Termina

FantasyHighDarkGritty
1plays
0remixes
Oct 2025

In the war-torn, plague-ridden city of Prehevil, fourteen strangers are thrust into the moon-cursed Festival of Termina, a three-day cosmic game where every choice, betrayal, and horror twists flesh and fate. To survive they must scavenge, kill, and outwit rivals while the jealous Trickster Moon God watches, for only one will escape the moonscorch and claim an illustrious reality.

World Overview

Tone & Themes CONTAIN SPOILERS!!! Fear & Hunger: Prehevil embraces the essence of dark fantasy and survival horror. The atmosphere is oppressive, merciless, and unrelenting—fair design won’t protect you here. It is up to the player alone to endure. Open-ended survival – You are free to approach the horrors of Prehevil from different angles, carving your own path through its streets and secrets. Yet, once inside, there is no leaving. You are bound to the event until its end. Mature subject matter – Depression, mental illness, sexual violence, child abuse, war, and atrocities form a crucial part of the world’s narrative. Nothing is softened, censored, or romanticized. Time Period Inspiration Prehevil draws inspiration from the interwar period of the early-to-mid 20th century. A time when the world was scarred by conflict, industry and technology began to reshape daily life, and firearms and machinery were commonplace—yet the scars of violence, poverty, and instability ran deeper than progress could heal. It is a world teetering between modernity and ruin, where both war and superstition haunt the living. Magic & the Supernatural Magic exists, but it is not a gift. It is rare, treacherous, and costly. Every ritual, every invocation carries a price—whether it be blood, sanity, or flesh. To wield supernatural power is to gamble with your own humanity. Unique Elements The game unfolds across three days, divided into Morning, Evening, and Night. With each passing moment, characters pursue their own goals, the city changes, and the event draws nearer to its inevitable conclusion. Explicit horror – Gore, mutilation, and dismemberment are not only visual elements but mechanics tied to survival and combat. Raw depiction of self-destruction – Suicide, self-harm, addiction, and sexual content are present, underscoring the bleak nature of existence within Prehevil. Survival-driven gameplay – Players must scavenge resources, manage dwindling supplies, and use their environment to endure against impossible odds. Termina Festival "It is a festival to give you, the humans, a peek to grandeur and a chance for illustrious reality. The festival to end all festivals." - Per'kele The festival of Termina is the event the plot is centred around. The Trickster Moon God has decided to 'invite' people to the town of Prehevil to "join his jubilee of cosmic proportions". While the residents of both the town and area seem aware of the festival, none of the participants claim to know they knew of the fate placed upon them beforehand. Participants Abella: A mechanic from the northern capital Oldegård. She is part of an underground rebel organization. August: A mysterious elderly gentleman from the northern capital of Oldegård. He seems to know a lot of the situation at hand... Caligura: A ruthless mobster from the Vatican City. His cruel ways and his ghoulish appearance earned him the nickname "Count Dragul" among his peers. Daan/Daniël: A doctor with an unorthodox background including several years on the frontlines. Henryk: A chef from the Kingdom of Rondon. Adamant about keeping his life secret. It's another thing whether there really is anything interesting to hide or not... Karin Sauer: A war correspondent/journalist who has seen the worst The Second Great War has had to offer. Levi: A former child soldier with a lot of experience in modern warfare despite his young age. Marcoh: A small-time thug from the Vatican City/An aspiring amateur boxer struggling to stay on the lawful path. Marina: An occultist apprentice returning home from her studies in the Vatican City. O'saa: A mysterious yellow mage hailing originally from the land of Abyssonia. Olivia: A botanist returning to Prehevil for her sister. Pav: A lieutenant of the Bremen army. He has quickly risen in ranks and clearly he has a goal of his own that goes beyond army matters. Samarie: A dark priest apprentice from the Vatican City. Doesn't tell much about her life beyond that… Tanaka: A businessman who has travelled from far east all the way to the Europa to take an advantage of the political turmoil, all in the name of his family business. And to complete the 20 participants of the festival, we will have the characters created by the players. Moonscorch Moonscorch, also known as moonlight cancer, is a cruel and bizarre condition that the Moon God Rher can inflict upon humans. The affliction is used as a form of punishment for one's refusal to participate in the festival of Termina and for not dispatching one's fellow contestants quickly enough. Over the course of Termina, the player character will have to deal with a variety of moonscorched beings, likely including some of their fellow contestants. "I-I can feel it inside me! It crawled under my skin! T-take it off! TAKE IT OFF PLEASE!" - A villager from Prehevil afflicted with moonscorch. Moonscorch has presumably been a known illness among humanity ever since its inception, being already documented in the 9th century under the name of moonlight cancer. Typically, people afflicted with the condition display the following physical symptoms: severe discolored burns, dry cracking skin, unnatural growths, and scarring. As the condition progresses, it leads to severe warping of the body, often beginning with one's facial features becoming stretched and contorted. While most moonscorched beings are just ordinary humans with a deformed appearance and varying degrees of insanity, some are noticeably monstrous or even animalistic in their appearance and possess supernatural abilities as a consequence of their transformation. These abilities can range from superhuman strength to spell casting. Moonscorch causes severe psychological abnormalities as well. Many victims become completely incapable of conversation, and are only able to communicate threats or incomprehensible ramblings. A large number of victims become aggressive to the point that they attack others sight. Victims often experience delusional parasitosis (the belief that something is crawling under one's skin), which contributes to their aggression and frequently leads them to scratch off portions of their own skin. Several moonscorched beings retain some of their prior allegiances and knowledge of who they once were. In rare cases such as the Gentleman and his butler Jeeves, they can even engage in conversation as normal, although the former is still prone to becoming aggressive if the player upsets him. In the year 1942, the entire population of Prehevil, along with the occupying Bremen army, succumbed to the effects of moonscorch as punishment for their failure to participate in the Termina festival. The transformations of the townspeople appear to have been gradual, happening over the course of several hours or days; by contrast, the transformations of the new contestants are often extremely rapid, likely because of Rher's growing impatience. "You are feeling horrible... Your body aches like never before... Something is moving inside you... Something primal is trying to get out of your hollow shell... Your body... It's bursting at its seams!" - Game over text for trying to sleep to Day 4. Over the course of the Termina 3-day timeline, the contestants will gradually become afflicted with moonscorch, turning them into violent and powerful monsters. On Day 3 Night, every remaining contestant character will be moonscorched (with the exception of August and Pav, who die instead) and any contestants currently in the player's party will also disappear, having fled to their respective moonscorch locations. To find the moonscorched contestants, the player can use the Reveal Aura skill to display their current location on the city's map. Touching the Hollow Tower's door will cause all contestant party members to immediately mutate into their moonscorched forms, initiating a battle and removing them from the party permanently. If the player tries to sleep to Day 4, their character will succumb to the moonscorch and undergo a transformation, resulting in a game over. This is the only way that the player can moonscorch. According to Daan's Diagnosis skill, the bodies of the moonscorched are weak to slashing, fire, and otherworldly attacks. Characters Levi An ex-soldier who has fought in the joint since he was 10 years old, Levi excels at ranged combat and has a great aim with most firearms. Levi returned the mysterious town of Prehevil in Bohemia. In his family, Levi had a mother and a father who was often drunk and cruel. This chaotic environment lasted for an unclear amount of time, leaving Levi with vague memories of his intoxicated father. One tense night, his mother sought refuge in Levi's room, using her body to block the door. Despite her efforts, she couldn't escape the violence of her partner. Faced with a tough choice—either confront his father or pray for divine help, which would bind him to a supernatural entity—Levi was in a moral dilemma. His mother was killed by his drunken father, who then disappeared, leaving Levi alone. Levi was moved to the sunflower orphanage in Prehevil, where things didn't improve much. Rumors circulated about children disappearing mysteriously. Soon after, the Eastern Union forced Levi into military service. Though just a child, Levi quickly learned to use weapons and became skilled in combat. However, the constant fighting led him to despair, especially seeing young children caught in the war. Eventually, the stress and horror drove him to use drugs, especially heroin. Mentally and physically exhausted, Levi left the military before he could face legal consequences from the Eastern Union. With nowhere else to go, he was drawn back to Prehevil, the place of his birth. Unknown to him, his path was being influenced by the lunar god Rher, positioning Levi as a contestant in the mysterious game of Termina… Marina Marina Domek is an occultist that focuses on the creative use of otherworldly powers. While not as strong with harmful and offensive skills, her abilities are no less impressive when used properly. Marina was born into a family line of Dark Priests that worshipped The Old Gods. Her paternal figure, Father Domek, serves as the current leader of the Dark Priests in Prehevil. Her mother, not wanting her child to be forced into the Dark Priest lifestyle, wished for a chance for Marina to grow up divergent from her father's religion; which would have otherwise involved a lifetime of worship to The Old Gods. Despite Marina's birth gender being male, her mother decided to conceal her identity to all others, including Marina's father who labeled her child female. This spared her now-daughter from the Dark Priest line of succession that all eldest sons of Priests must follow. Her mother was not an active participant in these rituals and opposed the idea of Marina following in her father's footsteps. The life of a dark priest is cruel, entailing a lifetime of grueling servitude to old gods - A life which her mother wished to spare her from. Therefore, despite being born a boy, Marina would be raised as a woman, effectively shielding her from the obligation of priesthood. From there in The Vatican, she would learn and continue to refine her art of occultism for some time, considering she did say that it felt like a lifetime coming back to Prehevil. Little did she know she would become part of the Festival of Termina. Daan Daan, also known as Daniël, is a doctor, his skill set is mainly focused in curing different status ailments, bringing people back to life and analysing possible weaknesses in enemy anatomy. Having settled in the enigmatic Kingdom of Rondon during his life, the origins of Daan's birth as well as his birthplace remain cloaked in mystery. As a young child, he was taken on a nomadic journey across Europa by his devout parents, fervent disciples of Sylvian. He bore witness to their devout rituals, as they donned rabbit masks and danced naked in the meadows. Daan's formative years were marred by neglect, with his parents' zealous faith taking precedence over his own welfare. Their attempt to transfer Sylvian's revered healing gift onto him further strained their relationship. Tragedy struck young Daan when, at 13, his parents, consumed by their religious fervor, never returned from one of their rituals in the meadows. Left to his own devices, Daan faced a fork in his path: either seek honest employment or embrace the world of thievery. Fate, however, steered him towards the household of Baron Eihner Von Dutch, where he apprenticed as a butler. It was here that Daan developed a palate for life's luxuries and cultivated refined manners. His bond with the baron's daughter, Elise, deepened over shared tales of his tumultuous past and the insanity of his parents' cult. Intrigued by Daan's upbringing and Sylvian's mystical healing powers, Baron Eihner offered a trade: Daan's knowledge of Sylvian in return for a modern medical education. With time, Daan's relationship with Elise blossomed into romance, earning the baron's approval. Yet, peace was short-lived. As tensions between the Eastern Union and the Bremen Kingdom escalated, neighboring nations were ensnared in the turmoil. Daan, as an able-bodied man, was conscripted. He served on the frontlines as a medic-cum-infantryman, enduring the war's countless horrors. The solace he found in letters from home vanished when they abruptly ceased. After the Kingdom of Rondon's withdrawal from the conflict, Daan's hasty return home revealed a gut-wrenching sight: the manor was steeped in darkness, its inhabitants, including his beloved Elise and Baron Eihner, lifeless in the basement. They had become victims of an occult ritual, sacrificed to appease ancient deities. Grief-stricken, Daan, in a desperate bid to revive Elise, offered his left eye in a ritual— but to no avail. Reeling from the loss, Daan's quest for answers led him to whispers of the town of Prehevil. Determined to unravel the mystery behind their deaths, he embarked on a journey, unaware that he was but a pawn in a grander game, destined to become a contender in the Termina games… Abella Abella is a mechanic, and as such is adept at crafting her own makeshift weapons and traps. Along with mechanical skills, she also understands more complicated machinery. In the heart of Oldegård, young Abella found solace amidst the loving embrace of her kin—a sanctuary punctuated by the joys and innocence of a serene upbringing. With the mantle of eldest siblinghood upon her, a fervent desire to shield and support her loved ones burgeoned within her. Though the call of war beckoned, her tender age thwarted her ambitions. Unfazed, she veered towards the realm of engineering, intent on mastering the intricate dance of mechanics and electronics. As the years flowed, the shadows of war drew close, ensnaring those dear to her. The sting of powerlessness gnawed at Abella, even as her prowess in engineering soared. One fateful eve, destiny unveiled an enigma—a wounded stranger, gasping, a gunshot branding his abdomen. A search revealed his allegiance to the Kingdom of Rondon. Abella stood at crossroads: to deliver him to Oldegård's guardians for a bounty of 9 shillings and a fortuitous coin or nurse him back to vitality, receiving in gratitude his officer's blade. Regardless of her choice, the clandestine realm of "Nameless Liberty Underground", abbreviated as NIL, beckoned. Should she choose the latter, the wounded man's plea would echo: to ferry critical parchments to Rondon's heart. An encounter with a NIL emissary, coupled with discourses on Eastern Europa's shifting sands, culminated in an invitation—to lend her engineering genius to a cause running thin on comrades. With allegiance sworn, Abella became NIL's cornerstone, crafting arms and snares. Yet, whispers of grander machinations emerged. The Eastern Union, amidst the landscapes of Bohemia, brewed a storm—both Prehevil and the Bremenites, covetous and relentless, sought its essence. As Bremen's might overshadowed Bohemia, NIL's agents, dispatched to its heart, vanished into silence. Compelled by a mix of duty and intrigue, Abella's gaze turned to Prehevil, armed with a singular clue: the crimson shoes of NIL's Bohemian chief. Yet, the cosmos wove a grander tale—under the gaze of the beguiling Moon deity, Rher, Abella's fate intertwined with the epic of the Termina gladiators… O'saa O'saa is a yellow mage, he uses otherwordly powers only to his own benefit and to further his own agenda instead of dedicating his life to worship, contrary to other priests' beliefs. Though reserved in his conversations, he unveils his identity as a Yellow Mage, possessing an uncanny grasp of the current predicament beyond any other in the stranded group. Indeed, he demonstrates an intimate knowledge of the Termina festival, giving an impression that he journeyed specifically to partake in it. Olivia "Everything does feel like a dream, doesn't it? There is this ethereal feel to everything..." Olivia Haas is a botanist, her knowledge covers a wide variety of plants and herbs. She can create mixtures with strong healing properties or alternatively she can use that knowledge to create potent poisons. A botanist looking to find the whereabouts of her sister in the town of Prehevil. Olivia is one of the contestants of the Festival of Termina. She's a reserved, yet outgoing woman - being one of the only people in the train with openly friendly mannerisms and a caring personality. Olivia spent most of her childhood cooped inside her an overbearingly religious household for being of a more fragile build, finding escapism in books about botany and nature and the company of her twin sister, Reila, who preferred to go outside and make friends while also dedicating herself to studying engineering and new age technology. During high school, Olivia suffered multiple small strokes in a short period of time and was left bedridden. Her parents immediately turned to religious healers in an attempt to bring her back to health, despite her sister's desperate pleas for them to seek modern doctors instead. By the time they were convinced it was far too late - Olivia was diagnosed with an abnormality in her spinal cord that affected her blood flow. Even after going through extensive operations and several medical treatments, she was bound to a wheelchair for the unforeseeable future. Later in life, Olivia and her sister enrolled in the same university in Bremen - both relieved to finally be away from their parents' religious control. During her time in the university, Olivia had trouble connecting with her peers, but nevertheless was ranked top of her class and excelled in her field. The same could be said for sister, who got to participate in an exchange program between the Bremen Empire and the Eastern Union, much to Olivia's envy. Eventually, Olivia graduated and got to start her own botanist research in the biggest greenhouse of Bremen, yet she still felt like her sister outclassed her in every regard - Reila would travel all over the world, keeping in contact and telling Olivia about her work through letters, but one day the letters came to a halt. After six months, Olivia's parents got information that her sister was supposedly accused of treason against the Bremen Empire, being kept in an undisclosed Bremen prison. Olivia couldn't do anything about it - the only time she heard of her sister again was when news of a terrorist group called the Nameless Liberty Underground broke her sister from prison. Olivia recognized the name of the organization, recalling that she heard the professor Reila was seeing over the years mentioning them in a passing conversation. She investigated where the professor had gone to, only to find out he had been executed months ago - suspiciously enough, also for treason. Rifling through his office, Olivia found several letters between the professor and Reila, sent long after she graduated. In her last letter, Reila had sent cryptic writings about 'a cube' and how 'the Eastern Union was desperately trying to replicate the cube', her last words voicing concern that the Kaiser of the Bremen Empire was after the 'operation in Prehevil' and how she still had time to act by heading there herself. According to her investigation, Prehevil was a medium-sized town in the country of Bohemia. Olivia would head there without delay. Marcoh Life in an underground boxing ring has taught him how to