edit source ]
Running away from a Vulture
Taming [ edit | edit source ]
Tamed Lizards do have some quirks that must be worked around, however. The player does not have direct control over the Lizard, making it hard to manage them. Tamed Lizards are also still afraid of the player when wearing a Vulture Mask, though they still follow whilst it’s active (at a greater distance), and the debuff wears off eventually. Additionally, when in possession of multiple tamed Lizards they may still fight each other, making it difficult to have more than one in the same region at a time. Furthermore, they and Scavengers are still aggressive towards one another even if the player has high Scavenger reputation.
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Scavenger
Contents
Appearance [ edit | edit source ]
Personality [ edit | edit source ]
Aggression impacts dominance.
Effects | |||||||||||||
Effects | |||
|
Adult centipedes encompass a wide and continuous variety of sizes, from being slightly smaller than slugcat, to much larger, and cannot be picked up as infants can. Depending on the size of the centipede, their shocks are powerful enough to stun, and even kill a slugcat. Adult centipedes that range around the same size as a slugcat may not see them as prey, and simply ignore them, while centipedes that are larger will actively pursue a slugcat in an attempt to grab, shock, and kill them.
Youth [ ]
Youth centipedes will generally not be able to kill Slugcat, and only stun them with their shock. Due to their relatively similar size to Slugcat, youth centipedes will most likely not see them as prey and leave them be. They have approximately 0.9 health points, so most will be able to be killed with a single spear. They restore 2-3 food pips when eaten.
A youth centipede on a background wall.
Mature [ ]
Mature centipedes are larger than Slugcat and see them as prey. Mature centipedes will hunt them by grabbing and then shocking them to death. They have a health range of 1.49-2.55, and so can be killed with 2-3 shots of a regular spear. If killed and eaten, mature centipedes will restore 3-5 food pips.
A mature centipede hunting Slugcat.
Overgrown [ ]
Overgrown centipedes are extremely large, nearly 4 times that of Slugcat, and will aggressively hunt it down. Due to their huge size, they have slightly more trouble grasping prey with both ends and delivering shocks, making them less dangerous than they at first appear. Despite their size, they can traverse tunnels easily, and travel much faster than Slugcat inside tunnels. Overgrown centipedes are very powerful, and can win fights against the strongest of lizards, vultures and groups of scavengers. They have a health range of 3.64-13.33, and so they require at least 4 shots of a regular spear or a well aimed Spore Puff to kill. If killed and eaten, they will restore 6-7 food pips.
An overgrown centipede in Farm Arrays.
Centiwings [ ]
Centiwings are flying green centipedes native to the Sky Islands region. They have similar stats and behavior to adult centipedes and will possibly attack the slugcat or other creatures like squidcadas. Their movement consists of alternating between flying and crawling like normal centipedes. They also appear to be less aggressive than other centipedes. If killed and eaten, centiwings will restore 3 food pips.
A centiwing flying near Slugcat.
Red Centipedes [ ]
Red Centipedes are a dangerous centipede variant that only spawns naturally when playing as the Hunter. They are much larger than overgrown centipedes, are well-armoured and are highly aggressive. Each red section is a piece of armored shell that will deflect a single spear throw before falling off. They will continually hunt their prey once spotted, making them an extremely dangerous foe. They are nonetheless weak to Spore Puffs, but they will take some time to die from one. If killed and eaten, Red Centipedes will restore 9 food pips.
A comparison between a red centipede (left) to an adult (middle) and overgrown centipede (right).
Strategy [ ]
Fighting an adult centipede is relatively easy, as 2-3 shots of a regular spear or a single Spore Puff can kill it. Overgrown centipedes are deadlier as they are faster, have more health than adult centipedes and will need somewhere around 7 spears or a spore puff. Throwing rocks at centipedes only aggravates them, but hitting a centipede with a spear stuns it, preventing them from grabbing the player momentarily. To kill a larger centipede with spears, throw one at it from close range. Right after the hit, recover the spear, move back and repeat. Centipedes hit with a spear on one end of its body will deliberately attack with the other end, so be sure to either take the spear back quickly or bring multiple. When the centipede is low on health, it will curl up into a ball, making it harder to kill, as it’s much easier for it to grab you with both ends and kill you. Centipedes can be grabbed and eaten once dead by holding the grab button. If you killed a centipede earlier and something is chasing you, you can plug up a tunnel using a centipede’s body as a means of escape.
When a scale falls off due to being hit, that chunk takes extra damage when speared.
Using Lizards [ ]
Blue lizards have sometimes been observed to fiercely hunt centipedes, including overgrown ones. These lizards, alongside white lizards and salamanders, have high chances of victory in these battles due to their tongues. Reach of these tongues often allows them to deliver an incapacitating or lethal bite to a centipede before it can react.
Using Tunnels [ ]
Centipedes can only kill when both ends of their body are connected to their victim. If you are in a tunnel or some tight space you can delay a centipede’s electric attack, since the centipede will have a hard time connecting both ends to the slugcat’s body. Keep in mind the centipede can still reach around and grab you with both ends in a tunnel.