deal with opponents bare-handed. Marcoh excels at close-quarters combat. Not much is known about him except this *small* lore section. He is a silent and reserved type, but will speak with the player briefly if prompted to. Marcoh's earliest memories involved spending time with his parents, but suddenly he was left without them. He couldn't remember what happened, but he and his sister had to fend for themselves from then on. At just ten years old, he had to find a way to make a living. Marcoh had always known the streets to be harsh, having been bullied relentlessly as a young boy. However, as he grew older and filled out, he found that he could hold his own in a fight, often towering over his former tormentors. Despite his size and fighting prowess, he was opposed to joining any local street gangs and becoming a thug for hire. Unfortunately, refusing to work with these small-time criminals only seemed to draw more trouble his way, with street fights becoming a regular occurrence. Marcoh's perspective began to shift when he realized that he was making more money from fighting than from any other job. His reputation as a skilled fighter led to his participation in underground boxing matches, where the pay was better and the danger of knives was lower. While Marcoh was focused on his fighting career, his sister had blossomed into a stunning young woman, attracting attention from a variety of unsavory characters. Fortunately, Marcoh's skills in the underground boxing ring had garnered him a reputation on the streets, which had in turn become a useful tool in protecting his younger sister from unwanted attention. However, his sister would fall in love with Riccardo Accardo, a mobster and heir to The Family, who took an interest in Marcoh's talents and tried to recruit him, but Marcoh politely declined. Riccardo persisted, offering to hook Marcoh up with a real boxing trainer, and after some persuasion from his sister, Marcoh reluctantly agreed. Upon entering the gym, Marcoh felt a sense of professionalism that he had not experienced before. The elderly trainer, who had an impressive track record, was impressed with Marcoh's natural abilities and raw skills. Under the trainer's guidance, Marcoh's skills improved and he started to win bigger and bigger matches. Riccardo was able to organize more and more fights, and Marcoh found himself spending more time with the Accardo family, without realizing that he was slowly being pulled into the criminal world. Eventually, Riccardo revealed his true colors and demanded that Marcoh kill an opponent in a boxing match. Marcoh refused, but Riccardo threatened his sister's safety, leaving Marcoh with no choice but to comply.During the fight, Marcoh managed to knock out his opponent, but he didn't stop there. Under Riccardo's orders, he continued to pummel the man, even after he had hit the ground. Marcoh had killed him. Devastated by what he had done, Marcoh kept it all inside, but he knew that things had to change. Riccardo had plenty more dirty work for him to do, and his sister's safety was always on the line. Marcoh knew that he had to find a way out of the criminal world before it consumed him completely, and the only was to kill Riccardo. Riccardo was smart enough to sense Marcoh's killing intent and made sure he was never alone with him but was too cocky to think it was enough, and within the club to receive his next assignment, Marcoh beat Riccardo to death and threw his body off the club's second floor, right onto the dance floor, then fought his way out with only minor injuries. Now a wanted criminal by the police and a traitor to the Family, Marcoh found himself in a dire situation. His phone rang and it was his sister on the other end. She had been sent to Riccardo's summer villa in Valland a few days prior. Marcoh explained his predicament to her and they decided to meet up in Rondon. It was clear that Marcoh could no longer stay in Vatican City and needed to act quickly before the police caught up to him. He hopped on the first train that left the city and headed to an unfamiliar town called Prehevil in Bohemia. Marcoh wasn't sure where this town was, but he decided he could plan his next move as he traveled. Little did he know what horrors awaited him when he arrived, as one of Termina's contestants… Karin "I don't need some flaky eyepatched foreigner telling me what's possible and what's not." Karin Algernon Sauer is a journalist that has covered wars, coup d'etats and other disasters, she has picked up various skills that help her survive, with persuasion skills definitely not being last on that list. She covered wars, you know? Karin, a spirited journalist and participant in the Termina festival, is known for her fervent disdain for both Kaiser and the Bremen army, whom she often derogatorily labels as "pigs." Impulsive and easily irked, she exhibited clear frustration when the train halted, and her sharp-tongued interactions with Daan were quite evident. As a child, Karin's restless spirit was uncontainable, often leading her on wild adventures beyond her home, much to the distress of her nanny. The daughter of wealthy yet non-noble aristocrats, she was primarily brought up by Dalia, her family's housemaid. In a society where lineage mattered, her parents, lacking noble ancestry, were often snubbed by Bremen's elite. The war's onset further exacerbated their predicament, making them easy scapegoats for the public's anger. An advancing mob, intent on raiding their mansion, forced a desperate decision. Karin was told that, in an act of sacrifice, her parents entrusted her to Dalia and urged them to flee the country, dyeing Karin's hair blonde so she would not get recognized. But the vagueness of her childhood memories sowed seeds of doubt—had Dalia, in fact, abducted her? Their escape took them to Jettaiah, a sacred city. Overwhelmed by the unfamiliar surroundings, young Karin fled into the sprawling streets, only to be retrieved by Dalia. They continued their life there, with Dalia claiming financial support from Karin's parents. But Karin, ever perceptive, sensed something amiss. As she entered her teenage years, Karin's fiery spirit found purpose in human rights activism, as she joined the crusade against government tyranny. However, one fateful rally turned bloody when the military retaliated with lethal force. A wounded Karin awoke in a hospital, surrounded by Bremen embassy officials, and learned her image from the protest had gone viral. Bremen beckoned her back home, where she was reunited with her mother and introduced to her new stepfather. The horrifying truth soon emerged: during the uprising, her father had perished when the mansion was torched by the mob. To add to her pain, Karin discovered that Dalia had deceived her all along, having kidnapped her as a child and later extorted money from her family. With a life marred by chaos and deceit, Karin found solace and purpose in journalism. The sudden rise of the enigmatic Kaiser had cast a shadow over the continent. Accused of instigating uprisings against the nobility, Kaiser became the center of Karin's investigative obsession, particularly given his perceived role in her father's tragic demise. Yet, as she delved deeper, the waters grew murkier. Rumors linked Kaiser to the elusive "New Gods", a shadowy society whispered about since the Cruel Age. This covert collective, purportedly manipulating global power structures, seemed to have their fingerprints on two major wars. Europe was on the cusp of momentous events, and when news broke of the Kaiser's occupation of Prehevil in Bohemia, Karin saw her chance. Determined to uncover the truth, she set out on a journey to the heart of the mystery. Tanaka "I'm late already, so late..." He is a salary man dressed for the job, with briefcase and all. Tanaka is one of the contestants arriving at Prehevil for the Termina Festival. A businessman who has travelled from far east all the way to the Europa to take an advantage of the political turmoil, all in the name of his family business. Since he was four years old, Tanaka was raised by his family to rely on himself and only on himself in preparation for a ruthless business world. He was taught that softness was weakness, and as a result the idea of making friends and comradery is alien to him. He is encountered inside the train that transports the Termina contestants to Prehevil. Needles seem to bear a grudge against Tanaka, judging by their additional unique interactions. This implies that Baron Von Dutch might have been a business rival before he turned into Needles. Henryk He is a chef hailing from the country of Rondon. Henryk is one of the contestants arriving at Prehevil for the Termina Festival. A chef forced to be a contestant in the Festival of Termina. Henryk is a 32-year-old chef from the Kingdom of Rondon with an acute taste for ingredients. Not much is known about his past and seems adamant about keeping his life secret if prompted to speak up about it. Henryk's parents ran a tavern called Klimkov's, where he also worked but was always dreaming about becoming someone important, capable of creating something such as an artist, musician or actor. He eventually "dipped his toes in everything", but did not take well to rejection and in the end gave up those plans. At his younger years he was also a bartender for some time, having had a fling with a female pianist that worked at the same place as he did. Eventually, Henryk ran out of money and, out of necessity, decided to go back his parents' tavern where he started to cook meals. In the end, his natural talent for the culinary arts flourished to a point that Klimkov's became famous, even becoming the subject of an article on local newspapers. Now embracing this talent, he frequently travelled to find new culinary inspiration - one can imagine it is one of his reasons to travel to Prehevil, as he seems fascinated by local delicacies and ingredients. His attitude seems rather perverted towards the women he takes interest in, since his first interaction with the player character is of him commenting on Abella's rear and flirting with her, most likely due to the fact he makes sure to let the player know he's single. Samarie "I'm no one... Just a lonely caterpillar waiting to shed her skin..." She appears to be an insecure young woman with stalking tendencies and a specific interest in Marina. Samarie is one of the contestants arriving at Prehevil for the Termina Festival. Samarie is a dark priest apprentice from the Vatican City and one of the contestants of the Termina festival. She is Marina's childhood classmate from Vatican, though Marina doesn't recognize her. She seems to be in love with her, pushing her love to the limits and even stalking her. She kills Marina's father because she says Marina hated him. August He is a mysterious gentleman who seems to be aware of what is going on more than the rest of the cast. August is one of the contestants arriving at Prehevil for the Termina Festival. August is a mysterious sailor who has arrived at Prehevil, having become a contestant in the Termina festival. He seems to know more than he lets on... According to Karin, he has a journal full of information on the other contestant's psyches, though this cannot be confirmed true since the journal cannot be found. Pav Pavel Yudin is a sly-looking officer in the Bremen army. Pav is one of the contestants arriving at Prehevil for the Termina Festival. During the first Great War, Kaiser demolished a village from Voronya. This same village happened to be Pav's hometown, who had his family and relatives killed during the attack. As a way to exert revenge against the man who caused his suffering and also make sure other people would not have to go through the same as he did, Pav decided to join the Bremen army in hopes of eventually getting close to the Kaiser and murdering him. He rose up the ranks of the army, where he would eventually became a lieutenant. Although the Kaiser's intentions were unknown to him, he was aware of his leader's obsession with Prehevil and decided to follow him all the way to the Bohemian city, in hopes of a chance of killing him. However, he was chosen to be one of the participants in the Termina Festival that would soon take place. Leaving the train in a hurry, he is not present when the players starts their journey. Caligura He is a mobster hailing from Vatican City. Caligura is one of the contestants arriving at Prehevil for the Termina Festival. Caligura's cruel ways and his ghoulish appearance earned him the nickname "Count Dragul" among his peers. His reputation as a mobster is influent enough for other contestants to know who he is: journalist Karin recognizes him from the train and a possible altercation that he has with Henryk implies that the chef either heard of Caligura or actually ran into him before. Within the festival, he is one of the select few participants who will actively engage in killing the other contestants. Levi and Henryk will meet their end at his hands unless player intervention takes place; Abella and Marcoh will also be his targets. Karin also mentions an encounter with the mobster, but she manages to safely evade him. Black Kalev / Man in Black He appears to be a black goat, nothing out of the ordinary. The goat hangs around in front of the Woodsman house, the animal seems to be tied to the man in black in some way or another. Besides that, it is apparently just a regular goat. Or so you're lead to believe, in the basement there are 2 messages written in blood, written by the Woodsman's wife, one saying "He was more of a man than you could've ever been. Twice the size in fact!". In the same house you also find the Woodsman's letter which reads: "The beast has entered this house. It is not my property any longer. The beast took my wife, it took my dignity, it took my faith. If it wasn't the full moon, I would let it take my life as well by my own hand." If a player takes the time to sculpt clay figures that are present in Rher's alternate realms, his human form will appear again and share more information about the Sulfur God. Per’kele Per'kele is the mysterious servant of the Trickster Moon God, Rher. "Per'kele and the group associated with that figure... You might recognize them by the body paint covering their faces and body. They are but leeches. Leeching on the older gods, pursuing their own agenda. Miserable figures." - The New Gods when asked about Per'kele. Per'kele is a mysterious servant of the Trickster Moon God, Rher. He serves as his master's voice since the God is seen from far away. Asking the New Gods about the servant, it is suggested that Per'kele is simply serving Rher to pursue his own goals and ideas in mind. It is revealed near the end of Termina that Per'kele does not serve Rher as the Old God was already gone by this point, but another God called the Sulfur God and leads the Cult of Sulfur. He saves you from the workshop in some sort of nightmarish sequence in the introduction that the player can either skip or go through. Regardless of the player's choices, they would still have the dream of being saved by Per'kele and meeting him and the Moon God Rher, who seems to be awake but cannot talk and can only seemingly stare at the player. Per'kele will then tell the player of the Termina Festival, and how they will play a part in it as one of its contestants, calling it a chance for one of the participants of the Termina festival to have a peek at grandeur and have a chance for 'illustrious reality', and calling it the 'festival to end all festivals'. He will say no more though, saying that his master will answer the player character's questions later on as they progress through the festival. He and his master will talk and meet again with the player under the green hue lit moonlight. Rher Rher, The Trickster Moon God is one of the Old God. He is the orchestrator of the Termina festival. Trickster god, also known as the Moon god. He is one of the last older gods to still observe mankind. He is a jealous kind. He would not share the godhood and the world order with humans and the new gods. He has many ploys to diminish our influence. - New gods about the Moon/The Trickster God. Rher is a mysterious god and one of the last of the Old Gods that still observes mankind to this day. He is said to be jealous. He does not want to share the idea of a god with humans, and disapproves of them replacing the old world order. He sees the New Gods as mocking and pretentioous. He has began plotting to reduce the influence of the New Gods. To this end, he employs his servants, Pocketcat (who is seen as a sort of bogeyman in children's stories) and Lady of Moon, to hunt for children in order to keep them from being used as vessels for a New God, the same way Alll-mer came to be an Old God: from being half man and half New God. However, this plan would fail in the end as Nilvan, the New God that represents humanity's endless potential, outsmarted the Old God and made sure her daughter sired from the man of the prophecies, the now newly deified God of Fear and Hunger, would come to the Altar of Darkness. The child would mature and become an Old God, therefore rivaling the Old Gods and carrying on humanity's dream to transcend their limitations. In 1942, after the end of the Great War II, Rher hatched another scheme. He announced the Termina festival in the small town of Prehevil, He foresaw the arrival of people to Prehevil and chose them as the contestants. He sent them a dream, with his new servant, Per'kele, acting as his voice, telling them of the festival and how it was a chance for one of them to have an 'illustrious reality' and the 'festival to end all festivals'. His symbol is the three circles, two above one. The top right circle is a horizontal omega symbol with a dot in the middle of it. Later, Per'kele claims to be the true mastermind of the events of the Festival of Termina, as the Moon God that is seen above Prehevil is nothing more than the traces left by Rher. Rher, like the other Old Gods, had already left the world, or passed on. Rher's traced self fell at the hands of the participants, and so did Per'kele, leaving only traces of the Old Gods. And yet after Per'kele is defeated, the Moon God descends and attacks the protagonist. Whether this is the Old God, a hallucination of the Old God caused by Per'kele, or a true trace of Rher is uncertain. What is certain is that after battling it until the Moon God becomes bored, the Termina Festival ends and the sole survivor, the protagonist, is allowed to leave Prehevil. Like his name and title, he seems to encompass the ideas of trickery, deceit, subterfuge, schemes, the dark, and anything else involving deviousness. Not much is known about his plans, but his followers are always constantly scheming and meddling with mankind throughout the course of human history. In the Skin Bible - Rher, the god was depicted as a god of the insane and a trickster of madness. It is not too far off because all of the Moon-touched inhabitants of Prehevil have gone insane, except for a few like the Woodsman and the Mayor. Ironically, Rher also represents truth as seen by his moonlight illuminating those that are touched by the rays. It is not quite far off because engraving the sigil of Rher onto one's face increases one's mind, making one know more without going completely insane from the truth. He also apparently uses this 'truth' with his moonlight as a trick against others questioning his motives. It seems to suggest that he also is a god that represents fallacies and lies. Not much is really known about him, and he seems to prefer to keep it that way. Pocketcat "You have one of those familiar faces. I feel like we've met somewhere before. Perhaps in a past life?" - Pocketcat "A servant of the trickster god – the Moon. His motivations lie in the path laid out by the older god. Unfortunately even we don’t understand his mysterious ways… " - New Gods, about Pocketcat Pocketcat is a minor influence compared to the influence of Gro-goroth's mages, Sylvian's marriages & sex cults, and Alll-mer's enormous following, but he's unique in that he's an actual creature spawned by his older god, rather than an adherent. Being a creation of a trickster god, his purpose and origin aren't detailed, and there's not much information about the Moon God either. Children are used in the game as sacrifices, vessels in the greater scheme of things. It's possible that Pocketcat eats and buys children as a way of subverting the power of other gods by keeping them from being used for other religious purposes. Reila Reila Audrey Haas is a mysterious girl in red shoes who takes part at the dream sequence that serves as introduction to the game. Reila was raised in an overbearingly religious household. While her twin sister Olivia was often kept inside the house for being of a more fragile build, Reila herself preferred to go outside and make friends while also dedicating herself to studying engineering and new age technology. During high school, Reila's sister suffered multiple small strokes in a short period of time and was left bedridden. Her parents immediately turned to religious healers in an attempt to bring her back to health, despite Reila's desperate pleas for them to seek moderns doctors instead. By the time she managed to convince them, it was far too late - her sister was diagnosed with an abnormality in her spinal cord that affected her blood flow. Even after going through extensive operations and several medical treatments, Olivia had become indefinitely wheelchair bound. Later in life, Reila and her sister enrolled in the same university in Bremen - both relieved to finally be away from their parents' religious control. During her time in the university Reila excelled in her field and got to participate in an exchange program between the Bremen Empire and the Eastern Union, much to Olivia's jealousy. She was also involved romantically with a teacher during her academic years. Reila would travel all over the world, keeping contact and telling Olivia about her work through letters, but one day the letters stopped coming in. Reila's parents got information that she was supposedly accused of treason against the Bremen Empire, being kept in an undisclosed Bremen prison. Eventually, a terrorist group called the Nameless Liberty Underground would break her free from said prison. The professor she was seeing over the years had been executed for the same reason of treason. He and Reila had kept it contact through letters, sent long after she graduated. In the the last letter Olivia found from her sister Reila had, in cryptic writing, talked about 'a cube' and how 'the Eastern Union was desperately trying to replicate the cube'. Her last words voiced concern that the Kaiser of the Bremen Empire was after the 'operation in Prehevil' and how she still had time to act by heading there herself. Reila is encountered exclusively in flashbacks and premonitions while leaving traces of blue moth, although never long enough to be interacted with. The mystery of what happened to her is one of the core topics you can explore in the game. It will eventually lead you to her and with that the revelation that, after coming to Pehevil, Kaiser used her as vessel for the Machine God. During the events of the game she is still in a weak, early stage of her new godhood. Logic "The conscience of consensus... Just an avatar for the stream of thought. Join me, in the promised land..." - Logic, to the players Logic, also known as the Machine God, is the Boss encountered for Ending A Termina. She is a newly-born divine being. Hidden in the depths of the White Bunker under Prehevil is the center of a massive engineering project by the Eastern Union known as "Logic." Despite being a Union project, the Kaiser apparently played a pivotal role in kickstarting its development, and many Bremen engineers, including its eventual head Reila Haas, were recruited to work on the project. Through a unique fusion of modern medicine and machinery, "Project Logic" intended to birth a new god, one created entirely through humanity's own efforts. This new deity would emerge from the blending of one human subject's consciousness and electronic technology, and would act as a "data tank" for all of humanity. Such a "data tank" could provide information to humans whenever they needed, creating a "shared consciousness" and "shared paradise" so addictive it would cause people to shun personal contact in favor of machine messaging. Such a scenario would lead to a new world order shaped by the Logic's immense electronic hivemind. The human subject would be kept in a lucid dreaming state in order to maximize processing potential. Although the Kaiser wished to become the human subject of Logic, Reila Haas beat him to the compound and immersed herself in the machine first. Even after ascending as Logic, it seems Reila still retains some of her human memories, as she is able to recognize Olivia. Logic's symbol shows two letter R's back to back. This is an inverse order to the symbol of the God of Fear and Hunger, wherein the two letter R's are facing each other. The God of Fear and Hunger's symbol is in-turn replicating the God of the Depths' symbol, which was simply one R facing the left. Curiously, a Cube of the Depths bearing Vinushka's symbol is embedded in Logic's chest, although its function is unknown. Kaiser Kaiser is the main antagonist and e is the current leader of the Bremen Army. The Kaiser is the fearsome leader of the Bremen Empire, and the instigator of the Second Great War. He seems to have a special interest in Prehevil, having abruptly signed a peace treaty with the Eastern Union after capturing the city. By the time of the Festival, he has recently arrived in person… The Kaiser can first be encountered in Prehevil, on the blocked road west of the Church of Alll-mer. He can be seen leaving the area via the northern road, though he cannot yet be approached or attacked. Should the player activate all three Telelectroscopes and enter the White Bunker, the party will encounter the Kaiser in the tunnel after defeating the Platoon combo. After speaking with the party, he will attack them, hoping to stop them from interfering with the birth of the Machine God. Through the dialogue before battling him, one can safely assume that Kaiser is the Yellow King. This assumption can be backed by his comments on how he used to believe he'd bring humanity to the promised land, which was his motive to ascend to godhood, and also his comments on the God of Fear and Hunger hampering his plans therefore dating his ascension around the same time it ascended into godhood. The goal of Pav and August is to assassinate him, and they have different reasons for doing so. Kaiser's outward appearance is merely a facade, maybe this version of the Kaier in Prehevil is not the true Kaiser, but it is not confirmed. Yellow King "The prophesied one... Already while still alive, there were many tales written and sung about his tale. We don't know where the prophecy got started but needless to say that it's all fallacy. But the man himself... Is a curious kind. There is definitely something different about him and whatever his part might be in the greater scheme of things, the very least he started something larger..." - The New Gods when asked about [redacted]. A New God born when he sat on the Throne of the True King and ascended into the Void to become a New God. He did this to fulfil the prophecy of uniting the rest of Humanity and lead them into a golden age, and to end humankind's suffering, just like what Alll-Mer had done many centuries ago. However, he seems to have changed. During the events of Termina, it is revealed the Yellow King became known as the Kaiser, a popular figure that remained in secret under a now trademark hood and rose to popularity apparently out of nowhere, being responsible for uniting the mid-western nations of the world under the flag of Bremen. Father Domek "A painting of a grumpy old man. Judging from the wrinkles on his face, he must have had that frown for all his life. His eyes look glassy and more menacing than the rest of his expression." He is a dark priest for the Church of Alll-mer in Prehevil, as well as a parent to Marina. Father Domek's most prominent appearance is the game is actually his death. The scene shows how he tried to restrain Samarie after an argument, only for her to pull out a knife, killing him in self-defense though also in no small portion for how much she hated him on Marina's behalf. Jeeves A butler/waiter, who currently serves the Mayor. Can be found in the Mayor's manor, at the entrance inside. He can also be found at the museum's entrance. The man is seemingly not hostile and greets the player like any sane man would do in this insane town. He tells the player that Prehevil has just had a new Mayor come in today and that he is waiting in the dining room. Going up to him and talking to him more will yield some information on where the dining room is. He also warns the player to mind their manners and not to mention the Mayor's antlers, telling them that he is sensitive to the topic. This indicates already a warning of what not to do when talking to the Gentleman. The man is an inhabitant of Prehevil, serving as the Mayor's current butler and waiter. Like the Mayor and the other Prehevilians, he is moonburnt and a clear partition on his face is seen, similar to that of the other villagers. However unlike the villagers, he is not insane as he is not immediately hostile to the player and greets them like another fellow human being. Dr. Kefer Dr. Kefer is rather snappish and sarcastic towards the player character. He will not serve the player unless they introduce themselves to him, in which he will "greet" them back by insulting them. Though he is not hostile, Dr. Kefer keeps a watchful eye on the player while in his shop. He will call out to them if they try to steal his potted Blue Herb, and if they explore the area behind him, near the staff-only area. If the player goes into the downstairs area, he will tell them "there are things there that would best be forgotten". Dr. Kefer can be found in Dr. Kefer's Tricks & Magic. Bandage Man The Bandage Man is a villager from Prehevil, most likely affected by Rher's moonburn after the first Festival of Termina that took place in the town. His face is covered in bandages, indicating that the process affected him quite badly - as the skin of other Moonscorched villagers seems to fall apart, the bandages are likely an attempt to keep his face in place. Before the Festival took place, the Bandage Man was already a shopkeeper and managed the very same kiosk, which was apparently geared towards goods for everyday life. Levi mentions that the children from the Orphanage would frequently shoplift candy from his store, until the Bandage Man caught one of them in the act and hammered a nail through their palm. The Bandage Man carries around a doll, pretending it is alive and lulling it to sleep. Despite all this, he is not hostile towards the player at all, and is one of the very few barter options left in Prehevil. His kiosk is located at the Old Town, to the right of the main gates to the inner city. He will open up his shop on the second day, however it is also possible to break in on the first day, which will lead to him telling you to leave. If you stay in the shop for long enough, he will smash the doll against the table a few times before continuing to cradle it. Fortune Teller "FUCKING HATE LOONEYS LIKE THIS!" - Nas'hrah on the Fortune Teller. She can be found on the streets of the Shopping District in Prehevil (Inner City). The Fortune Teller is an inhabitant of Prehevil (Inner City). She appears sickly and coughs when interacting with the player, presumably caused by the Moonscorch brought upon by the Trickster Moon God, Rher. Despite this, she is not hostile towards the player, and will even give them advice, for a price. The Fortune Teller sits on the street of the Prehevil Shopping District, directly south of Renka Cafe. If the player chooses to give the Fortune Teller something she wants, she will share the locations of the necessary Effigies and Telelectroscopes to progress in the game via cryptic fortune telling: "The self-fellating man... The one symbolizing the downfall of men... the primal weakness... That one you can find from the moldy prison that houses the foul and the weary..." (Referring to the Fellatio effigy) "The gaping hunger... "The one symbolizing the endless hunger and endless discontent... That one you can find from where one starts their long journey on the path to that very same discontent..." (Referring to the Hunger effigy) "The martyr... The one symbolizing the need for idols... the need for dreams to look up to... the need for those to blame at the darkest hour... Naturally you can find that one from the house of the holy." (Referring to the Martyr effigy) "A man-made conflict hides a stream of consciousness..." (Referring to Tunnel 1) "A stone fortress that rises in the deep green..." (Referring to Tunnel 7) "Follow upstream... A treasure hidden behind a waterfall..." (Referring to Tunnel 4) Wretched Beggar "Welcome O' fresh one. Welcome to the shitpit of Prehevil..." He can be found in the slums, inside of a shack with severed heads upon display outside. He sits in front of a wall of severed heads. He's malformed and twisted, as seen on his face and body. He seems to be affected by the Festival of Termina, as caused by the Trickster Moon God, Rher. In spite of this, he doesn't seem hostile as other characters on town. As he wishes for the head of the man who "swiped half of the old town down" (Woodsman) it is plausible that he has a hatred or history with the man. In exchange for his head, and the head of the Decrepit Priest (Father Oscar), the Wretched Being will grant the player the Shield of the four. Found in Filthy Shack - Slums. And the player character, who will be the remaining competitors of the festival. The following is a list of the existing items. Items are sorted by type and list the use and where to find them. Weapons Damage types Every weapon falls under one of five types of damage: Slashing, piercing, blunt, fire, or otherworldly. Weapon types The weapon type indicates whether or not certain characters can use the weapon, as well as whether or not it's a two-handed weapon (requiring both arms, and other character limitations). Spears, rifles and flails are some noteworthy examples. The weapon restrictions for characters are as follows: Olivia, Karin and Marina are incapable of wielding two-handed weapons (guns are an exception to this). O'saa cannot wield any form of firearm. Ghouls, Blood Golems and Black Kalev cannot wield any weapons. Kitchen knife "A short kitchen knife. What it lacks in size it makes up in speed." One-handed, slash damage. You can find it in crates and chests around the city. (Common) They can drop by defeating villagers and neighbours who use them as weapons. Officer sword "A sword of an army officer. Swords like these don't see much use these days. They are kept around more because of tradition." One-handed, slash damage. You can find it in crates and chests. (Rare) Rusty pipe "Rusty iron pipe with hefty weight. Can cause momentary stun." One-handed, blunt damage. They can drop by defeating villagers and neighbours who use them as weapons. (Common) Mauler (Boss Drop/ Unique Drop) "A long barbed and spiked rod. The weapon is very heavy and clumsy to wield but causes severe damage when hit." Two-handed, blunt damage. Gull Bros guaranteed drop. Scalpel "A sharp scalpel. It's very short, but very accurate in experienced hands." One-handed, slash damage. You can find it with Daan. Axe (Unique Drop) "A medium sized wood axe. Swinging this as a weapon is sure to scare away lesser foes." One-handed, slash damage. You can find it by defeating the woodsman. Kassara (unique Drop) "Originally a tool for cutting tree branches. It could be used for things equal in size, like human limbs for example." One-handed, slash damage. You can find it and by defeating janitor. Sickle "A tool used for harvesting crops. It also has a long history as a weapon of choice for civilians." One-handed, slash damage. You can find it by defeating villagers who use sickles as weapons. (Common) Bayonet “A rifle with a knife attachment. You switch to close-range combat easily with this one" Works as a regular melee weapon in battle and it is a rare loot drop from chest and crate loot. (Super rare) Two-handed, slash (melee)/ piercing (ranged) damage. Rifle .303 Mk I “A bolt-action, magazine-fed repeating rifle. The most common used rifle in the First Great War” Two-handed gun, piercing damage. Levi starting choice Guaranteed drop from Levi and Levi (Doppelgänger) Random drop from Elite Trooper (Rare) Chest and Crate loot (Super Rare) Can be found in Two-story House 2 and PRHVL Bop in the speakeasy 12-gauge Trenchgun “A powerful gun with a serious kick. Fires a number of small pellets that stop even larger foes.” Two-handed gun, piercing damage. Random drop from Elite Trooper (Super Rare) Chest and Crate loot (Super Rare) Can be found in PRHVL Bop in the speakeasy Lugr Pistol One-handed gun, piercing damage. “A toggle-locked, recoil-operated semi-automatic pistol. Typically used by the Bremen army officers as a secondary arm.” Guaranteed drop from Karin and Pav Chest and Crate loot (Super Rare) Can be found in PRHVL Bop in the speakeasy Pipe wrench “A tool used for assembling wide variety of things. Can be used as a blunt weapons as well.” One-handed, blunt damage. Abella starting weapon Guaranteed drop from Abella Utility Shelf loot (Rare) Sandman's kiss “A syringe with neurotoxins attached to an officer sword. Each thrust of the sword releases some of the poison.” Can be crafted using 2 Duct tape, 1 Bolt, 1 Officer sword and 1 Heroin. One-handed, slash/ poison damage. Reaper's rake “Four sickles attached to a broomstick. A 2-handed slashing weapon that causes severe bleeding.” Two-handed, slash damage. Can be crafted using 2 Duct tape, 3 Bolts, 4 Sickles and 1 Broomstick. Lantern flail “A makeshift weapon that is a bit hard to wield, but hard to read properly as well making it an unpredictable weapon with heavy mass. Can cause burns as well.” Two-handed, blunt/ fire damage. Can be stolen from Chaugnar Guaranteed drop from Chaugnar Can be crafted using 1 Duct tape, 1 Broomstick and 1 Ornament lantern Meat grinder “A violent and fierce weapon. A saw blade attached to a bench grinder that is customized to work without being plugged in.” Attacks Thrice / Two-handed, piercing/ slash damage. Can be crafted using 1 Bench grinder, 1 Duct tape, 1 Saw blade and 1 Scrap metal. Gaelian greatsword (Unique Drop) “An old greatsword from the highlands north of Rondon. These swords were nicknamed 'the king's bane' because of how effective they were against Rondon knights in the 12th century.” Two-handed, slash damage. Can be found in the display case in Museum (Obtained by breaking the display case). Meat mallet “A tool used in kitchen that makes up one brutal weapon. Swinging this will surely score you critical hits every now.” One-handed, blunt damage. Random drop from Half-cocooned (Uncommon) Chest and Crate loot (Rare) Iron spear “An old iron spear that was still used by the cavalry of Bohemi a few decades ago. Up until firearms became more prevalent in this region.” Two-handed, piercing damage. Random drop from Bellend (Rare) Chest and Crate loot (Super Rare) Sergal spear (Boss Drop/ Legendary Weapons) “A finely decorated ornament spear from the warrior tribes of northern Vinland. The decoration suggests highly advanced cultures, but sergals remain largely unknown in the old continent.” Two-handed, piercing damage. Two spears can be obtained by fighting against Rancid the Sergal: First Battle (in Altar of the One God) - Guaranteed drop if at least one arm is destroyed or severed. Second Battle (in Maiden Forest) - Guaranteed drop after defeat. The Sergal spear has the highest attack out of any weapon in the game. However, the damage it deals is outclassed by multi-hit weapons such as Red virtue and the Meat grinder. Red virtue (Boss drop/ Legendary Weapon) “A masterfully forged light sword. The sword is very light and so excels in finesse. It is said that Red virtue is one of the two swords forged for the ancient king of Ma'habre.” Attacks Twice / One-handed, otherworldly damage. Guaranteed drop from the Heartless One. Blood sword (Spell Weapon) “A sword forged from the blood of Alll-mer.” One-handed, otherworldly damage. Summoned in Battle using the Blood Sword skill which costs Mind. Longinus (Spell Weapon) “The spear that punctured Alll-mer's side as he was chained and crucified. A faint trace of the shadow that was cast away for Alll-mer to reach his ascension.” Two-handed, otherworldly damage. Summoned in Battle using the Longinus skill which costs Mind. Sabbath “To counter the rising threats of the witch and vampire hunts of the 1700s the Vatican city developed this otherworldly sword to be used by the penance knights as their new main weapon.” One-handed, otherworldly and slashing damage. Draw Vinushka sigil on Asymmetric Circle in the basement of the Church of Alll-mer to obtain it. Black steel “An eastern style sword that is delicate and sharp. Prone to critical hits. The blade has ancient writing, it translates to: The Black Steel of the East.” One-handed, slash damage. Guaranteed drop from Moonless Beast (if Black steel was destroyed or August is dead).