Using Kelp [ ]
The Monster Kelp in Subterranean is hostile toward centipedes, allowing slugcat to incapacitate both by baiting the centipede toward the kelp, then quickly running or sliding past to evade its grasp. Once caught, the centipede will be dragged into the kelp’s den, making the kelp hidden and no longer dangerous. Note that this strategy can only be used once every few cycles, as the kelp will remain underground for a while.
Using Walls [ ]
Centipedes can be pinned to walls with a well aimed spear. This can be used to immobilize larger centipedes, allowing for an easy kill. Pinned centipedes are still dangerous, however, so keep your distance.
Rain Deer
Rain Deer, sometimes called Rabbit Walkers or Jackalopes, are passive quadrupedal creatures that roam the Farm Arrays. They are the primary method of crossing the large fields of overgrown Worm Grass due to their long legs. Their antlers can be climbed as if they were poles.
Behavior [ ]
A short-antler deer squeezing under a long-antler deer with a player in its antlers.
Rain Deer largely ignore other creatures. They are not immune to being eaten by worm grass but are usually able to pass over or pull away from it. When two rain deer cross paths, the one with smaller antlers will generally lower, allowing the other to pass over.
Rain Deer feed on and are attracted to Spore Puffs. A Rain Deer can be called to a specific point by throwing a spore puff onto the ground or a wall. An echoing cry can be heard when this is done. Rain Deer will lower their bodies to eat spore puffs, which the Slugcat can use to jump and grab antlers by holding the up button. Deer can similarly be fed while on their antlers, by dropping a spore puff from above.
Riding [ ]
A rain deer crouching for slugcat to get on. Usually only happens when holding a spore puff.
While riding deer, spore puffs can be thrown in the opposite direction of travel to make the deer turn around. Tapping rapidly in the opposite direction also encourages deer to turn around. Deer will usually travel in the direction opposite the direction they saw Slugcat initially come from.
When a Rain Deer has a player in its antlers, they will pace the length of the room to stop at potential exits. If they see a Lizard or other threat is near an exit, they will instead stop short before considering that exit «reached.»
A rain deer attempting to shake off a slugcat.
Rain Deer leave the area when the rain comes.
Rain World
From Wikipedia, the free encyclopedia
Rain World is a 2017 survival platform game with a simulated ecosystem developed by Videocult and published by Adult Swim Games for PlayStation 4 and Microsoft Windows in March 2017, and for Nintendo Switch in late 2018. Players assume control of the «slugcat», an elongated felid-like creature, and are tasked with searching for the creature’s relatives in a derelict and hostile world.
The slugcat uses debris as weapons to escape randomized enemies, forage for food, and reach safe hibernation rooms before a deadly torrential rain arrives. The player is given little explicit guidance on how to survive, which was the intention of the developers, who wanted players to feel like a rat living on subway tracks, in which they learn to survive in an environment without grasping its higher-level function.
Rain World received mixed reviews from critics, who praised its art design and fluid animations, but criticized its brutal difficulty, inconsistent save points, and imprecise controls. Some of these criticisms were addressed with later updates, which also added a multiplayer mode.
Guardian
Two Guardians standing next to one another. The max karma sign (X) can be seen on what appears to be their heads.
Guardians are large, towering creatures that can only be found in the Depths.
Description [ ]
These entities are the protectors of the Depths subregion, barring what lies beyond from those who are not worthy. They appear as tall black statues with multiple swaying arms carrying strings of beads. In place of a face, these creatures have an X inscribed in a circle (the symbol for the max karma level). They appear to be somehow manipulating the symbols above themselves.
These creatures exist entirely within the background of the screen, the exception being their heads, much like the legs of Rain Deer. Most Guardians are non-hostile, but the final two encountered in the Depths can attack the slugcat indirectly. Their behavior towards the slugcat depends on your current karma level. At karma level X, they will ignore the slugcat even as you walk past them. However, if you have any other karma level, their X symbols will glow red and they will force the slugcat back to the entrance of the room through some form of telekinesis. If you repeat this three times they will instead left the slugcat and slam it into the floor, killing it from the force.
Creatures
Rain World has a wide range of flora and fauna, some helpful and powerful allies once they are befriended, but most thinking of devouring your soft and diminutive slugcat. Some creatures can only be found in one or two areas, while some can be found in almost every region in the game. (WIP)
Contents
List of Creatures
Lizards-
Aggressive reptilian enemies encountered in many different environments in the game in many different forms, from aquatic ambush predators to bloodthirsty pursuers to timid blind trackers. Variations are marked by colour, and each has different tactics that must be used to defeat them, but each can also be befriended with time and patience.
Leeches-
Aquatic adversaries that use their weight to drown the player in the depths in which they lurk, and come in two different variations; the speedy but light red leech, and the bloated but slow blue leech.
Carnivorous Plants-
Meat eating flora that use camouflage, strength, and sensitivity to catch prey.