Geography & Nations

CONTAIN SPOILERS!!! 📍 Geography & Nations (Prehevil) Prehevil is the capital of Bohemia, a small and remote country that once belonged to the Eastern Union. Located on the northern edge of the land, by the shores of Lake Verdite, the city is both ancient and decadent, constructed around the mysterious Hollow Tower that dominates its skyline. Once prosperous during the “Cruel Age,” Prehevil has long since faded into obscurity. Attempts at modernization—new business and shopping districts—stand in contrast with decaying old neighborhoods still clinging to archaic traditions and beliefs. From the outside, Prehevil is known for its devotion to Alll-mer, but within its walls the worship of older, darker gods endures. Human sacrifices, occult rituals, and abuses carried out by the clergy are still part of daily life. The Church of Alll-mer and St. Domek’s Orphanage serve as fronts for control and manipulation, with the mayor acting as a mere puppet of the clergy. Scholars of Prehevil are renowned for their deep astrological knowledge, even catching the attention of the New Gods. During the Second Great War, Prehevil was occupied, bombed, and scarred by both the Eastern Union and the Bremen Empire. Bunkers, barricades, and ruins remain as evidence of its violent past. Today, under the shadow of the Termina Festival, the city has become completely cut off from the outside world. Attempts at martial law collapsed, soldiers and citizens alike fell into madness, and many were twisted by the moonscorch. Isolation During the Festival Termina, Prehevil is completely cut off from the outside world. Roads leading out exist, but escape is impossible—barred by supernatural forces, hostile soldiers, or the ever-watching eyes of Rher. Players cannot leave the city physically until the Festival ends. Outskirts of Prehevil General Description The Train is the vehicle that transported the contestants to Prehevil, unknowingly bringing them into the Termina Festival. It serves as one of the two safe hub areas in the game (the other being PRHVL Bop, described later). The atmosphere is one of isolation: the stationary wagons provide a temporary shelter from the horrors of the town, yet also act as a psychological cage since there is no escape from Prehevil. Gameplay Functions Functions as a safe hub where the player can rest and use a Perfected Ritual Circle (drawn by Marina). Mind stat slowly regenerates over time while inside. Party management: recruited allies can be left behind here. Killing NPCs inside the Train may result in the protagonist being restrained by other survivors (e.g., Marcoh, Abella, Daan, Tanaka, Karin). If restrained, the protagonist is tied up and only escapes on Night 3, suffering from severe starvation. Relevant NPCs Abella – In the entrance wagon (if recruited on Day 1 Morning). Black Kalev – End of the first wagon (if recruited). Daan – Entrance wagon (if recruited on Day 2). Ghouls – End of the first wagon (if recruited). Henryk – If saved from his trance (Day 1 Morning), he moves food supplies from the Mayor’s Manor to the Train. Can cook goulash in the mornings/afternoons. Stays in the entrance wagon at night. Karin – Entrance wagon (if recruited on Day 2). Levi – Entrance wagon (if recruited). Marcoh – Stays inside on Day 1. On Day 2, may remain outside unless Tanaka survives, in which case Marcoh trains him instead of being recruitable. Marina – Inside on Day 1, draws the Ritual Circle. If recruited, waits in the entrance wagon. Olivia – Inside on Day 1. On Day 2, moves outside and later shifts back to the entrance wagon. O’saa – Second wagon (if recruited). Pav – If rescued at the Temple District, rests on a couch in the entrance wagon. Samarie – Sits in the second wagon (if convinced to leave the Church on Day 1 Morning). Tanaka – Can return on Day 2 if he survives previous events. If Marcoh is present, a training scene between the two will occur. Connections Linked Zone: Outskirts of Prehevil - Train Outskirts of Prehevil: Train Outskirts General Description The Outskirts of Prehevil – Train is the first accessible area in Fear & Hunger 2: Termina. It is reached immediately after the game’s intro sequence, acting as the initial transition zone between the Train hub and the rest of Prehevil. This location feels deceptively calm compared to the horrors awaiting deeper in the city. It sets the tone of uneasy isolation, with survivors gathering around the Train before scattering into Prehevil proper. Gameplay Functions Acts as the first outdoor area after the Train. Serves as an early meeting point where several NPCs gather before dispersing. Provides branching paths that lead toward the town of Prehevil. Certain scripted encounters occur here depending on the day and the player’s previous choices. Features minor environmental interactions (e.g., vermin rat with the correct skill). Relevant NPCs August – Present during the intro. Abella – Present during the intro. Daan – Present during the intro. Henryk – Present during the intro. If saved, can later be found outside the Train cooking meals. Karin – Present during the intro. Marcoh – Present during the intro. On Day 2 (Morning/Evening), may be found training with Tanaka outside the Train. Marina – Present during the intro. Olivia – Present during the intro. On Day 2 (Morning/Evening), can be found sitting outside the Train. O’saa – Present during the intro. Tanaka – Present during the intro. If followed to the Broken Shack → returning to the Train area will show him holding his hat. On Day 2 (Morning/Evening), may train with Marcoh. If Marcoh is dead or if Tanaka was first encountered near Restaurant Bílý Vůl on Day 2, he instead stands outside the Train. Rat – Requires the Mastery over Vermin skill to interact with. Connections Linked Zone: Train (hub area). Leads to: Deeper areas of the Outskirts of Prehevil. Zone 1 – Outskirts: Deserted Cottage General Description The Deserted Cottage is a small, abandoned dwelling located west of the Train area. It is one of the first explorable side-locations in the Outskirts of Prehevil. Its isolation and ruined state create a foreboding atmosphere, hinting at the decay that has overtaken the city. Connections Accessible directly from the Outskirts of Prehevil – Train (west). Zone 1 – Outskirts: Broken Shack General Description The Broken Shack is a ruined structure situated northwest of the Train. While the building itself offers little, it becomes notable due to scripted encounters tied to Tanaka. Relevant NPCs Tanaka – Can be found standing in front of the shack if the player followed him after the intro sequence. Connections Northwest of Outskirts of Prehevil – Train. Leads toward the Abandoned House Outskirts. Zone 1 – Outskirts: Abandoned House Outskirts General Description The Abandoned House Outskirts is a wooded area east of the Broken Shack or northeast of the Maiden Forest. It serves as the transition zone leading to the Woodsman’s Abandoned House. Relevant NPCs Black Kalev – Can be encountered in this location. Enemies Woodsman – Sometimes appears outside while patrolling the area. Connections East from Maiden Forest. Northeast from Broken Shack. Leads to the Abandoned House itself. Zone 1 – Outskirts: Abandoned House General Description The Abandoned House is a multi-level residence once inhabited by the Woodsman and his wife. By the events of the Termina Festival, the Woodsman has succumbed to both the corrupting influence of Rher and the presence of Black Kalev, driving him into a murderous rage. The house has three explorable areas: First Floor – Entrance and common rooms. Upper Floor – Sleeping quarters. Basement – Locked, requires a key obtained from defeating the Woodsman. It is one of the more dangerous early-game areas, offering rewards and unique encounters but at high risk. Relevant NPCs Samarie – Appears if the player, as Marina, chooses to sleep on the second floor. Enemies Woodsman – The primary hostile inhabitant, guarding the house and the key to the basement. Connections Located directly south of Old Town – Gate. Can be reached by going left from the Train and heading north. Zone 1 – Outskirts: Maiden Forest General Description "An eerie silence fills the air. Devoid of any life." The Maiden Forest is a haunting, silent woodland west of the Abandoned House and Old Town Gate. The oppressive quietness and sparse encounters amplify the feeling of desolation. Relevant NPCs Iki Turso – Found by heading north through the trees. Pav – Appears after the player explores the lower level of Tunnel 7, then exits either through the Rher dimension or by backtracking. Enemies Headless – Haunts the forest. Rancid the Sergal – Encountered here on Day 3, if first defeated at the Altar of the One God. Connections West from Abandoned House Outskirts. West from Old Town – Gate. Hidden one-way path from the Deeper Woods. Zone 1 – Outskirts: Path to River General Description The Path to River is a transitional area that connects the Train to the riverside zones. Sparse but atmospheric, it’s often used as a passage rather than a destination. Relevant NPCs Karin – Can be seen walking here if followed immediately after leaving the Train in the intro. Connections East from Outskirts of Prehevil – Train. Zone 1 – Outskirts: Riverside General Description The Riverside lies northeast of the Train and acts as an important branching hub. It connects to the Lake and also provides one of several possible entrances into the city via the Sewers. A locked metal gate by the river can be opened with: Sewer Keys Lockpicking skill Or by breaking it in combat Relevant NPCs Karin – Passes through this area if followed on Day 1 Morning. Enemies Rifleman – Patrols the area. Connections Northeast from Train. Leads further east to the Lake. Sewer Gate leads into Prehevil’s Underground Network. Zone 1 – Outskirts: Lake General Description The Lake is the western bank of the Sacrificed Waters (Obětní Jezero, lit. "Sacrificial Lake"). This area plays a significant role later in the Termina Festival. On Day 3 Night, a boat appears at the dock, providing passage to D’ábel’s Island, a crucial late-game location. Relevant NPCs Karin – Stops here if followed on Day 1 Morning; reappears here again on Day 3 Evening. Daan – Found here on Day 1 Evening inside the shack. Caligura – Appears on Day 2 Morning with Henryk if both survived. Henryk – Found with Caligura on Day 2 Morning if alive. Enemies Moonscorched – Roam the area. Connections East from Riverside. Borders the Slums of Old Town. Boat to D’ábel’s Island (Day 3 Night only). Zone 1 – Outskirts: Filthy Shack – Lake General Description A decrepit shack located on the Lake’s edge. Though small, it hosts important encounters tied to Daan and other survivors. Relevant NPCs Daan – Found here on Day 1 Evening. Dying Moonscorched (Ghoul) – Can be put out of their misery by the player. Connections Located directly within the Lake area. Zone 2 – Deep Woods: Deep Woods General Description The Deep Woods comprise the most isolated parts of the Maiden Forest, south of Prehevil. Shadows conceal strange figures, many of whom pray to long-forgotten gods, creating an eerie and oppressive atmosphere. Historically, the Eastern Union used this isolation to hide Tunnel 1, part of Operation Logic. Later, the Bremen Empire occupied the bunker temporarily, as evidenced by a yellow tent and scattered documents, but had abandoned it by the game’s events. Relevant NPCs Masked Person – Appears only at night, singing on the platform with pillars. August – Can be found shooting a Fecal Hound on Day 3 Morning. Enemies Fecal Hounds Olivia (Doppelgänger) Owl Cultists Traps Camouflaged spike pits Connections South through Ruined Streets in west Prehevil. North from Deeper Woods. Zone 2 – Deep Woods: Deeper Woods General Description The Deeper Woods are a narrower, more labyrinthine part of the Deep Woods, containing hidden paths and secret exits. Dense trees, undergrowth, and concealed areas create opportunities for exploration and ambush. Special mechanics: Vinushka Sigil can be drawn in the Broken Shack to climb a cliff early. Ladder mechanism allows access after visiting from the south. Undergrowth Awareness skill enables a one-way secret exit back to the Maiden Forest east of Deeper Woods. Relevant NPCs August – Found by a campfire on Day 3 Evening. Shud & Various Frogs – Interactable with Mastery over Vermin skill. Enemies Headless Owl Cultists Connections South from Deep Woods. North from Outskirts of Prehevil – Broken Shack. Narrow path north of Owl Cultist leads to Deepest Woods. Hidden passage west leads to Hidden Spot. Zone 2 – Deep Woods: Tent General Description A small encampment located at the northern entrance of Deeper Woods, possibly left by explorers or previous occupants. Connections Northern entrance of Deeper Woods. Zone 2 – Deep Woods: Hidden Spot General Description A secret area accessed via a hidden path in the western part of Deeper Woods. Contains a pit used for traps or ambushes, and non-hostile NPCs who flee when approached. Relevant NPCs Non-hostile Owl Cultists and Hairy Men. Traps Deep Pitfall Connections West of Deeper Woods. Zone 2 – Deep Woods: Deepest Woods General Description The Deepest Woods are the most secluded area of the Deep Woods. A hidden path from Deeper Woods leads here. It is home to the first boss encounter in the forest: a Centaur. Enemies Centaur (Boss) Traps Camouflaged spike pit Connections Hidden path from Deeper Woods. Zone 3 – Old Town: Old Town – Gate General Description "You hear distant screams and ramblings... You are not alone." The Old Town Gate is the northern entrance into Old Town, connecting the Outskirts of Prehevil to the heart of the city. It sits north of Outskirts of Prehevil – Abandoned House, east of Maiden Forest, and west of Old Town – Mayor’s Manor. The gate can be opened in five different ways: Unlock with Lion Brass Key and Eagle Brass Key. Cut chains using Bolt Cutters. Destroy lock with a 12-gauge Trenchgun. Force open during combat by dealing sufficient damage. Unlock from the other side via Prehevil – Staircase. Relevant NPCs August – Can be seen jumping over the gate or freeing the player from the crucifix during the Decrepit Priest special death scene. Beggar – Wanders near the gate. Rat – Requires Mastery over Vermin skill to interact with. Enemies Death Mask Vile – Found spraying down fish to the south. Villagers – Equipped with sickles, knives, or pipes. Connections South to Outskirts of Prehevil – Abandoned House. East to Old Town – Mayor’s Manor. West to Maiden Forest. Zone 3 – Old Town: Small Hut – Toilet General Description A small toilet near the entrance of the Old Town Gate. Jumping into the toilets drops the player into an inescapable pit, requiring death or reload to progress. Connections Near Old Town Gate entrance. Zone 3 – Old Town: Two-story House General Description A modest two-story dwelling located within Old Town – Gate. Serves as a minor exploration area with a few hostile NPCs. Enemies Poe Villager (Knives) Connections Within Old Town – Gate area. Zone 3 – Old Town: Mayor’s Manor General Description The Mayor’s Manor is east of Old Town – Gate and west of Old Town – Slums. The manor is partially in ruins, reflecting the corruption and decay of Prehevil’s authorities. Relevant NPCs Karin – Present at the eastern entrance of the Derelict House during Day 1. Dead Ghoul – Can become a party member using Necromancy. Enemies Villager (Sickle) Decrepit Priest Traps Bear Traps Connections West to Old Town – Gate. South to Old House. East to Old Town – Slums. Zone 3 – Old Town: Old House General Description "The air down here is heavy, moist and musky..." Located south of the Mayor’s Manor, the Old House contains a large basement that acts as a crucial pathway between the Mayor’s Manor and Old Town – Gate, as the main path is blocked by crates. Relevant NPCs Levi – Found in the basement on Day 1 Morning; will flee if spoken to. Enemies Villager (Knives) Villagers (Pipe) Connections North to Old Town – Mayor’s Manor. Passable west/east to Old Town – Gate through the basement. Zone 3 – Old Town: Two-story House 2 General Description The Two-story House 2 is located directly south of Mayor’s Manor. The entrance is locked and can be opened using a Small Key or the Lockpicking skill. It serves as a minor exploration area with some hidden threats. Connections North to Mayor’s Manor. Zone 3 – Old Town: Mayor’s Manor General Description The Mayor’s Manor is the main administrative building in Old Town – Mayor’s Manor. The house is partially ruined but still functions as a hub for NPC interactions and story progression. Relevant NPCs Gentleman – The current mayor of Prehevil. Can be hostile or friendly depending on the player’s dialogue choices. Henryk – Found on the second floor during Day 1 Morning. If not saved by then, will transform into Gentleman. Jeeves – Servant or assistant NPC. Marina – Found in the locked bedroom. Samarie – Friendly if sleeping in the bed, unless attacked by the player. Enemies Decrepit Priest Caligura – Hostile if the player is caught off guard. Connections South to Two-story House 2. South to Derelict House. Zone 3 – Old Town: Derelict House General Description The Derelict House is an accessway between Mayor’s Manor and Old Town – Slums. Its ruinous structure reflects Prehevil’s decay, and it contains traps and hostile NPCs. Enemies Poe Rifleman Villager (Sickle) Traps Bear Traps Connections North to Mayor’s Manor. South to Old Town – Slums. Zone 3 – Old Town: Old Town – Slums General Description "A reek of death emanates from all the lone alleyways..." The Old Town Slums lie west of the Lake, east of Mayor’s Manor, and can also be accessed via an elevator from the Church of Alll-mer dungeons or the Crypts. This zone is filled with decayed buildings, narrow alleys, and ambush points, making it one of the more dangerous areas in Old Town. Relevant NPCs Crow – Requires Mastery over Vermin skill to interact with. Daan – Present if he left the player after being recruited at Filthy Shack – Lake on Day 1 Evening. Karin – Present with Daan until Day 2, depending on recruitment. Rat – Requires Mastery over Vermin skill to interact with. Enemies Moonscorched (Ghoul) Moonscorched (Male) Moonscorched (Female) Death Mask Traps Bear Traps Connections North to Derelict House. West to Lake. South to Old Town – Church / Crypts elevator access. Zone 3 – Old Town: Filthy Shack – Slums General Description The Filthy Shack – Slums is a decrepit shack located in the western area of Old Town – Slums. It reflects the overall decay of Prehevil and is sparsely inhabited. Relevant NPCs Wretched Being – Appears in the shack; interaction may vary depending on player actions. Connections East to Old Town – Slums main area. West/hidden paths may lead to adjacent zones like Tunnel 5. Zone 3 – Old Town: Filthy Shack – Tunnel 5 General Description The Filthy Shack – Tunnel 5 is connected to the western section of Old Town – Slums, serving as one of the subterranean access points. It may contain enemies, traps, and secrets for exploration. Connections East to Filthy Shack – Slums. Leads into Tunnel 5 proper, which connects further into the Prehevil underground network. Zone 4 – Prehevil West: Prehevil – Back Alleys General Description "Only a lone wind howl accompanies you in these empty alleyways." The Back Alleys are located west of Prehevil – Staircase, south of Prehevil – Shopping Street, and east of Prehevil – Back Alleys (Sylvian's Square). A manhole in the north leads to the Sewers – Western Tunnels, providing one of the few subterranean access points to the city. Relevant NPCs August – Seen parkouring across rooftops on Day 2 Evening. O'saa – Can be found meditating in an alley north of the passage to Back Alleys (Sylvian's Square) if not recruited, or at a different meditation spot. Enemies Needles (Boss) The Mob (Boss) Beekeeper – Found behind one of the garage shutters. Half-cocooned Fecal Hounds Bellends Gull Bros (Semi-boss) Zone 4 – Prehevil West: Old Apartments – Back Alleys General Description The Old Apartments are situated within Back Alleys, representing a dilapidated residential area. Enemies Rat Hag Connections East to Prehevil – Back Alleys main path. Zone 4 – Prehevil West: White Mold Apartments General Description "It's so quiet. No one could probably hear you scream from here..." The White Mold Apartments are a mysterious apartment building fully overtaken by a white, rubbery, crusty mold. The origin of the mold is implied to be linked to the Sulfur God and a mass murder that occurred in the building. A Sulfur God Sigil and the diary of the killer can be found in Apartment 4. The spirit of one of the victims on Floor 3 mentions being used as a “sacrificial lamb” by the servant of Sulfur. Upon entering, the front door seals behind the player and cannot be reopened until the Fellatio Effigy is obtained in the Rher dimension. The Rher dimension is accessible through a washing machine in the basement, which is padlocked with a 4-number code. The code is randomized per playthrough and can be discovered via: The Talking Board on Floor 3 to communicate with the spirit of a victim. The Diary of a Madman found in Room 4, which details the order of the murders. Beds in the apartments are deadly – interacting with them causes instant death. Relevant NPCs Daan – Found sitting on a chair in Room 4 on the second floor on Day 2. Enemies Neighbours Connections North to Prehevil – Shopping Street (via passage, if unlocked). South to Prehevil – Staircase (if wooden gate unlocked). Entry to the Rher dimension via basement washing machine. Zone 4 – Prehevil West: Back Alleys (Sylvian's Square) General Description Sylvian’s Square is located west of Prehevil – Back Alleys and southeast of Prehevil – West (News Agency). It serves as a central hub in this section of the city and can host several boss encounters depending on progression. Relevant NPCs Levi – Present if the player approached the scene with Caligura in Prehevil – West (News Agency) from the west. O'saa – May be meditating south of the statue, blocking passage if not recruited, or at another meditation spot. Pav – Present throughout Day 1, Day 2 Night, and later if the player is following Karin. Marcoh – His corpse can be found by the statue if he died in your party during the first Needles encounter. Enemies Needles (Boss) – Can appear here. The Mob (Boss) – Can appear here. Sew Jobs Gull Bros (Semi-Boss) – Can appear here. Zone 4 – Prehevil West: West (News Agency) General Description "The ruination of this area seems somewhat recent." This location can be accessed via the staircase north of Sylvian’s Square or from Prehevil – Ruined Streets, as well as via the staircase south from Prehevil – North-West. A manhole in the southwest leads to Sewers – Western Tunnels 2. Relevant NPCs Karin – Taking photos near the News Agency throughout Day 2. If Levi is not saved/recruited on Day 2 Morning, she will either inspect his corpse or hide from Weeping Scope. Marina – Hiding with Karin on Day 2 Evening if rescued from the Mayor’s Manor and Weeping Scope is present. Levi – Present by the southeast staircase on Day 1 Night and Day 2 Morning while attacked by Caligura. His body is found here if the player does not intervene. Caligura – Attacking Levi at the southeast staircase on Day 1 Night and Day 2 Morning. August – Passing through on Day 2 Morning after encountering him in Prehevil – North-West. O'saa – May be meditating or blocking a chest in the northeast if not recruited or elsewhere. Daan – His corpse can be found by the southwest staircase if he died to Needles while in your party. Enemies Half-Cocooned Weeping Scope – Present by the northern staircase on Day 2 Evening if Levi is not recruited. Needles (Boss) – Can appear here. The Mob (Boss) – Can appear here. Gull Bros (Semi-Boss) – Can appear here. Traps Land Mines Zone 4 – Prehevil West: North-West General Description Prehevil – North-West lies west of Prehevil – Shopping Street. It can be reached via the Department Store or by going north from Prehevil – West (News Agency). Relevant NPCs August – Found shooting a Half-Cocooned on Day 2 Morning. Olivia – Her body and head can be found by the south staircase if she died in your party during the first Needles encounter. Enemies Needles The Mob Bobby Death Mask – Found below the staircase leading to the Orphanage. Inquisitor – Found directly south of the Orphanage playground. Half-Cocooned Weeping Scope – Runs through the area toward the Orphanage. Gull Bros Zone 4 – Prehevil West: Old Apartments – North-West General Description "Looks like whoever lived here left in a hurry..." The Old Apartments – North-West are located within Prehevil – North-West. These crumbling structures were once inhabited by ordinary townsfolk before the outbreak of the Termina events. Now, their rooms are filled with silence and traces of panic — overturned furniture, scattered belongings, and faint claw marks on the walls tell of a desperate escape. Enemies Half-Cocooned Zone 4 – Prehevil West: News Agency (Midnight Gazette) General Description The News Agency, also known as the Midnight Gazette, lies in the center of Prehevil – West (News Agency). Once the proud publisher of local headlines, it now stands in ruins, its floors littered with typewriter ribbons, torn newspapers, and broken glass. The front door is locked and must be lockpicked or unlocked with a Small Key to gain access. Inside, the building hides remnants of propaganda and eerie photographs hinting at the slow decay of Prehevil before Termina. Enemies Half-Cocooned Zone 4 – Prehevil West: Prehevil – West (Back Area) General Description The Back Area of Prehevil – West (News Agency) is accessible through the News Agency’s basement, by using the Short Circuit skill (either by the player or a recruited Abella) on a malfunctioning electronic door leading to the filing room in the western section of the basement. Beyond this room lies an underground tunnel that leads up to this restricted outdoor section. The Back Area is quieter but filled with traps and twisted remnants of machinery, suggesting attempts to seal something within. Enemies Half-Cocooned Traps Land Mines Zone 4 – Prehevil West: Inner Garden General Description The Inner Garden is a hidden sanctuary located within a building in the southwestern part of Prehevil – West (Back Area). It can be reached by following a narrow corridor leading to a single ornate door. Inside lies an eerie yet serene courtyard — a patch of overgrown nature preserved amid the city’s decay. Blue moths flutter around a white rose bush, the air heavy with stillness and melancholy. Relevant NPCs Reila – Her apparition appears beside the white rose bush surrounded by blue moths. She will vanish after gifting the player a necklace meant to aid them on their journey. Zone 4 – Prehevil West: Prehevil – Ruined Streets General Description The Ruined Streets form a shattered stretch of Prehevil’s western district, lying between the desolate Deep Woods and the once-bustling News Agency quarter. The area can be accessed either by descending the staircase south of Prehevil – West (News Agency) or by heading north through the Deep Woods, via the shortcut from the Outskirts of Prehevil – Broken Shack. The streets are littered with crumbling facades and collapsed tramlines, half-buried under rubble and ash. The faint scent of burnt oil and gunpowder lingers in the air — remnants of the Eastern Union’s Operation Logic bombardments. What remains are hollow buildings, decaying corpses, and the uneasy silence between intermittent gunfire in the distance. NPCs Pocketcat – Appears at the southern entrance only if this is the player’s first time entering from the Deep Woods, and only if he hasn’t been encountered yet at Prehevil – Staircase. He will offer cryptic remarks about “the paths beneath” and may sell or exchange rare trinkets. Enemies Soldier Half-Cocooned Rifleman – Found standing motionless in the center, surrounded by the remains of his fallen comrades and collapsed walls. Beekeeper The Mob (Boss) – May appear as a roaming boss encounter. Platoon (Semi-Boss) – Can spawn near the northern barricades. Gull Bros (Semi-Boss) – Have a chance to appear in the western section of the ruins. Traps Land Mines – Scattered across narrow passages and hidden under debris, particularly near the central ruins and the southern entrance. Zone 4 – Prehevil West (Final Section) Old Storage “Cobwebs slowly wave in the corner as you enter the building…” Overview The Old Storage sits quietly among the ruins of Prehevil – Ruined Streets, west of the Rifleman’s position. The interior is cramped, dark, and filled with discarded crates and broken shelves — the remnants of a pre-war supply cache. The air is thick with dust and the faint scent of rot. Enemies Poe – Emerges from the shadows or nearby radios once the player triggers the global “Poe awakening” event (see Dr. Kefer’s Tricks & Magic). Dr. Kefer’s Tricks & Magic “The smell of old spices and incense fills the dusty air.” Overview Once a curiosity shop specializing in “occult novelties and thaumaturgical illusions,” Dr. Kefer’s Tricks & Magic is now one of the few intact interiors in Prehevil – North-West. It lies past the locked gate, next to the Department Store doorway, and just south of the Orphanage. The store’s faded décor and faint incense mask something darker below the surface. Behind the main counter is a staff-only area with a lamp, radio, and chest. Shaking the lamp yields a Soul Stone, but triggers a scripted event: the radio turns on, the lamp crashes, and a Poe manifests to attack. This act “awakens” the remaining Poes throughout Prehevil, enabling them to spawn from radios elsewhere. NPCs Dr. Kefer – A cryptic shopkeeper who still trades rare goods. His dialogue implies deep knowledge of the Old Gods and the city’s decay. Enemies Poe – Appears after the lamp event; further Poe spawns become globally active. St. Domek’s Orphanage “Despite being a place for children, you sense no joy…” Overview St. Domek’s Orphanage dominates the northern edge of Prehevil – North-West. Once an institution run by the clergy to “protect” and educate Prehevil’s orphans, it instead became a crucible of abuse and occult experimentation. Founded by Father Domek, the orphanage also served as a front for blood rituals and child sacrifices carried out by the priests in service to the Old Gods. Now abandoned, the building is haunted by the moonscorched remains of its staff and students — Decrepit Priests and Fallen Cherubs. Ghostly figures of children occasionally appear in the corridors, and the basement hides horrific relics of the priests’ crimes: blood-stained bowls, shackles, and a child’s skeleton. The orphanage connects to multiple areas: From Prehevil – West (News Agency) via a locked gate (can be destroyed or unlocked from the other side). From the Department Store’s west exit, granting permanent access after unlocking the gate. The interior features fragile floorboards, which can collapse and drop the player into the basement. The courtyard can be accessed from the northern section and unlocked as a shortcut to the entrance. In its shed lies a premade Asymmetric Circle leading to the Rher Dimension, where the Hunger Effigy resides. The shed requires either losing the Hangman game at the Talking Board or purifying its seal with a Purifying Talisman. NPCs Levi – Found here on Day 2 if saved from Caligura; can be recruited. Marina – If in the party and aware of Father Domek’s crimes, she triggers a cutscene at the entrance. Also appears investigating Weeping Scope with Karin if present. Karin – Found with Marina investigating Weeping Scope (Day 2 Evening). Enemies Fallen Cherubs Decrepit Priests Father Hugo (Boss) – The vampiric former head priest of the orphanage. Shadowy Figures – Ghostly remnants of the dead children. Weeping Scope – Appears on Day 2 Evening if Levi wasn’t recruited. Poe Gull Bros (Semi-Boss) – Possible spawn during late encounters. Zone 5 – Shopping District: Overview “The buildings rise higher in this part of the city. Once bustling with life, commerce, and the sound of jazz, now only shadows and whispers occupy the streets of Prehevil’s Shopping District.” The Shopping District was once the beating heart of Prehevil — a modern sector filled with luxury boutiques, cafés, and the soft glow of neon signage that contrasted with the older, gothic architecture of the city’s west side. Now, it’s a haunting reflection of the city’s decline: cracked pavement, flickering lights, and the faint jazz echoing from beneath the earth. The district is known for three main locations: Shopping Street — the main avenue of ruins and collapsed storefronts. PRHVL Bop — a hidden revolutionary jazz club and player safehouse. Clothing Store (Móda Simplicity) — a decaying boutique filled with dark echoes. Prehevil - Shopping Street “The remnants of civilization cling desperately to these crumbling walls…” Location: North of Prehevil - Back Alleys, accessible via Prehevil - North-West through the Department Store. A manhole east of the PRHVL Bop entrance leads to the Sewers – Western Tunnels. NPCs: August – Encounters Karin in the passage to the Temple Site (Museum) on Day 3. Karin – Confronts August during the Day 3 event. Fortune Teller – Near the staircase by Renka Café, offering cryptic readings that change with the moon phases. Enemies: Inquisitors – Patrol the main roads, their uniforms still pristine under layers of dust. Sew Jobs – Drop grotesquely from the sky into the northern plaza. Bellend – Haunting the quieter streets, often near shopfronts and corners. Clothing Store (Móda Simplicity) “Something sinister echoes from the depths of the store...” Once a stylish boutique catering to Prehevil’s elite, Móda Simplicity now stands silent. Mannequins with warped faces linger in the dim light, their porcelain eyes seeming to follow intruders. Location: Southern section of Prehevil - Shopping Street, near the PRHVL Bop entrance. Environmental Notes: The air carries the faint scent of perfume and rot. Blood trails vanish behind racks of decomposing clothes. In the fitting rooms, players report hearing whispers behind the curtains. Possible Enemies: Poe – Emerging from cracked mirrors or radios left playing static. Tailor’s Remnant – A potential minor boss concept (stitched-together mannequin animated by residual magic). PRHVL Bop – The Jazz Club “The club is in a state of standstill, waiting for the horrors to end…” Once Prehevil’s most beloved nightlife spot, PRHVL Bop doubled as a revolutionary hideout for the Nameless Liberty Underground (NLU). Beneath its smoky atmosphere and smooth jazz, it concealed an arsenal and secret plans to sabotage the Bremen military occupation. Location: South-west section of Prehevil - Shopping Street, west of the Clothing Store. Function: Acts as a player safehouse and party management hub. Restores Mind and Hunger when staffed by Daan or Henryk. Contains the hidden speakeasy, revealed by investigating floorboards marked by a blue moth. Atmosphere: The dim light, jazz instruments, and faint tobacco smell make the PRHVL Bop feel strangely alive. Even now, echoes of piano chords seem to play from nowhere — as if the music refuses to die. NPCs & Party Interactions: Daan – Sets up the bar, crafting drinks that restore the party’s Mind completely. Henryk – Cooks hearty meals that restore Hunger (until Day 3 Morning). Abella, Karin, Levi, Marcoh, Marina, Olivia, O’saa, Tanaka, Black Kalev, and Ghouls – can all rest or be stationed here. Tanaka – Joins the club during Day 2 Night if informed near the Train. Henryk’s Breakdown (Event): On Day 3 Morning, Henryk’s sanity collapses, leading to a massacre within the club. Hidden Speakeasy (Subarea): Found beneath floorboards by the bar (marked by a blue moth). Contains guns, ammunition, and maps marking bunker sites. Once opened, becomes the central hub for Abella and Karin. Zone 5 – Shopping District: Renka Café “An eerie silence fills the old café…” Description: Once a cozy refuge for students and young lovers, the Renka Café now stands in unsettling stillness. The smell of stale coffee and burnt pastries still lingers in the air, long after the life has drained from this place. Tables are overturned, and cups remain half-filled — as if their owners vanished mid-sentence. Located in the northern section of Prehevil - Shopping Street, the café’s cracked glass front still bears the faint logo of “Renka,” written in elegant cursive now partially obscured by soot. The faint sound of static plays from the radio behind the counter, and on rare occasions, it seems to whisper in an unfamiliar tongue. Despite its haunting quiet, the café’s kitchen still functions, making it one of the few safe havens within the Shopping District. Function: One of four locations where Henryk can establish a working kitchen, allowing the player to restore Hunger. Serves as a temporary rest area with low enemy interference. NPCs: Henryk – After being rescued and informed of the café’s functioning kitchen, Henryk can move here from the Train to prepare meals for the party. When stationed here, the faint aroma of baked bread fills the air. His presence softens the atmosphere — slightly — though his eyes remain weary and distant. Atmosphere & Environmental Notes: The faint hum of refrigeration units echoes in the background. When examined closely, one can see faint handprints smeared along the café’s interior windows. The jukebox near the entrance still flickers — it will play a few seconds of distorted jazz if inspected multiple times. Zone 5 – Shopping District: Department Store “Screams of torment echo from the heights above…” Description: The Department Store stands as one of Prehevil’s last symbols of modernity — a multi-level consumer paradise now reduced to a vertical graveyard. Once a bustling commercial hub filled with advertisements, perfume counters, and endless rows of mannequins, it now exudes the suffocating energy of something remembering what it used to be. Shattered glass litters the marble floor of the atrium. Faded banners still hang from the ceiling, some fluttering slightly in an unseen draft. Dried blood stains the escalators leading upward — a trail of the horrors that unfolded here after Termina began. Location: Accessible from the northern section of Prehevil - Shopping Street, just beyond the outdoor seating area near Renka Café. It serves as a key transit point, connecting the Shopping District to Prehevil - North-West — the route toward the Orphanage and Dr. Kefer’s Tricks & Magic. Structure: The Department Store spans four floors, though navigating them is disorienting due to the isometric layout and the near-identical corridors. Ground Floor: Main hall with shattered displays and a defunct information desk. Second Floor: Fashion and cosmetics section — cracked mirrors and motionless mannequins line the walls. Third Floor: Storage and offices; accessible by a barely visible staircase near the collapsed escalator. Fourth Floor: Rooftop terrace and collapsed skylight area; from here, you can view the decaying skyline of Prehevil. Function: Serves as a transition area between major city zones. Contains valuable loot and consumables, though heavily trapped and haunted. A potential spawn area for hostile entities related to “consumerism” themes (e.g., mannequins, crawling priests, or inquisitors). Enemies (Suggested / Inferred): Mannequin Remnants – Parasitized mannequins that twitch when not observed. Inquisitors – Roaming the upper floors, searching for survivors. Poe – Emerge from radios in the store’s abandoned electronics section. Sew Jobs – Occasionally fall through ceiling holes from the higher floors. Environmental Hazards: Collapsing floorboards on the upper levels. Sharp debris and broken glass. Sudden screams and echoes that can disorient or cause Mind loss when heard too close. Atmosphere & Details: The flickering lights occasionally stabilize, showing shadowy figures reflected in the mirrors for just a second. The perfume counter still emits a faint floral scent — mixed with something metallic and rotten. On the fourth floor, a forgotten advertisement slogan can be read under the grime: “Everything you could ever want… all under one roof.” The final word is smeared in blood. Zone 6 – Prehevil Central: Prehevil - Staircase “The poignant rooftops of Prehevil rise before you.” Description: The Prehevil Staircase serves as a symbolic gateway between the city’s lower districts and the higher, newer urban expansions. The old cobblestone steps wind upward through rows of gothic architecture, where faint echoes of the festival’s horns still linger. The higher you ascend, the thinner the air becomes — a suffocating calm that presses against the chest. The rooftops of Prehevil stretch outward in melancholic beauty, their silhouettes framed by the misty skyline. Wind howls through shattered chimneys, and somewhere above, a single bell tolls at irregular intervals — though no church remains nearby. This zone marks the transition into Prehevil’s Central District, making it one of the most pivotal and symbolically “living” parts of the city during Termina. Location: Reached after unlocking