Rain World Wiki:General disclaimer
Rain World Wiki is an online, public collaboration of information centering around Rain World from Adult Swim Games. All information contained on this website is provided by the voluntary efforts of individual players and groups working to develop a comprehensive information resource for all Rain World fans to use and enjoy.
This website is an open wiki. Please note that articles and information found within this wiki have not necessarily been reviewed by members of the Rain World development or publishing team or by Fandom, Inc.
Although much of the information presented on Rain World Wiki will be accurate and up-to-date, Fandom cannot guarantee the validity and quality of the information. It should be understood that the content of any article may be modified or changed at any time by any member of the community. It should also be understood that any wiki page has a risk of becoming vandalized or improperly altered by others.
To maintain a sense of community on this user-contributed resource, it is encouraged that any user encountering improper, offensive, or otherwise incorrect information simply take the time to edit the article in question and correct the problem. If any situations arise that warrant further involvement, they should be reported directly to Rain World Wiki moderators for review.
No Formal Developer Reviews
While members of the Fandom team can and do access Rain World Wiki, it should be understood that all articles cannot be officially reviewed at all times. Our community of editors use resources such as the Special:Recentchanges and Special:Newpages feeds to monitor new and changing content.
Trademarks
Any of the trademarks, service marks, collective marks, design rights, personality rights, or similar rights that are mentioned, used, or cited in an Rain World Wiki article are the property of their respective owners. Unless otherwise stated, Rain World Wiki is neither endorsed nor affiliated with any of the holders of any such rights, and as such Fandom cannot grant any rights to use any otherwise protected materials.
Music
James Primate (lead composer of Rain World)’s Bandcamp and many songs from the soundtrack can be found here.
An interactive reference map can be found here.
* This soundtrack has not been named by the developers. Instead, the names in The Hidden Songs playlist, which are unofficial, have been used.
** This soundtrack has been altered and looped by Rain Land Society, and thus is an unofficial soundtrack. However, it will remain in the list for the sake of convienience.
*** This soundtrack from the Rain World alphas is unofficially named for the sake of clarity.
**** This soundtrack’s name is derived from James Primate’s Soundcloud.
***** This soundtrack from James Primate’s Clyp.it is unofficially named for the sake of clarity.
— ELSE VIII (Unofficial) (track 48) is The Ride partially noise-cancelled by inverting Gold Swim. It is not an official track or an extension and thus will not be included.
— Project Moondown (Bonus Track) (track 113) and Project Mooncrypts (Bonus Track) (track 114) are fan creations made by Rain Land Society.
— Memory Crypts Rain (Looped) (track 115) and Memory Crypts Ambience (Looped) (track 117) are looped versions of ambience and will not be included because unlike the official music, its ambience consists of loaded sound effects.
Unused Threat music layers [ edit | edit source ]
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Overseer
Overseers are thin, hologram-like beings that pop out of the ground rapidly and appear to be watching Slugcat. One in particular has taken an interest in guiding Slugcat to serve some goal.
Contents
Appearance [ ]
Overseers are generally defined by being small and brightly colored, in contrast to the world’s dreary and dark landscape. They are worm-like creatures characterized by a large eye at one end and the tail tapering off at the other. They appear to have multiple sensors coming off the sides of their bodies. They appear almost holographic and can project images onto the landscape. They appear to be color-coded to identify which Iterator they belong to.
Behavior [ ]
Mysterious beings with mysterious purposes, Overseers are often seen observing various creatures and landscapes, but most often looking toward Slugcat. Scavengers often attack them out of defiance towards the Iterators, prompting the Overseer to act skittishly and flee, or fly higher. They cannot move, it seems, in any method other than teleportation. Once at a comfortable spot, they will simply wiggle around and observe their targets. Occasionally, a holographic shape consisting of a 3D triangular prism surrounded by six triangles forming a circle around the prism, will appear above their eye, and will rotate randomly. If the Yellow Overseer is near the Slugcat, it will project signs onto the landscape. If approached, they will blink away in another direction, and will dodge all projectiles other than spears. They have been known to cluster in great amounts on the Wall.
Yellow Overseer [ ]
The yellow Overseer you meet at the beginning of the game (known by some as «Iggy») acts as a basic tutorial and as a guide, as well as pointing out the recommended (and easiest) path to complete the story.
Signs [ ]
As well as teaching the player the controls, the yellow guide will point to things and generate a yellow symbol with an arrow pointing at the subject. The symbols are:
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Cyan Lizard
Damage Multipliers | |
---|---|
Bite | 40% |
Head | 10% |
Head (Bite) | 4% |
Throat | 150% |
Throat (Bite) | 60% |
The Cyan Lizard or Leapzard is a dangerous predator which only spawns natively when playing as The Hunter. Equipped with sticky tongues and the ability to launch themselves at high speeds after their prey, these are among the most persistent enemies in the game. They can only be found in other difficulties by spawning in the place of previously killed lizards through the lineage system.
leapzards jumping after slugcat
Abilities/Behavior [ ]
Cyan lizards are primarily black in coloration with eyes and mouths that glow with their cyan coloration. Their markings appear to flash when hit with projectiles, and pulse slowly when idle or stalking.
This variety of lizard acts similarly to Blue Lizards, with the ability to walk on walls and snatch prey with their short tongues. The tongues are slightly longer and more robust than their Blue relatives. What earns them the nickname Leapzard is their ability to make sudden, rapid jumps to quickly clear large distances. With their ability to quickly and unpredictably close any distance between the Slugcat, as well as their added toughness, these predators are a fearsome threat. They are marked with blue neon circles on the side and spots on their leaf-shaped tail, making them fairly easy to spot to compensate for their travelling capabilities.
Cyan lizards have a 33.3% or 1/3 chance to kill the player with each bite.
Taming [ ]
Cyan lizards are arguably one of the most convenient lizards to tame, due the unique jumping ability which allows them to be long term companions. Because they are able to navigate across any sort of terrain that the player is able to traverse, they can bypass the many obstacles which regularly prevent a tamed lizard from following the player between areas. They are speedy and powerful enough to attack and fend off most other lizards with the exception of Green Lizards and Red Lizards. Their ability to accompany you as you journey through the sprawling expanse of Rain World is a notable benefit.
Cyan lizards have been known to take anywhere from 1-3 feedings in order to tame. Although this number remains unconfirmed, they appear to take uncommonly few feedings to tame.
Batfly
Batflies are passive flying creatures in Rain World. They are not harmful and are one of slugcat’s main sources of food.
Behavior [ ]
Batflies are one of the most ubiquitous creatures in the game, appearing in all but one region. Due to how common they are, they form a substantial part of slugcat’s diet.
They can often be found swarming in rooms featuring white-tipped plants, which function as their nests. When they sense a threat, they will attempt to dive and burrow into one, reemerging from another plant in the same area. Swarms will often leave one of these rooms if a large number of them are eaten during a cycle and move to another in the region. Other groups of batflies can also be found migrating throughout a region, moving from room to room.
Sometimes, when resting upside down on a ceiling, batflies will attach to each other, forming stacks. If a batfly with others attached to it from below starts flying, the attached batflies may not separate, and it will end up struggling to fly.
A stack of three bats.
Strategy [ ]
Though batflies are often wary of the player, they are most times very lethargic in their evasion, and can be caught quite easily by simply jumping towards them and grabbing. Batflies are easier to catch if you are above them—they have a simple flight pattern and will hover in a single spot for a few seconds, which is the perfect time to pounce. They can also be hunted from afar by throwing rubbish or spears at them, knocking them to the ground. It should be noted that they cannot be stored in a shelter for later consumption, and must be eaten within the same cycle. Batflies are attracted to Batnip, (a red leafy plant common to many regions), which can be used to lure more to they player where they can be more easily caught. Batflies can be used to distract certain creatures, such as pole plants and monster kelp, this can be done by catching the bat quickly and throwing it into the range of the plant. If slugcat grabs a batfly with multiple others attached to it, they may have a small delay before detaching from the stack. This can be useful to gather large quantities of batflies.
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Поведение
Существа Rain World широко варьируются по формам и размерам, а также имеют различные модели поведения. Хотя довольно сложно описать степень ИИ у существа, их поведение можно разделить на несколько категорий:
Репутация
Если репутация игрока достаточно высока или низка, поведение существа к слизнекоту изменится на другой тип. В приведённой ниже таблице перечислены все существа с системой репутации и их известным поведением.
Существо | Стандартная репутация | Низкая репутация | Высокая репутация |
---|---|---|---|
Мусорщики | Нейтральные | Агрессивные | Дружелюбные |
Ящеры | Агрессивные | Пугливые | Дружелюбные |
Кальмарокада | Нейтральные | Надоедливые | Нейтральные |
Мусорный червь | Нейтральные | Надоедливые | Нейтральные |
Крабокатица | Надоедливые | Надоедливые | Нейтральные |
Олень | Нейтральные | Нейтральные | Дружелюбные |
Система репутации совершенно необязательна и игроки могут легко закончить игру, не зная об этом.
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Movement
Slugcats exhibit a wide variety of movement abilities. Besides the basic controls taught in the tutorial, there are several hidden moves that can be discovered through some experimentation.
Contents
Basic Movement
On most surfaces, there are two types of lateral movement that the slugcat can use: crawling and standing.
Standing
If it is standing, holding the directional keys will simply make it run left and right. If it encounters a ledge shorter than itself it will initially bend over the corner, then crawl up the ledge and stand upright again. Pressing the jump button while standing will result in a hop that can be used to traverse terrain but provides little horizontal or vertical mobility.
While the slugcat is running, quickly pressing the opposite direction will engage the «sliding» animation, indicated by watery particles shooting away from the player. At the beginning of this animation, pressing the jump button will cause the slugcat to perform a fluid backflip, which provides in roughly twice the jump height. This is a very useful mobility tool, but given the setup required in order to perform the sliding animation it may be difficult to use on small surfaces. It is best used to backflip over lizards that cannot climb on background walls.