the gate at Old Town - Gate, granting entry into the central, upper half of Prehevil. NPCs: Marcoh – Found outside Restaurant Bílý Vůl, either arguing with Pav or helping Tanaka retrieve a wheelchair for Olivia (Day 2 Morning/Evening). Pav – Engaged in a heated standoff with Marcoh or Tanaka; may fatally shoot them if not intervened. Tanaka – Present near Bílý Vůl, often caught in Pav’s conflict or assisting Marcoh. Pocketcat – Appears at the top of the western staircase if not previously encountered (specifically if arriving from Old Town). August – Seen leaping between the rooftops during Day 1 Evening. Abella – If she perished to Needles earlier, her crucified body can be found nailed to a wall here, a grotesque display of martyrdom. Enemies: Bobbies – Patrolling the main staircase with their erratic, almost ceremonial movements. Death Mask – Haunts the uppermost landing; only one of two active in the city. Needles (Boss) – Possible encounter here. Bellends – Randomly spawn near the edges of the rooftops. Gull Bros (Semi-boss) – May pursue the player into this area. Atmosphere & Details: The rhythmic clanking of a loose streetlight chain can be heard throughout. Occasionally, distant laughter echoes from unseen rooftops. The air here feels almost watchful, as if the city itself were waiting. Zone 6 – Prehevil Central: Restaurant Bílý Vůl “The air stands still… Everything feels eerily peaceful.” Description: Restaurant Bílý Vůl, or “The White Ox,” once stood as a proud institution of upper Prehevil — a gathering place for intellectuals, priests, and soldiers alike. Now, it sits in uncanny silence, the heavy air thick with the scent of rotting meat and old wine. The restaurant’s white marble ox emblem remains faintly visible on the facade, cracked and smeared with dried blood. The building’s ground floor holds a spacious dining hall, where overturned chairs and shattered glass reflect the dim light from flickering chandeliers. Below lies the basement kitchen, one of the few functional cooking areas remaining in the city. Function: Major interaction hub for several key NPCs (Levi, Pav, Marcoh, Tanaka, Henryk). Serves as one of Henryk’s possible kitchen bases, allowing food preparation and rest. Central event site for the Day 2 altercation involving Pav. NPCs: Levi – Relocates to the kitchen after meeting him in the Old House; can be recruited if given Heroin. Henryk – Can move here from the Train if told about the functioning kitchen, allowing him to resume meal preparation. Pav – May confront Marcoh and/or Tanaka outside the restaurant. The outcome depends on player actions. Marcoh – Can be seen arguing with Pav or aiding in retrieving Olivia’s wheelchair. Tanaka – Often caught in Pav’s conflict; can die if the player does not intervene. Special Event: During Day 2 (Morning/Evening), the player may witness a standoff between Pav, Marcoh, and Tanaka. Resolution Paths: Intervene → Pav spared or injured. Ignore → Pav kills both Marcoh and Tanaka. Prevented entirely if Pav was saved from the Kaiser’s attack during Day 1. Delivering the Foldable Wheelchair to Olivia (via Marcoh/Tanaka or player) is essential for her recruitment. Enemies: Poe – Manifestations of lingering guilt, may appear in dim corners or from old radios. Atmosphere & Details: The faint smell of stew occasionally wafts through the air when Henryk is present. Broken wine bottles glimmer under the dusty light, resembling frozen blood droplets. In the kitchen, faint childlike laughter can sometimes be heard — but only when alone. Zone 6 – Prehevil Central: Prehevil - Central “The city’s heart still beats — faintly, sickly, and full of ghosts.” Description: The Central District of Prehevil once represented the city’s pinnacle — clean streets, official buildings, and towering modernist apartments. Now it stands hollowed, its roads fractured by mortar fire and its plazas filled with rotting flags and corpses in uniform. This is the seat of the Kaiser's patrols, where the illusion of order still flickers beneath the chaos of Termina. Banners of the Eastern Union hang loosely from shattered windows, fluttering like funeral veils. The atmosphere is tense — this is where the living and the dead intermingle most violently. Location: Accessible either by continuing east from the Prehevil Staircase, or emerging from the Mid Sewer Tunnels via ladder. NPCs: August – Seen scaling pipes near the Old Hotel on Day 1 Night. Kaiser – Patrols the northeast main road, flanked by an Elite Trooper. Elite Trooper – Guards the Kaiser; will open fire if approached too closely. Marina – If dead to Needles, her body and severed head can be found impaled on a fence. Levi – Same as above if he fell to Needles earlier. Enemies: Bobbies – Patrol in organized lines, though their movements are irregular, puppet-like. Rifleman – Found near a military truck; interacting triggers combat. Needles (Boss) – May spawn here. Bellends – Randomly appear in alleys. Gull Bros (Semi-boss) – Can pursue players into this area. Atmosphere & Details: Distant gunfire occasionally echoes from unseen streets. The sound of marching boots can be heard beneath the city’s hum — though no soldiers are visible. The scent of cordite and rain-soaked stone fills the air. Zone 6 – Prehevil Central: Old Hotel (Hotel u Křižovatky) “A stench of mold hits you the moment you step inside.” “This hotel must have had severe water damage over the years…” Description: The Old Hotel, known locally as Hotel u Křižovatky, is a decaying monument to Prehevil’s forgotten elegance. Once a glamorous resting place for foreign dignitaries and traveling artists, it is now a vertical tomb where each floor sinks further into rot and madness. The faded carpets squelch underfoot from years of water damage. Wallpaper peels away in long strips, revealing black mold and old prayers scrawled into the plaster beneath. The corridors are lined with warped portraits of faceless guests, their names scratched out. Location: Situated in Prehevil - Central, adjacent to the Book Store and near the passage to Prehevil - Staircase. Its entrance is locked, requiring either a Small Key or a forceful break-in. A Rifleman guards a truck in front of the hotel — stepping too close to the right side of the door places the player in his line of fire. Enemies: Rifleman – Positioned outside; engages immediately if line of sight is broken. Possible Poe or Fallen Guest – Suggested apparition-type foes within. Atmosphere & Details: Water drips steadily through cracks in the ceiling — a slow, rhythmic reminder of decay. In some rooms, faint music can be heard when standing near the gramophones, though no records are playing. A sign at the reception desk reads: “Welcome to Hotel u Křižovatky. Your comfort is our priority.” The word comfort is underlined in blood. 🏙️ Zone 6 – Prehevil Central 📚 Book Store “The air stands still… Everything feels eerily peaceful.” The Book Store lies in the heart of Prehevil – Central, near the passage that leads back toward Prehevil – Staircase and directly beside the entrance to the Old Hotel. Once an elegant bookseller, its shelves now hold dust-covered tomes and faded ink, the scent of mildew thick in the stagnant air. The silence here feels almost deliberate—broken only by the echo of footsteps and the faint whisper of turning pages that no one seems to touch. NPCs Marina – Moves here on Day 1 Night unless Henryk has transformed into the Gentleman. If that happens, the manor’s bedroom door must be opened on Day 1 Morning and she must first be freed to appear in the bookstore. Marina (Doppelgänger) – Can be encountered impersonating her original self. Caligura – May appear. Samarie – May appear. Enemies Bobby 🕍 Prehevil – Temple Site (Tower) “The air lingers slowly in this part of the city…” This solemn quarter marks the threshold to the Temple District, its streets sloping upward toward the ominous silhouette of the Hollow Tower. The air grows thinner and sound seems to vanish, as if the very city is holding its breath in reverence—or dread. 🕰️ The Hollow Tower “You feel dizzy being this close to the monolith… Your sight becomes blurry and you can hear your blood rush in your veins…” The Hollow Tower stands as the colossal centerpiece of both Prehevil and the Termina festival. Once a relic of forgotten faith, it has long been intertwined with the Moon God Rher’s dark design. Centuries ago, settlers founded a small village in its shadow—a settlement that would grow into the religious metropolis of Prehevil during the Cruel Age. Later, the enigmatic being Per’kele, herald of Rher, claimed the tower as the locus of his twisted ritual: the Festival of Termina. Every contestant of Termina dreams of this tower. Within their sleep, Per’kele greets them, whispering riddles and beckoning them toward the tower’s true form within the waking city. Each descent into slumber returns them here, where they may commune with him, save their progress, or attune new Hexen skills. Upon reaching the tower in reality, touching its sealed door while accompanied by other contestants triggers a horrific transformation—each ally succumbing to Moonscorch before attacking the player. Only after all thirteen competitors have been slain does the door finally yield, revealing an ancient elevator spiraling skyward. At its summit lies a breathtaking, impossible view of Prehevil before reality fractures, transporting the survivor into the tower’s mirrored realm for the final confrontation. There awaits Per’kele, offering choices and revelations shaped by every act committed during the festival. Should the tower be entered on Day 2, Ending C becomes attainable; otherwise, Rher’s Traces intervene, forcing a climactic struggle that culminates in Ending B. NPCs Per’kele Enemies Per’kele (Boss) Traces of Rher (Boss) 🏛️ Prehevil – Temple Site (Museum Exterior) Accessible by traveling west from the Hollow Tower and the Altar of the One God, or via a shortcut gate in the northeastern Shopping Street. The path’s cracked pavement and toppled statues mark the divide between faith and folly. NPCs Pocketcat (Daan) – Seen exiting the museum carrying Olivia’s wheelchair if Daan is not the player character or has not been recruited by Day 3 Morning. Enemies Bellend Death Mask (found west of Donnovan’s House if active) Needles – May appear. Gull Bros – May appear, pursuing contestants through the square. 🩸 Donnovan’s House “Time is running out. I need the book. I need to leave. Soon. Before it’s too late.” — Notes of Donnovan Hugo This decaying mansion once belonged to Donnovan Hugo, whispered to be a vampire who preyed on infants. Whether myth or fact, evidence of his obsession with forbidden blood rituals lingers throughout the house. Notes hint that Donnovan foresaw the coming of Termina but failed to escape Prehevil before its onset. His scattered journals reference Ma’habre and the God Manifesto, while bloodstains trail down to the cellars where the church’s horrors took shape. Located southeast of the Museum, the house sits behind shuttered windows, its interior heavy with the scent of iron and dust—perhaps even eternity itself. 🎭 Museum – Bohemia National Museum “The museum has an infectiously festive feel inside.” The Bohemia National Museum, a vast and looping labyrinth, once celebrated humanity’s achievements. Now it hosts a haunting masquerade—the Festival of Termina—where guests dance eternally beneath cracked chandeliers. Their golden masks conceal faces twisted by Moonscorch; their laughter is silent, their gestures mechanical, as if bound by a timeless curse. Inside, physics obeys no law. Corridors fold upon themselves, clocks tick backward, and mirrors reflect scenes that never occurred. Breaking the glass of a display triggers alarms that seal others, forcing the intruder to choose carefully which relic to seize. The deeper halls conceal a grand clock puzzle dedicated to the God of Sulfur, solved by setting the time to 13:35 and aligning the triangle-within-triangle sigil. Beyond the unlocked double doors lies a man-made shaft leading downward—its end revealing the mechanized gate of the White Bunker, accessible only once all three Telelectroscopes are activated across other bunkers. NPCs Pocketcat (Original) Jeeves Daan (Mutated) – Replaces the original Pocketcat here on Day 3 Morning. Enemies Judgement – Semi-boss (appears if Tanaka has Moonscorched; found near the Red Devil) Mechanical Dance – Semi-boss (appears if Olivia has Moonscorched; roams corridors on Day 3 Morning) Poe Zone 7 – Prehevil East "The bells toll faintly in the distance... yet you can’t tell if it’s from the church or from something far more ancient." Prehevil - East forms the spiritual and decaying heart of the old city. Once a district of faith and devotion, it now stands as a twisted reflection of divine worship — its cobblestone streets echo with hymns to gods that have long since stopped listening. The dominant landmark is the Church of Alll-mer, whose spires pierce the heavy skies of Termina. Around it, the ruins of residential blocks, narrow alleys, and abandoned gardens form a labyrinth of gloom and quiet madness. This area connects westward to Prehevil - Central and northward through blocked streets toward the Temple District. Most of the roads here are barricaded by the Bremen military or collapsed entirely, funneling wanderers toward the church square. Notable NPCs Rancid the Sergal (Boss): Can be found near the church, in a brutal scene where he slaughters a Bobby. Once spotted, he flees the area, leaving only blood and echoes behind. Marina: If told at the Book Store that you intend to visit the church, she initially refuses to accompany you. However, upon your arrival, she changes her mind and catches up outside the church’s entrance, joining your party if there’s space. O’saa: Occasionally found meditating at the top of the staircase west of the church. If not yet recruited (or currently meditating elsewhere), he blocks the upper path. Karin: If she was in your party and perished to Needles for the first time, she will appear in a brief cutscene in front of the Church — crawling desperately toward you before dying at your feet. Enemies Bobbies Needles – May patrol the district’s side streets. Gull Bros – Can spawn here to pursue players persistently once alerted. Zone 7 – Prehevil East: Church of Alll-mer "Your footsteps echo in the presence of the older gods." The Church of Alll-mer stands as one of the most iconic and dreadful structures in all of Prehevil. Built in towering Gothic fashion, it is both a monument of faith and a vessel of corruption. Once devoted to the ascended god Alll-mer and the Mourning One, its true legacy lies with the Old Gods — its clergy having secretly continued the ancient rites and human sacrifices beneath its marble floors. Lore Although presented as a sanctuary, the Church’s halls hide centuries of dark rituals. The priesthood is hereditary — a bloodline of fanatics and occult scholars. Marina, born as the son of Father Domek, was disguised as a girl by her mother to spare her from being raised as a dark priest — a secret she would keep for life. When the Termina Festival began, the Church became one of the first locations to fall under Rher’s influence. A botched ritual, likely intended for the Sulfur God, unleashed the Crimson Fathers, who massacred the congregation in the crypts below. Layout and Access The church occupies the center of Prehevil - East. It contains three major sections: Main Floor – A deceptively peaceful area filled with pews, altars, and confession booths. Rafters – Wooden beams and high platforms above the main hall. Dangerous to cross; falling causes party-wide damage and potential leg injuries. Basement / Crypts – A vast dungeon complex beneath the church, linked to the Foundations of Decay and Old Town – Slums via an elevator system. An important altar puzzle requires three Effigies (Fellatio, Hunger, Martyr) to unlock a sealed underground passage leading toward the Altar of the One God. Effigy Locations Fellatio Effigy: Found in the White Mold Apartments (Rher Dimension). Hunger Effigy: Taken by Father Domek to his Orphanage (Rher Dimension). Martyr Effigy: Still within the Church’s basement. Once all three effigies are placed upon their corresponding altars, the passage to the Temple District becomes accessible. Basement Access Routes There are three possible ways to enter the church’s basement: Rafters Route: Acquire Bolt Cutters from the hidden toolbox (noted in the Craftsman’s notes). Cut the chain suspending the chandelier or shoot it with a 12-gauge Trenchgun. The chandelier crashes through the floor, opening a one-way drop to the basement. ⚠️ This route blocks the Rusty Key room, locking you out of the Heartless One encounter for that run. Sewage Treatment Plant Route: Solve the control panel puzzle to access the Foundations of Decay, then climb the elevator shaft in Tunnel 4 to reach the Crypts. From there, the elevator can be activated and used to travel to the basement or Old Town – Slums. Golden Gates Route (Rher Affinity): After reaching 3 affinity with Rher, you may learn Golden Gates, allowing traversal between Rher dimensions. Use a Golden Gate to enter the Church’s Rher realm and exit from the pre-drawn sigil directly into the basement. NPCs Samarie: Appears in a Day 1 morning cutscene with Father Domek if the player hasn’t entered via Tunnel 5. Afterward, she hides in the Church’s Rher dimension. Father Domek: Only seen during Samarie’s cutscene. O’saa: Can appear in the confession booth (Day 1). Enemies Pillarmen: Two patrol the rafters, one guards the Mausoleum Alley passage, and another passive one remains locked in a cell. Crimson Fathers: Four inhabit the basement; three more block the Mausoleum Alley. Moonscorched (Ghoul): Found imprisoned in a cell. Decrepit Priest: Roams near the Mausoleum Alley. Death Mask: May spawn in the basement if one of the two active. Cocoon: Appears in the passage to Mausoleum Alley on Day 3 Night. Dysmorphia (Semi-Boss): Found in the Church’s Rher dimension from Day 1 Evening onward — revealed to be Samarie’s Moonscorched form. Zone 7 – Prehevil East: Prehevil - Eastern Outskirts "The gunfire echoes across the silent hills... a dying city exhaling its last breath." The Eastern Outskirts of Prehevil mark the city’s crumbling edge — a borderland between the sacred ruins of the Church of Alll-mer and the desolate wilderness beyond. Once a quiet residential district for clergy and pilgrims, it has now become a battlefield of chaos, with Bremen soldiers and Moonscorched alike locked in a grotesque dance of death. Dust hangs in the air like smoke, and the faint glow of burning houses lights the cobblestone path down the main staircase leading away from the church. Below, the bodies of the Moonscorched litter the streets — executed en masse by the last remaining Bremen patrols. Enemies Elite Trooper – Found at the bottom of the main staircase, methodically gunning down Moonscorched villagers. Moonscorched (Male) – Common along the path below the staircase, usually fleeing from the Trooper’s gunfire. Moonscorched (Female) – Found wandering the lower streets and burned houses. Needles – May appear here, hunting among the chaos. Zone 7 – Prehevil East: Filthy Shack – Eastern Outskirts "A foul stench seeps from within... something festers in the dark." This decrepit shack lies directly beside the Elite Trooper’s position at the foot of the main staircase. Its rotting wooden door and the reek of decay suggest it was once used as a temporary shelter by refugees or smugglers during the Bremen occupation. Inside, the air is thick with mold and blood. Furniture lies broken, and dark stains coat the walls — hints of hurried rituals or acts of desperation. The Filthy Shack rarely holds anything of material value, but it serves as a haunting reminder of Prehevil’s fall — the kind of place where people hid from gods, soldiers, and fate alike. (Optional interior – may serve as a rest point or contain minor loot, depending on progression.) Zone 7 – Prehevil East: Mausoleum Alley "The deeper you walk, the quieter it becomes... until even your heartbeat feels intrusive." Mausoleum Alley is a hidden underground corridor connecting the Church of Alll-mer to the Altar of the One God. Access is only granted after unsealing the passage by placing all three Effigies (Fellatio, Hunger, Martyr) upon their respective altars within the church. Once a sacred catacomb, this place has been overtaken by the remnants of failed resurrection rites. The walls weep condensation, the stonework etched with names of forgotten saints, and the sound of dripping