Note that if the player does not engage the backflip within its window, but jumps during while the sliding animation is still active, they can harness some of the increased momentum provided by this animation and jump a little further laterally. This speed can be continued by bunny hopping. This is most likely not a direct intended behavior, and since it is fairly difficult to maintain the speed for only a small increase it does not have much practical use.
One last mobility option while running is pressing down and jump while running, which will result in the slugcat performing a quick forward slide. The best use for this is to quickly enter floor-level tunnels.
Crawling
Pressing the down button while standing will cause the slugcat to crouch down into a crawling position. From this position, the player has several options. Pressing up will return the slugcat to the standing position; pressing left or right will cause the slugcat to move in that direction at about half the running speed. Note that in order to turn around while crawling, the slugcat will stand and immediately crouch back down in the other direction. This may result in the player falling off small platforms if they are not careful.
While crouching, the player can execute a very short hop, which is essentially only useful for entering tubes at head level while remaining crouched. However, if they hold the jump button down, the slugcat will raise its haunches after a few moments. If the player lets go of the jump button the slugcat will perform a long jump. This jump is useful for traversing wide gaps or quickly jumping past the effective range of an enemy, but it does not provide much vertical range.
While crouched, the player can also hold the down key and move backwards to roll backwards. This seems to be very similar to the rolling animation resulting from jumping down from a large height while holding the down key. Jumping while rolling while provide a shorter, but slightly higher version of the long pounce, and is most useful for maintaining momentum after falling off small heights.
Interacting With Poles
Aside from solid platforms, the most common platforming element in the game is the pole. There are two types of poles: vertical and horizontal. In either case, holding up during freefall will automatically catch any pole the player passes. Holding items in the slugcat’s hands will not affect its ability to climb poles, but holding a creature will weigh it down to varying degrees. Pressing jump while hanging onto a pole will release the pole.
Horizontal Poles
Catching a horizontal pole will result in the slugcat hanging down from it with its arms over its head. The player can shuffle left or right like this, or press jump or up to climb onto it and balance on it. From here they can jump off it, with about the same momentum as a regular jump. If the player moves off the end of a pole in either direction they will simply fall.
Vertical Poles
The slugcat will hang on to vertical poles on a side. The side of the pole on which the slugcat is hanging indicates which direction it is facing (and the direction in which items will be thrown). Holding a side and pressing the jump button will result in a jump towards that direction, with about 50% more force than a standing jump. In addition to climbing a vertical pole, the slugcat can hang from underneath it; from this position it can swing its lower body, though the momentum gained from doing this is negligible compared to a jump from the middle of a pole. Lastly, the player can balance on top of a pole. If no inputs are made for a few seconds, the slugcat will balance itself and its arms will recede. The player can also sway the slugcat from side to side; moving it too far will cause it to fall, but this can be used to get a little closer to a jump from the top of a pole.
Tapping up as the slugcat falls towards the top of a vertical pole will allow the slugcat to immediately balance on top of it.
Tunnels, Pipes, and Shortcuts
The slugcat, along with most creatures about its size, can use the tunnels and shortcuts that pervade Rain World.
Tunnels (Crawlspaces)
In many parts of Rain World levels, there are crawlspaces one unit wide that creatures can enter. In these crawl spaces, movement is significantly reduced; the slugcat essentially controls like Pac-man. There are a few options for the player while crawling in these tunnels. The first is the jump boost. Upon pressing the jump button, the player will perform a small boost in the direction they are facing, which will be followed by a short period of slowness. This can be useful for escaping lizards about to bite at the player’s tail, but the slow period will most likely let the enemy catch up; the best use is therefore to exit tunnels more quickly. If this move is used while moving upwards, the slugcat will fall down the tunnel even further than where the move started, so it is not useful there. However, if the player presses down and jump in a vertical tunnel, the slugcat will let itself fall down, which is incredibly useful if they are going downwards.
Pipes and Shortcuts
The main mechanism used to switch rooms is the pipe, marked by three bars parallel to the pipe’s entrance. These pipes are preceded by a short crawlspace, so it is best to treat them as such when considering how to enter them. Moving further into the crawlspace will transport the slugcat to the other end on another screen. The other variant of these are shortcuts, which are pipes that have both ends in the same room. These are marked by a small triangular arrows.
Advanced Movement
Slugcat is extremely acrobatic and can utilize these abilities to traverse difficult terrain or avoid the jaws of hungry predators.
Wall Jumping
Advanced Maneuvers
Aquatic Movement
Although rather poor at it compared to other creatures, slugcat can swim and is capable of diving for short periods of time.
Swimming
Diving
Mobility Enhancing Creatures
Aside from the hazardous beasts, there are also helpful creatures that can greatly enhance slugcat’s mobility, whether willingly or not.
Squidcadas
These flying insects can be of great use to the slugcat, as their tentacles can be held onto when close and they provide a significant jump boost when doing so. This is especially useful for traversing Leech-infested waters or jumping over enemies, and is required to traverse the Sky Islands.
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Spear
Slugcat, armed with a spear.
The spear, a deadly sharp weapon which can be used to kill just about anything, given the effort. It can be found lying about in most areas of the game.
Most creatures such as lizards or vultures will take repeated hits before collapsing, but smaller enemies can be swiftly eliminated by a single thrown spear. Scavengers also wield spears, which kill slugcat in one hit.
The damage dealt by spears varies based on the variety of slugcat. The damages of each slugcat:
Spears can become perpendicularly lodged into walls or floors on collision, allowing the slugcat to climb on it as if it were a pole, though it cannot be removed and reused once stuck. Slugcat cannot swallow the spear due to its large size.
Description by Moon: »It’s a piece of sharpened rebar. What is it you want to know? You seem proficient enough at using it.»
Синий ящер
Содержание
Внешний вид
Цвет может разниться от голубого до темно-синего. Синие ящеры являются самыми мелкими из всех подвидов.
Поведение и способности
Основное
Поведение синих ящеров не отличается какими-либо достойными упоминания особенностями. Охотясь, периодически используют короткий язык для захвата добычи.
Мобильность
Синие ящеры являются одними из самых быстрых разновидностей (большую скорость передвижения имеют только красные) и способны передвигаться по шестам и стенам. Высокая подвижность позволяет им догонять слизнекота практически на любой местности.
Языки синих ящеров короче, чем у белых, и значительно менее липкие. Не дают практически никакого преимущества, кроме того что он может неожиданно выхватить у вас из лапки предмет.
Приручение
Могут быть приручены с помощью 1-2 единиц пищи. Практически бесполезны в бою, но могут следовать за слизнекотом в большинстве регионов и практически не нападают на других ящеров и прочих хищников без причины.
Бой, избежание, альтернативы
Синие ящеры крайне слабы физически и, как правило, погибают после одного или двух (при игре за Монаха) попадания копьём, однако повышенная мобильность может быть проблемой для слизнекота, находящегося на сложной местности либо уже занятого чем-либо срочным.
Их зрение и слух слабее среднего, что позволяет сизнекоту избегать ненужных стычек с относительной лёгкостью.
Убивают слизнекота при укусе с шансом 20.0%.
Slugcat
Slugcats are both the primary protagonists and only playable characters in Rain World. They are small white creatures with black eyes, thin arms, comparatively broad legs with small feet, broad-ended ears, and a thick tail that tapers. The player must keep the Slugcat they play as alive as they explore the world, confront strange creatures, and take part in completing challenging achievements. Slugcat has a variety of movement abilities which can be seen in detail on the controls page.
Contents
Backstory [ edit | edit source ]
Each one of the three campaigns features a different Slugcat with varying goals and backstories:
The Survivor [ edit | edit source ]
The Monk [ edit | edit source ]
Both The Monk and The Survivor start the game in the tutorial section of Outskirts, with nothing in hand nor stomach.
The Survivor falling
The Monk being highlighted
The Monk going after their sibling
The Hunter [ edit | edit source ]
The Hunter does not have an intro cutscene. Despite that, their backstory is the most involved with the lore of the world. Their spot in the timeline is the earliest out of all currently available campaigns, taking place sometime after Looks to the Moon collapsed. Her sorry state, caused by Five Pebbles taking in too much water, lead to slag buildup, which eventually became so severe that the little function she had ceased completely. Another iterator, No Significant Harassment (NSH for short), noticed the lack of rain coming from her can and decided to help by sending a special Green Neuron. This Neuron Fly holds several slag reset keys, which, as the name suggests, would get rid of the slag and allow Moon to function again if given to her. Being unable to make this delivery by themselves due to eroding equipment, NSH sent The Hunter to do it for them.
The Hunter starts the game in Farm Arrays, with the aforementioned Neuron Fly in their hand, a spear on their back, and a unique colored pearl in their stomach, which contains a message written by NSH for Moon.
Food [ edit | edit source ]
In order to hibernate, Slugcat must find and eat enough food each cycle. This amount is represented by the food meter, which can be viewed alongside the current karma level by pressing and holding the map button.
The Survivor eating 2 Blue Fruit
Incapacitation and death [ edit | edit source ]
While both disable the player’s input and make the game over text appear, when incapacitated the player is still alive, just unable to do anything. Knowing when that is the case could potentially allow you to continue on without the need to restart the current cycle. You can differentiate between them by looking at Slugcat’s eyes (they’ll be shut when incapacitated, and crossed out when dead) and listening for bass notes (incapacitation plays one, death plays two).
Lizards, Dropwigs and Big Spiders have an RNG-based kill system, which means that when bitten/grabbed there is a percentage chance that Slugcat will die. If this check fails, the player will be incapacitated, killed if brought into a den. Vulture bites always incapacitate the player, unless de-masked, in which case they are always lethal.
There are a few ways to get out of incapacitation. A creature is likely to let go if wounded, or attacked by something hostile towards it. Throwing a rock or spear in the short period of time where inputs aren’t disabled to stun the creature, or having a tamed Lizard or friendly Scavengers by your side are some of the more reliable methods, and usually the only ones that work when grabbed by a masked Vulture.