water mingles with the faint murmurs of the dead. It is one of the most haunting zones in Prehevil — a liminal space between holiness and rot. Enemies Bellends – Commonly found along the twisting corridors, emerging from the tomb recesses. Mastermind (Semi-Boss): Found during Day 3 Night, representing the Moonscorched form of O’saa. His transformation marks one of the darkest symbolic turns in Termina — the enlightenment of the flesh twisting into madness. Zone 7 – Prehevil East: Altar of the One God "Even the air kneels here... the silence feels divine, yet suffocating." The Altar of the One God lies at the very end of Mausoleum Alley, marking the border between divine revelation and cosmic horror. Once a holy site used by the clergy of Prehevil to commune with their ascended deity, it now stands defiled — its murals bleeding, its altars cracked, and the names of the gods carved over by the mark of Rher. This site is crucial to progress through the city. Beyond the Altar lies the path leading to Prehevil – Temple Site (Tower) — the sacred district that once held Prehevil’s spiritual core and now serves as the heart of the Termina ritual. Enemy Rancid the Sergal (Boss): Must be defeated to pass through. His presence here symbolizes the final corruption of divine ground, as if the gods themselves now guard against intruders. Zone 8 – Underground: Tunnel 1 "The tunnel air feels dirty and heavy to breathe..." Tunnel 1 is a sprawling underground complex buried beneath the deepest parts of the Maiden Forest surrounding Prehevil. Originally constructed as part of a defensive and research network, it has long since fallen into disrepair, its corridors echoing with the distant cries of both the living and the damned. The entrance can be found through a concrete bunker in the Deepest Woods, guarded by the Centaur. The path there is accessible via a narrow tree-lined passage west of the Deeper Woods, and the location will also be marked on the map after interacting with the NLU planning board in PRHVL Bop’s speakeasy. The lower floor is reachable by activating the generator to the southeast — requiring two Gasoline canisters — which powers the elevator at the main entrance. One of the three Telelectroscopes in Prehevil’s tunnel network can be found here, a critical step to unlock certain endgame areas. NPCs O'saa – Found on the bottom floor, wounded with a green arrow. He will survive if the encounter is ignored and can be recruited if dialogue choices are handled correctly. Reila – Will run toward the elevator before disappearing the first time the player enters the main section. Human Centipede – If the player loses to Stitches & Living Flesh, she will sew the party members onto it, resulting in a game over. Enemies Stitches & Living Flesh (Boss) – A terrifying fused abomination encountered within the tunnels. Zone 8 – Underground: Tunnel 4 "You feel the walls closing in on you..." Tunnel 4 is a small, isolated underground bunker deep below Prehevil, situated beneath the caverns connected to the sewers. The location is hidden within the Foundations of Decay, accessible via the Sewage Treatment Plant. Players must navigate through the caverns and follow a blue moth to the entrance — though a familiar creature may block the path initially. The lower floor is accessed by climbing down the elevator shaft on the left, while the upper floor can be reached by ascending the shaft on the right, which leads to the Crypts. Here lies another Telelectroscope, essential for unlocking endgame content. Enemies Tanaka (Doppelgänger) – Found next to the Telelectroscope, representing one of the darker remnants of the Moonscorch event. Zone 8 – Underground: Tunnel 5 "The tunnels lead into ever-pressing darkness..." Tunnel 5 connects Old Town - Slums and Sewers - West Junction, acting as one of the possible gateways into Prehevil’s main city. The Old Town entrance is hidden inside a small shack, while the sewer entrance is protected by a locked grate that can be unlocked, lockpicked, or forcibly removed. Both doors at the entrances require the Short Circuit skill, obtainable by playing as or recruiting Abella (or acquiring her Caressing Soul), or by playing as Olivia and choosing her science-focused backstory. Tunnel 5 also serves as a potential respawn point: if the player loses to Needles for the first time, party members may be killed and deposited somewhere within the city. Zone 8 – Underground: Tunnel 6 Tunnel 6 links Tunnel 7 and Sewers - West Junction, serving as one of several entry points to the main city. Access requires an electrically locked door on the east side of Tunnel 7, which must be unlocked using the Short Circuit skill after the generator is activated. Enemies Chaugnar (Semi-boss) – May appear if not previously killed in Tunnel 7; this is the Moonscorched version of Abella. Zone 8 – Underground: Tunnel 7 "The tunnels reek of death..." Tunnel 7 is a deep underground passage accessed via a hatch in the ground past chain-link fences west of the Maiden Forest. The location is added to the map after interacting with the NLU planning board in PRHVL Bop’s speakeasy. The lower floor is accessed by activating the southeast generator with two Gasoline canisters, which powers the northwest elevator. A Telelectroscope can be found here, essential for unlocking certain endgame areas. An electronically locked door leads to Tunnel 6, which can be unlocked using the Short Circuit skill (by Abella if in your party). Passing through Tunnel 6 leads to Sewers - West Junction, connecting to Prehevil’s main city. NPCs Abella – Can be found at the entrance if the bunker is reached on the morning of Day 1, before entering the Mayor’s Manor. Tanaka – Appears if the Needles scene is triggered; can be found decapitated by Needles. Reila – Will run toward the Telelectroscope upon entering the lower floor before disappearing. Jonni – Body found with a letter and Eagle Brass Key on the lower floor; can be revived using the Necromancy skill. Enemies Chaugnar (Semi-boss) – Moonscorched version of Abella; appears if Abella wasn’t saved or the Mayor’s Manor is entered first. Needles – Appears if the player ventures too far the first time in the north-most corridor; decapitates Tanaka before pursuing the player. Zone 8 – Underground: Foundations of Decay Foundations of Decay is a massive underground ruin and cavern network beneath Prehevil. Entry is via a long ladder from Sewers - Backrooms, connecting mostly to the Sewage Treatment Plant. Tunnel 4 connects to the northeast side, leading up to a towering cliff edge. From there, two rooms in the Crypts can be accessed. The western crypt has an elevator that can return players to Old Town - Slums or rise into the Church of Alll-mer lower levels. This area contains minor enemies, but two challenging encounters are present: following a Ratkin leads to their gang den (with loot and combat), while following blue moths leads to an encounter with Moonless. NPCs August – Can appear depending on story progression. Enemies Moonless (Boss) Ratkin gang (Boss) Zone 8 – Underground: Crypts "A cold air fills the crypt..." The Crypts are the final area of the Foundations of Decay. Reached via Tunnel 4, climbing the right elevator shaft. Contains an elevator that can be taken to Old Town - Slums or Church of Alll-mer. Activating it here or in the church basement for the first time enables it for future travel from Old Town - Slums. Zone 8 – Underground: White Bunker "The bunker muffles all the outside sound." The White Bunker is Prehevil’s largest underground facility, filled with winding corridors, advanced computer systems, and massive cable bridges exposing its immense scale. Built by the Eastern Union for Project Logic, a mysterious experiment blending technology and the otherworldly. Serves as a hub for attempts to create the Machine God and replicate the Cube of the Depths. Later occupied by the Bremen Empire; its experiments include horrific “Marriage of Flesh” trials. Gameplay Notes Entrance is in the Museum Ballroom, unlocked by solving the clock puzzle. Requires all 3 Telelectroscopes online to open the giant mechanized vault door. Players are advised to prepare thoroughly before entering; this is a point of no return. The dungeon is perilous: dim lighting, narrow corridors, Elite Troopers patrolling, and Flame Troopers capable of instant death via flamethrower. Level 3 contains three consecutive boss fights: Platoon & Sylvian Trooper, Kaiser, and Logic (final boss). Kaiser explains the party arrived late for the Machine God’s birth. August may intervene, attempting to kill Kaiser. After defeating Kaiser, players reach Logic, the Machine God, triggering the final battle. Ending A follows. NPCs August Enemies Elite Troopers – 2 on Level 1, 3 on Level 2 Flame Troopers – Can incinerate the player instantly Gull Bros (Semi-boss) – Ambushes in final corridor if alive Sylvian Trooper Platoon (Semi-boss) Kaiser (Boss) Logic (Boss) Zone 9 – Sewers: Sewers - Southern Tunnels Connects to Riverside in the south & Sewers - Mid Tunnels in the west. NPCs Rat – Requires mastery over the Vermin skill to interact. Enemies Monster (Semi-boss) – Appears if Caligura is moonscorched; this is the moonscorched version of Caligura. 1 Moonscorched (Ghoul) 2 Neighbours Zone 9 – Sewers: Sewers - Mid Tunnels Connects east to Sewers - Southern Tunnels, south to Sewers - West Junction, north to Sewage Treatment Plant. A ladder in the west leads up to Prehevil - Central. Enemies Monster (Semi-boss) – Moonscorched Caligura can appear here as well. 2 Neighbours – 25% chance for a third Neighbour to spawn if the player hasn’t visited Sewers - Southern Tunnels, Sewers - Western Tunnels, or Sewers - Western End yet. 1 Ratkin Zone 9 – Sewers: Sewers - West Junction Connects west to Tunnel 6 in 3 separate spots: two doorless openings lead to solitary alcoves of Tunnel 6, while the larger corridor connects to Tunnel 6 proper. East leads to Tunnel 5 after iron bars are removed. North along the sewage canal leads to Sewers - Mid Tunnels. Enemies Monster – Moonscorched Caligura can appear here as well. 1 Rat Hag Zone 9 – Sewers: Sewage Treatment Plant Accessible from the south via Sewers - Mid Tunnels before completing the puzzle. After solving the puzzle: connects west to Sewers - Western Tunnels, and northeast to Sewers - Backrooms, which leads down into the Foundations of Decay. Gameplay Notes Sewage System Control Panel – Allows the player to use four switches to block the flow of four waterfalls, but only two switches can be active at once. Puzzle Solution – Pushing the Blue Box under a waterfall and solving the panel puzzle unlocks the entrance to the Foundations of Decay. Zone 9 – Sewers: Sewers - Backrooms (Intermediary set of rooms connecting mostly to the Sewage Treatment Plant and Foundations of Decay.) (Nenhum NPC ou inimigo específico listado para este sublocal.) Zone 9 – Sewers: Sewers - Western Tunnels Connects northwest with Sewers - Western End & southeast to Sewage Treatment Plant (dead end until Sewage Treatment Plant puzzle is solved). Two topside ladders provide city access: northern ladder → Prehevil - Shopping Street, southern ladder → Prehevil - Back Alleys. Enemies 1 Beekeeper Levi (Doppelgänger) 1 Neighbour 2 Rat Hags Zone 9 – Sewers: Sewers - Western Tunnels 2 Accessible only from Prehevil - West (News Agency) through a grate next to the southwest exit. Requires the Sewer winch to access. Zone 9 – Sewers: Sewers - Western End Enemies 7 Moonscorched (Ghoul) 1 Neighbour – 25% chance upon starting a run; spawns only if Sewers - Mid Tunnels, Sewers - Western Tunnels, or Sewers - Southern Tunnels haven’t been visited yet. Zone 9 – Sewers: Waste Disposal Office Entrance located in Prehevil - North-West district, on the right side of the staircase directly below the locked gate. It is the only open sewer entrance that requires no key, item, or special skill. Zone 10 – Rher Dimensions: Outskirts of Prehevil - Broken Shack (Rher Dimension) Can be reached by drawing a Rher sigil in the asymmetric circle at the Broken Shack in the Outskirts of Prehevil. (No specific NPCs or enemies listed.) Zone 10 – Rher Dimensions: Abandoned House (Rher Dimension) Can be reached by drawing a Rher sigil in the basement’s asymmetric circle of the Abandoned House. NPCs Man in Black – Can be spoken to here to make Black Kalev recruitable at Outskirts of Prehevil - Abandoned House if any dialogue option besides “I don’t know what you are talking about” is chosen. Zone 10 – Rher Dimensions: Tunnel 7 (Rher Dimension) Can be reached by interacting with the pre-made Rher sigil in Tunnel 7. Enemies Ronteals – The one next to the Golden Gate has no arms; the others do. Zone 10 – Rher Dimensions: Mayor’s Manor (Rher Dimension) Can be reached by drawing a Rher sigil in the asymmetric circle of the Mayor’s Manor. Enemies 3 Ronteals – 2 without arms, 1 with arms. Zone 10 – Rher Dimensions: Orphanage (Rher Dimension) Can be reached by using the asymmetric ritual circle with Rher’s sigil found in a shed in the Orphanage courtyard. The shed can be unlocked by defeating Father Hugo, obtaining the Headmaster’s Key to unlock the room with the Talking Board, and then failing the hangman game so that a Priest is executed, clearing the supernatural presence. Alternatively, a Purifying Talisman can be spent to remove the presence. Enemies 5 Ronteals – 2 with arms, 3 without. Weeping Scope – Will chase the player through the trenches if left alone. Zone 10 – Rher Dimensions: White Mold Apartments (Rher Dimension) Can be reached by climbing into the blood-leaking washing machine in the White Mold Apartments basement; the padlock is passcode-locked and the code can be solved by completing the Madman’s puzzle in the building. The Fellatio effigy required to open the Church of Alll-mer’s secret passageway can be found here. NPCs Tanaka – Found in the room with the effigy if Giant is present; gives a speech about avenging Marcoh. Enemies 9 Neighbours – 5 on the second floor, 4 on the third floor. Giant – Semiboss – Moonscorched version of Marcoh, appears if Marcoh was not recruited before Day 3 Morning. Judgement – Semiboss – Moonscorched version of Tanaka; occurs if Tanaka is present and the effigy has been collected. Zone 10 – Rher Dimensions: Church of Alll-mer (Rher Dimension 1) Can be reached by interacting with the pre-made Rher sigil in the Church of Alll-mer. NPCs Samarie – Human form until Day 3 Evening; moonscorched after Day 1 Morning if interacted with; becomes Dysmorphia on Day 3 Evening without interaction. Marina – If in the party and the cutscene with Father Domek was viewed, a cutscene will play if the player interacts with the Flesh Pillar. Enemies Dysmorphia – Samarie transforms if interacted with on Day 1 Evening; moonscorched version on Day 3 Evening without interaction. Zone 10 – Rher Dimensions: Church of Alll-mer (Rher Dimension 2) Can be reached by drawing a Rher sigil in the Church of Alll-mer’s asymmetric circle. NPCs Heartless One – Chained in a room that can be unlocked using the Church Keys. Especial: The Dream (Workshop) Found in the intro sequence of the game, after the player wanders to the west side of the train. Can be revisited if the player obtains the ability to use the Golden Gates. NPCs Reila – The girl in pink appearing in the dream. Sister of Olivia. Motives currently unknown, but she seems to take on a role similar to the Little Girl, though more proactive. Enemies Janitor – Will saw off the player’s legs if the player loses to him. Especial: D’ábel’s Island "A cold wind sweeps the barren island..." Located on the east coast of Prehevil. Accessed via a pier at the lake, but the boat only appears on Day 3 Night if Karin is alive prior to that time. Enemies Valkyrie – Semiboss – Moonscorched version of Karin, appears if Karin moonscorches on Day 3 Night. Especial: Golden Gates The Golden Gates is a mysterious hallway used primarily for fast travel within Rher’s dimensions. Players must have the Golden Gates skill to interact with the gates. There are two secret doors leading to: Pocketcat’s Room – Located between the Orphanage gate and White Mold Apartments gate. Joy Mask Room – Located between the Mayor’s Manor gate and White Mold Apartments gate. Requires the White Key to access. Pocketcat’s Room The room contains many toys and blood-stained bags, hinting at Pocketcat’s kidnapping crime. On Day 3, when Daan becomes Pocketcat, the room will automatically transform. This scene may depict the death of Daan’s deceased fiancée, Elise Von Dutch. Joy Mask Room An almost fully white room with a path and blinking eyes. One of the blinking eye pairs wears a Joy Mask, which the player can collect. Requires the White Key, so currently only O’saa can access this area. NPCs Mysterious Person – Found within the Golden Gates area. 🌍 Bohemia Bohemia is a small, rural nation located in the eastern parts of Europa, with Prehevil serving as its capital. Though often overlooked by its larger and more powerful neighbors, Bohemia occupies a strategically significant position “in the middle of many powerful countries.” Its lands are diverse, featuring forests with unique undergrowth and ecosystems that cannot be found anywhere else in Europa. The lion, symbolized on the Lion Brass Key, is believed to be the national animal. Historically, Bohemia has been caught in the crossfire between the Kingdom of Rondon and the Eastern Sanctuaries, suffering repeated invasions and occupations. During the Second Great War, the nation was seized by the Bremen Empire, which bombed its cities and constructed fortifications and landmines across its territory. Bohemia also became the site of the Eastern Union’s “advanced electronic experiments,” resulting in vast underground bunker systems beneath Prehevil. Despite its turbulent past, Bohemia has faded into relative obscurity, overshadowed by larger empires and alliances. Its people cling to traditions and rural life, yet modern conflicts have left scars across both land and population. Today, Bohemia’s importance lies not in its armies or wealth, but in the mysteries rooted in Prehevil, where the Termina Festival traps fourteen travelers in 1942. ⚔️ Bremen Empire The Bremen Empire is a dominant military power in eastern Europa, known for its ruthless expansion during the two Great Wars. Once a prosperous nation with an established nobility, its government fell into turmoil due to populist uprisings. Out of this chaos rose Kaiser, a populist leader who became chancellor in 1936 despite his lack of political experience. Under his rule, Bremen expanded aggressively, uniting smaller nations under its banner and forming elite military units such as The Marching Men of the Night’s Day. Kaiser’s rise escalated tensions with the Eastern Union, eventually igniting the Second Great War. The Bremen Empire became notorious for atrocities committed during its campaigns, particularly in its invasion of Bohemia. By 1942, Bremen had succeeded in occupying Prehevil, seizing control of the Eastern Union’s mysterious “advanced electronic experiments” hidden in the city’s vast underground bunker system. Though victorious, the empire’s grip on Prehevil faltered as the Termina Festival began. The occupying soldiers fell into madness, moonscorch, and fratricidal violence, leaving only chaos in their wake. What was once a symbol of Bremen’s military dominance has become a nightmarish prison where no authority truly holds power. 🛡 Eastern Union The Eastern Union is a military alliance formed in the 20th century when the Eastern Sanctuaries joined forces with the Voroniyan Republic, later incorporating several other eastern Europan nations. Created as a defensive pact, the Union became a major political and military power, standing in direct opposition to the expansionist Bremen Empire. When Bremen invaded Bohemia, the Eastern Union was drawn into the Second Great War. Despite temporary alliances with Rondon and Oldegård, the Union suffered catastrophic defeats. Desperate, it resorted to enlisting even children, such as Levi, into its armies. Morale collapsed as Bremen advanced, and eventually the Union lost Bohemia and its capital city, Prehevil. Before the occupation, the Eastern Union had constructed vast underground bunkers beneath Prehevil, intended for advanced electronic network experiments—a project of great strategic importance. Control of this secret network fell into Bremen’s hands with the peace treaty, marking a turning point in the war. Though once a symbol of resistance, the Eastern Union is left fractured and weakened, its ambitions undone by betrayal and the horrors of the conflict.