An incapacitated slugcat (left) and a dead slugcat (right)
Stunning a lizard with a rock to make it let go
Slugcat varieties [ edit | edit source ]
Different sub-species of Slugcat have different abilities and traits as well as different difficulties. There are four playable variants of Slugcat:
A deeper description of game play with each of the Slugcats can be found on the difficulties page.
Trivia [ edit | edit source ]
Gallery [ edit | edit source ]
The Monk feeding a dead Squidcada to a Green Lizard
Reputation System
Unlike most games, Rain World has a complex reputation system that runs through all creatures that is most prominent in Scavengers, but can also be found rather easily in Lizards and Vultures. The Reputation System controls things the aggressiveness of a creature towards you in relation to your past experiences with you, along with how hard it is to befriend certain creatures.
Basic Reputation System Functions
The most commonly implemented function of the Reputation system is simply the Aggressiveness Gauge. All creatures by default (except for Scavengers, who have individual personalities) have a set aggressiveness level. Red Lizards will relentlessly pursue prey for very long distances, whereas simply moving out of a Green Lizard’s view is usually enough to get it to give up. This Gauge can be altered by positive or negative experiences that creature has had involving you. If you throw a rock at a Vulture or injure it, it will be more inclined to attack you over other prey if it has a choice. If you knock a Pink Lizard out of a Vulture’s jaws with a spear it will almost immediately become passive and may even follow you around or attempt to protect you!.Some creatures, like Dropwigs, will always attack you regardless if you have helped them due to their abush-predator nature. Other creatures, like the pack-hunting Orange Lizards, do not have individual reputation levels and any negative or positive actions towards them will be shared throughout the entire pack.
Vultures and Lizards
Vultures have an interesting rung on the Reputation ladder. Like any creature, they will tend to have a preference to attack you if you have injured them (whether in self-defense or through a random act of aggression). However, as stated on their page, Vultures wear masks that can be knocked off with a well-placed spear to the head and used by the slugcat. However, other, masked Vultures will then see unmasked Vultures as prey and will speedily kill them without much resistance, suggesting some sentience and culture between them.
Lizards can be tamed by feeding them things like Squidcadas and Scavengers, with stronger, rarer lizards requiring more to tame (with the mighty Red Lizard needing 9-12 and the meek Blue Lizard needing 1-3). However, previous actions towards the Lizard will affect how easy it is to tame; injuring the lizard will cause it to require more food to trust you than one that had been left alone.
Befriending the Scavengers
Rubbish
One of the most commonly appearing items around all regions in Rain World, rubbish can take the form of rocks, cogs, bolts, and other pieces of junk, all functionally identical. Rubbish can be thrown at enemies, killing batflies and briefly startling or stunning larger predators. Rubbish can also be thrown to distract sound-sensitive creatures like Daddy Long Legs, but by the same token, throwing them may attract the attention of sound-sensitive creatures, including lizards. Hitting creatures such as scavengers or squidcada with a rock will also slightly anger them, though not nearly so much as hitting them with a more damaging weapon will.
While throwing rubbish does do damage, it is utterly insignificant relative to the health values of most creatures, making it unable to kill anything aside from batflies. However, it is highly useful for stunning creatures, especially lizards, which will not only be briefly stunned by rocks but will also flip over to reveal their vulnerable stomachs when hit in the head by rubbish, allowing the player to land a spear hit without having to maneuver around them.
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Стервятники
Стервятники (Vulture) — вид крупных крылатых хищников, обитающих на открытых пространствах Мира Ливней. Широко распространены во многих регионах.
Содержание
Внешний вид
Стервятники имеют массивные округлые чёрные тела, длинные шеи, некрупные чуть вытянутые головы с масками из неизвестного твёрдого материала, и крылья, покрытые видоизменёнными перьями. Иногда одно или несколько «перьев» могут отсутствовать (никак не отражается на мобильности стервятника). У основания крыльев расположены мешки, содержащие сжатый газ, используемый при полёте. Окрас стервятника составляют 3 оттенка бежевого, светло-фиолетового, розового, светло-зелёного и грязно-голубого. Маски, как правило, имеют более темный цвет.
Способности и поведение
Основное
Проводят большую часть времени в небе над землёй, наблюдая за открытыми пространствами издалека, в ожидании добычи. Заметив подходящую цель, планируют к ней и атакуют, захватывая клювом.
Перед укусом задерживаются с характерным звуком на долю секунды для того, чтобы прицелиться. Если выбранная жертва быстро движется, промедление, как правило, становится дольше. Во время выпада стервятник способен схватить любое попавшее в клюв существо, а также некоторые предметы, что позволит отвлечь стервятника при метком броске. Если же попавший в клюв объект оказался предметом или существом, на которого стервятники не охотятся, спустя несколько секунд хищник выпустит его из клюва и продолжит преследование. Укусы по умолчанию не летальны (подробнее см. ниже).
Расценивают как пищу любых существ среднего размера, близкого к размерам кальмарокад, сколопендр и ящеров, за исключением красной сколопендры и зелёного ящера. Получив определённое количество урона, временно отступают, однако могут напасть на ту же цель снова в течение того же цикла. Крик личинки стервятника может призвать взрослую особь. Если прилетевший на зов стервятник не увидит подходящей добычи, он улетит, взяв с собой личинку.
Спасение социальных существ из клюва стервятника позволяет резко повысить репутацию с этим существом.
Мобильность
Стервятники способны использовать свои крылья для полёта и ходьбы по твёрдым поверхностям и шестам. По ровной поверхности двигаются медленнее слизнекота, однако способны при этом делать несколько взмахов, перелетая добычу и перекрывая путь.
Основной слабостью данных существ в плане мобильности является их размер, не позволяющий им преследовать добычу в тесных переходах и пересекать трубы между комнатами. Не смотря на это, способны преследовать существо в строго определённых комнатах с открытым небом.
Лица и безликость
Маски, закреплённые на головах стервятников, не являются частью их тел и могут быть сбиты ударом копья в голову. Если это происходит, потерявший маску стервятник становится крайне агрессивным по отношению к обидчику, непрестанно преследуя того до тех пор, пока один из них не погибнет. Укусы «лишённой лица» особи наносят повышенный урон и мгновенно убивают слизнекота, время подготовку к укусу значительно сокращается.
Маски отпугивают ящеров на ограниченное количество времени и достаточно высоко ценятся мусорщиками.
Королевский стервятник
Королевский стервятник (King Vulture) — это усиленный сородич обычного стервятника. Встречаются только при игре за Охотника. Имеют увеличенное здоровье, повышенную агрессивность (в отличии от своих сородичей атакуют зелёных ящеров и красных сколопендр) и два бивня-гарпуна, закреплённых по бокам головы. Гарпуны могут быть выброшены вперед на высокой скорости и после притянуты обратно с использованием тонких, но прочных тросов, являющихся, по-видимому, частями тела хищника.
Вид является одним из двух существ, способных преследовать обидчика после достижения критических ранений до его или собственной смерти, появляясь при этом в комнатах с открытым небом, в которых в обычных условиях стервятники не появляются.
Маски королевских стервятников отпугивают всех ящеров, кроме красного, на бóльшие периоды времени и ценятся мусорщиками намного больше, чем обычные.
Бой, избежание, альтернативы
Резкие движения цели, такие, как частые прыжки, кувырки или подкаты, сбивают стервятников с толку, заставляя медлить с укусами. Слизнекот может использовать эту особенность их поведения, убегая или ожидая подходящего момента для атаки копьём.
Королевский стервятник значительно выносливее своих сородичей, что позволяет ему улетать даже при минимальных показателях здоровья. Наносить удары для последующего убийства требуется постоянно, копьём или камнем.
Стервятники редко обращают внимание на слизнекота, если уже преследуют другое существо. Их внимания можно избежать, не задерживаясь на открытых пространствах и стоя под прикрытием, когда это возможно. Также их легко отвлекают трупы других существ.
Заглавная
Rain World (Мир Дождя) — видеоигра в жанре survival-платформер, разработанная небольшой бостонской инди-студией Videocult и опубликованная Adult Swim Games для PlayStation 4 и Windows в марте 2017, а также для Nintendo Switch в конце 2018 года.
В Мире Дождя игрок берет под контроль «слизнекота» — маленькое существо, смесь слизня и кошки, отделенное от стаи ливнем и выброшенное в совершенно незнакомую местность. Следуя указаниям таинственного проводника или же своим собственным идеям, без осознания своей цели слизнекот медленно продвигается через руины мира, брошенного былыми обитателями, в поисках еды, укрытия от смертоносных дождей и многочисленных хищников, и своей потерянной семьи.
Игра получила смешанные отзывы от критиков, высоко оценивших художественный стиль и анимацию существ, но раскритиковавших чрезвычайно высокую сложность и практически полное отсутствие обучающих элементов. Некоторые замечания были учтены в более поздних версиях с добавлением новых видов слизнекотов и соответствующих уровней сложности, а также многопользовательских режимов «Арена» и «Песочница».
Looks to the Moon (region)
Looks to the Moon is a dilapidated computer complex, and subregion of Shoreline. At the beginning of the game, the Overseer will direct the player to this location to meet its resident and namesake, Looks to the Moon. Entering this area isn’t necessary in order to complete the game, but this location is important to the lore of Rain World.
There are two shelters and a colored pearl in this subregion, with the only sources of food being bubble fruit, blue fruit, jellyfish, and neuron flies (limited).
Contents
Creatures [ ]
The following creatures can be found natively in this subregion on all difficulties:
Looks to the Moon’s Chamber [ ]
The room is large enough to be split into two separate screens, the first half flooded and partially caved in. The other half is the flooded remnants of an Iterator room, with a small island in the middle. On that island sits a friend of the Slugcat, who initially finds it difficult to communicate. At the first visit to the room there are five neuron flies floating above, but this can be changed by bringing more neurons from Five Pebbles or eating them. Sunlight comes in from a hole in the roof. No enemies appear in this room, but rain is still a hazard.
Источники:
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