Races & Cultures

1. Humans Dominant species across the world. Social structure: countries, city districts, temples, guilds, and clandestine cults. Cultures/Classes: priests of Alll-mer, Bremen military, Eastern Union scientists, commoners, and slum-dwellers. Relationships: political, religious, and criminal tensions dominate. The priests secretly conduct sacrifices and influence city governance. 2. Monstrous Humans Humans who have been moonscorched, corrupted, or transformed. Examples: Crimson Fathers, Moonscorched villagers, Dysmorphia, Chaugnar, Judgement. Usually confined to specific zones like the Church basement, Rher dimensions, or underground tunnels. Can have semi-intelligence and sometimes retain a portion of their previous human traits. 3. Special Entities / Deities Not true races, but entities that influence reality: Alll-mer – ascended god, worshiped in churches. The Mourning One – a newer god, influencing rituals. Rher / Golden Gates entities – exist in parallel dimensions, sometimes manipulating events or offering passage. 4. Beasts & Non-Human Creatures Ratkin, Pillarmen, Neighbours, and other strange monsters. Many are tied to underground or remote areas, or appear as minions in corrupted zones. Some have semi-intelligence, while others act purely as hostile wildlife.

Current Conflicts

Termina "It is a festival to give you, the humans, a peek to grandeur and a chance for illustrious reality. The festival to end all festivals." - Per'kele The festival of Termina is the event the plot of Fear & Hunger 2: Termina is centred around. The Trickster Moon God has decided to 'invite' fourteen people to the town of Prehevil to "join his jubilee of cosmic proportions". While the residents of both the town and area seem aware of the festival, none of the fourteen participants claim to know they knew of the fate placed upon them beforehand.

Magic & Religion

CONTAIN SPOILERS!!! 1. Magic System A. Nature of Magic Magic in Fear & Hunger 2: Termina is not universal or elemental like in traditional fantasy. It is ritualistic, bloody, and forbidden, often involving: Sacrifices Summoning supernatural entities (Old Gods, Crimson Fathers, etc.) Physical or corrupted transformations (moonscorched, Dysmorphia) Interactions with Rher Dimensions and pre-drawn sigils B. Users of Magic Priests & Cultists Example: Church of Alll-mer priests, Father Domek Use magic for rituals, sacrifices, and maintaining political/religious control Special Humans / Prodigies Some characters can learn magic or supernatural skills, such as: Golden Gates (teleportation between dimensions) Necromancy (reviving corpses, manipulating the dead) Vermin mastery (controlling rats or other creatures) Moonscorched Supernatural entities or humans corrupted by magic, e.g., Rher, Crimson Fathers, moonscorched forms Possess inherent powers that players can encounter or unlock C. Mechanics Magic typically requires: Specific rituals: asymmetric circles, Rher sigils Sacrifices: human, animal, or powerful object Risk of corruption: failure or misuse can result in moonscorching, sanity loss, or death The Gods The universe series has a rich lore and mythology consisting of multiple gods and godlike beings that reigned across a rich history for millennia. Mentions of these greater beings are plentiful in both games, many of them directly or indirectly involved in the events that occur. Old gods The world of Fear & Hunger does not have one unified religion. Instead, there are several extremely powerful deities known as the "old gods", who are separately worshipped by different factions in the game's world. They are seen as the true gods of the world and represent the most basic concepts present in it. Information about them can be gathered from specific books regarding their nature found in the various libraries and bookcases present in the two games currently released. While not all of them have been revealed so far, ten different runic symbols have been portrayed so far, which could be an indication of their numbers. Available lore in both games seem to indicate that some of these older deities have 'departed' from the world, but their traces are very strong remaining energies who are somehow still sentient and influent. It is also stated that older gods never truly perish. Gro-goroth Gro-goroth, the destroyer of man, is the god of destruction and human sacrifice. He wishes for blood to be spilt in his name. If one cannot resist the call of his darkness, he will grant this one a terrible power, yet strong for the sin this one has committed. Gro-goroth is a curious god, more so than many of the other older gods. To relieve the feeling of fear, he wears the bodies and skins of men and women alike. Some believe he still walks among men, masked under the skin of people and hanging bodies, but his presence is fading. His runic symbol resembles two cutting rings. Sylvian Sylvian, the goddess of love and fertility, created men and women at the dawn of time. She wishes only for an act of love in her name, granting you a bond more serious than you could imagine. Both Sylvian and Gro-goroth originate from the green hue, the plane of the older gods. Many believe she left mankind behind a long time ago. Her first runic symbol has the shape of an opened eye; her second one is an open slit, resembling a vagina. God of the Depths The God of the Depths, an old and gigantic being worshipped by outcasts left in the darkness - insects and wretched soulless beings. Her body lies dormant in the altar of darkness and within it, there is The Gauntlet, a way to the very bottom of the dungeons. She was killed and her body used as a vessel to give birth the God of Fear and Hunger. Her runic symbol is that of a backwards R. Rher Rher, the Trickster Moon God, also known as the Moon god and Trickster God, is one of the last old gods to still observe mankind. He is a jealous kind and would not share the godhood and the world order with humans and the new gods, because he doesn't believe men should have the same rights as true gods. He has many ploys to diminish the influence of the new gods, but his motivations seem incomprehensible to them. Lady of Moon and Pocketcat are his servants, both bent on killing children as a way to get rid of humanity's potential ascension. He is the main orchestrator of the events in Fear & Hunger 2: Termina. During these events, he has a new servant, Per'kele, who acts as his voice and observer. His runic symbol is three circles, two above one. Vinushka Vinushka, the god of nature, is an offspring of Gro-goroth and Sylvian. It is said his appearance can change according to the region of the world that he decides to appear, just like nature itself, and that his temper is as volatile as the manifestations of his domains. Vinushka was introduced in Fear & Hunger 2: Termina. His symbol is a swirling maelstrom, that signifies ever-changing state within nature. Ascended Gods Alll-mer Alll-mer, the ascended one and the last of the older gods, was born in Jettaiah, raised by a virgin mother and supposedly sired by a "False God". He gathered twelve apostles to bring down the old world order, and usher in a new one. Corrupt kings and sultans captured Alll-mer and crucified him, where he ascended into the city of the Gods, Ma'habre. He returned back to his twelve apostles and tried to save mankind with his strength by murdering the kings and sultans, bringing forth a new world order. Year 0 marks the birth of his new self, and the start of a new calendar. They say his mortal remains still lie in the ancient tomb, hidden somewhere near the ancient city of Ma'habre. By the time the events of Fear & Hunger 2: Termina take place, it appears his cult has greatly surpassed others in popularity. His runic symbol is a cross, the object he dies on. The God of Fear and Hunger Also known as the Ancient One, a pure creature with a soul that radiates the light of an older god. Along with Alll-mer, she is the only old god born from a human and is considered his equal. The soul has formed itself by copulation of Nilvan (a new god) and Le'Garde (a visionary half-god). of and hatched inside the body of a little girl, after growing up knowing nothing but misery and suffering, and then being taken to the bottom of the dungeons of fear & hunger. She has part of the God of the depths in her, as killing all three hearts murdered him, only an old god never truly dies, and thus parts of him were used to form her. She represents the everpresent darkness and that it can be used to create something new and improve humanity but powering through it. Her symbol is the God of the Depths' runic symbol but two and mirrored, RЯ, but is also representative of her first misshapen form. Sulfur God The Sulfur God is an obscure entity referenced extremely vaguely in Fear & Hunger 2: Termina. From the few tidbits we find about him, we know he is an old and obscure deity. He seems to have been concieved during the ascension of Alll-mer - while Alll-mer carved his idol to ascend into godhood, his subconcious, hatred-filled parts were cast deep into the sulfur pits. His symbol is a triangle inside another triangle, with an inverted cross beneath them, showing him to be Alll-mer's antithesis. New gods The fellowship and the rise of the new gods After the older gods left mankind, the kingdoms of the world were slowly rotting away and the grand values mankind once aimed for were displaced by defiled principles and practices. Without the guidance of the older gods and in times of great peril, a fellowship of five people was formed: Francóis, the dominating one, Nilvan, the endless one, Valteil, the enlightened one, Chambara, the tormented one, and then there was Nosramus, the "fifth one", the forgotten one, who never aspired for the same greatness as the rest of the party, whose story bears no listeners. This fellowship was formed in the year 809 to seek the older gods. Back then, there existed an ancient tomb to the ancient city of Ma'habre that worked as a hub for multiple different planes of existence: a place where a man could meet his maker. It is here, that the fellowship would demand the rights of self-governing for mankind. Eventually all 5 of them would reach the golden gates of Ma'habre, the very same gates Alll-mer ascended to 809 years prior that would lead them to their confrontation with the older gods. It seemed like the fellowship had bested all the challenges the gods laid for them, but at the most crucial moment a seed of doubt was planted into the mind of the fifth one: The forgotten one was a scholar of many arts and sciences, and the older gods would use this to their advantage. They revealed the greater scheme of things and the way they directed the flow of mankind. Many people had gone before the same trials as the fellowship. Yet nothing had changed for the better for mankind as aeons went by. The fifth one supposedly understood this and thus refused his ascension. This created a rift between the fellowship and because of it, only the 4 other members proceeded with the initial mission. The remaining fellowship tore down the legacy of the old gods and created a new world order. An age where mankind decides its own fate by choosing its own gods. In the end the fellowship became the new gods and the forgotten one was never seen or heard from again, he simply disappeared. But some notes from him remain, about the black liquid and the creation of new life, almost 300 years after the tale of the fellowship. The fellowship would also gradually lose its influence over commonfolk, to the point where the tales of the fellowship are currently classified as a simple legend. The other new gods and the greater scheme of things It is revealed in the events of Fear & Hunger that there are many more new gods out there, sitting idle in the grand hall of the gods and ruling Ma'habre, after the departure of the old gods. Once the reign of a new god has seen its end, the god resides in the grand hall to let the new ones reign for their time. But these new gods disapproved of Francóis' reign and even Francóis concluded that he was nothing more than just a puppet and everything was pointless. It took him numerous life cycles to understand the greater scheme of things: Time is a cycle. Nas'hrah Besides the 4 new gods, there is also Nas'hrah, the great wizard of the Eastern Sanctuaries, who acquired immense knowledge of the older gods and still lingers somewhere in the blood pit. He preceded Valteil as the master of the grand libraries, but eventually came to the conclusion that becoming a new god would not change anything. It would just start a new cycle that would reach the very same conclusion. Like Valteil, he began experimenting with artificial life and created an underground laboratory for this purpose. He successfully created empty husks, who don't seem to be capable of doing anything constructive. Something changed at some point, and he developed a deep hatred of the 4 new gods. He truly despises them and desires nothing more than to destroy the reign of the new gods. He isn't even afraid of the older gods. Betel Nas'hrah was preceded by Betel, a new god of enlightenment, who created the grand libraries to store the immense knowledge the world holds. Betel wished that the archives would one day surpass the knowledge and the wisdom of the older gods. Every new god of enlightenment would from then on dedicate their cycle at the libraries to a certain subject they would decide themselves. The Heartless One The Heartless One is a new god portrayed in Fear & Hunger 2: Termina. From the scarce information currently available on her, she seems to deeply despise her divine peers. She was apparently locked away in Prehevil's Church of Alll-mer in an alternate dimension prior to the events of the game. The Radiating One The Radiating One is a new god portrayed in Fear & Hunger 2: Termina. Little information is currently available on this particular deity. The Tainted One The Tainted One is a new god portrayed in Fear & Hunger 2: Termina. From the scarce information currently available on her, she is one of the new gods that sits in the Grand Hall of the Gods. Other religious figures Below are three entities which have not been officially stated as older or new gods, but hold some degree of notoriety in religious lore that can be found in the series. The Mourning One The Mourning One is depicted in statues as a figure in shrouds with hoods and long sleeves, concealing the bodies but for the hands and face. The images have the area within the hood as a blank, black space. The Mourning One's statues are frequently spotted in the Church of Alll-mer within Prehevil, a city where The Mourning One might be considered a saint - so far one of the only figures to be called so in the series. Although The Mourning One's name follows a similar pattern to the way New Gods are usually named, no available information lists this being as such a deity. Vitruvia Vitruvia, the architect of the human body. She is mentioned in one of Alll-mer's origin stories - a deity that created a reprography of mankind under Sylvian's orders, that would be the likeness of Sylvian herself. Over time, Vitruvia started to see imperfections at her designs, motivating her to create the perfect human being: Alll-mer. There is a custom of sacrificing harvested organs to her in hopes of curing corresponding ailments, based on a law where every action has equal reaction. Yggaegetsu Yggaegetsu is an old warrior deity worshipped in the far reaches of the Eastern Sanctuaries. Yggaegetsu seems to become more significant during times of peace, when warriors are left without purpose and travel the world in search for this deity, to challenge it to a duel, seeking purpose to an otherwise meaningless existence.

Monsters & Villains

What specific creatures, cults, or ancient evils threaten the world? CONTAIN SPOILERS!!! Villagers The inhabitants of the old town outskirts of Prehevil, and currently do not reside within the city itself. They have been burnt by the Moon's Light and since become malformed, as seen on their twisted faces. They seem to be affected by the Festival of Termina, as caused by the Trickster Moon God, Rher. It seems the Old God might have had a hand in their transformation and hostility towards anyone entering the old town, to the point of feeding any trespassers' remains to their pigs. They can be found at the Old Town's village from either outside or inside the houses, including the basement. If the protagonist's party get spotted by a female villager, they will start to make a charging move on them, signalized with their scream. However, if the player try to interact them without being spotted, they will instead become immobile with their defensive idle animation and the player can fight by interacting them again. If the player is defeated by the pipe-wielding villager, their body will be thrown into a pig pen, visible before at the centre of the village. The player can still crawl around, but the pigs will soon come toward him and eat his flesh off in a gruesome manner. It is possible that these pigs were moonscorched as well, though they do not show signs. The villagers have their faces twisted by the moonscorch, and all have a clear partition in the middle of the face that resembles Rher's half moon depiction in his Skin Bible or Needles's face paint. The Sickle-wielding villager seems hesitant to fight, but still does it. You can use Necromancy to resurrect them. The pipe villager won't speak to the player as it seems the moon burn affected him the most. Leaving him completely crazy and unhinged. Villagers seems to be visually inspired by Francis Bacon's artwork. Rifleman The Rifleman is a hostile enemy encountered in the Fear & Hunger 2: Termina. These enemies can be encountered through Prehevil's Old Town slums, the south sewer entrance, near the prehevil book store, and near the abandoned food in Ruined Prehevil. They will shoot at the player from afar if they enter their line of sight. Moonscorched These enemies can be encountered through Prehevil's Old Town slums, although most of the ghoul's variant can either reside in the sewer or from the basement of the Alll-mer's church. They are always docile, and will not initiate a battle willingly, with the exception of the ghoul variant. Ghouls Those whose physical and mental fortitude couldn’t hand the ever-pressing darkness. They lost their mind. -New gods, about Ghouls Ghouls are enemies and potential party members in Fear & Hunger and Fear & Hunger 2: Termina. There are instances in the games where a ghoul can be a living enemy, and additional instances where ghouls can be found as corpses. Using the Necromancy skill on a ghoul will raise it and turn it into a party member. Ghouls are products of necromancy, and can be destroyed by telling them this. It is unclear whether these prisoners were raised by some other magic-user or unholy force, or became essentially dead as a by product of suffering from the supernatural effects and horrors of the dungeon. Asking the ghouls not to fight during an encounter will make them hesitate slightly, showing that they still have shreds of humanity left within. Each encountered ghoul has their own unique origin. In the first game, speaking to them will give dialogue text saying that they'd like to tell you their story, but cannot, although the text tells you of their origin: A farmer who resorted to graverobbing in desperate times, only to succumb to the dungeon. A guard who locked himself in a cell to avoid the horrors other guards committed against each other. A guard who was used as a blood sacrifice and drained by the dark priests. There are two kinds of characters that can be ressurrected through Necromancy and serve the party as ghouls: fallen Bremen soldiers and moonscorched Villagers. This article will focus on the soldiers; please refer to the Villagers' article for their specifics. From the three regular soldiers from Bremen can be found around Prehevil, two of them are already deceased when the game starts - possibly as victims to their own Termina Festival, which happened shortly before the events of the game take place. At the Old Town portion of the city, in the same area where one can reach the Mayor's Manor, one of these deceased soldiers' body can be reanimated through Necromancy. The second one, Jonni, will be lying dead close to a pool of blood at the second level of Tunnel 7 and can also be made into a ghoul. The third soldier still lives and lingers, in a delirious state, around the destroyed part of the inner city. After falling in-battle, he can be resurrected like the other two. Headless Hounds Two are found patrolling near the truck in the Maiden Forest, west of the Prehevil Old Town Outskirts. Upon seeing the player character, they will immediately give chase, at a much faster speed than the player's. They are very similar to Hounds found in Fear & Hunger, except for their missing heads. It is possible that these were normal hounds who became moonscorched. They are found near the Woodsman's hut, indicating that they were possibly his hounds. Neighbor A hulking, grotesque creature that seems to have gone through a large-scale transformation, with some details in its anatomy that indicate it was once human - as well as the fact it is still wearing civilian clothing. The Neighbor has scorched, hard skin and large arms that resemble sacks of potatoes, with a transformed head shaped in a form that emphasizes its mouth and tongue. As there is no known ailment that could have naturally caused this state, one can assume the Neighbor is the result of something otherworldy. They can be encountered in the Moldy Apartments, as well as a multitude of areas within the sewers. Ratkin A lone Ratkin can be found in the Middle Sewers. They will endlessly flee if the player approaches. They can be killed from afar with a gun, or trapped by pushing a blue crate in its path, at which point it will stop fleeing and can be fought. A mob of Ratkin can be fought in Foundations of Decay. Multiple of them will wield swords, which can slice off the limbs of party members. After succeeding, one of the treasure chests will always yield an Eye of sylvian. The other's contents are randomized. If the player has the mastery over vermin skill, they become capable to communicate those entities, although they will respond back by saying the protagonist is a fake master. Rat hag "Ka! Why so serious stranger? Let the granny give you a hug! Kaah!" The Rat Hag is a hostile enemy encountered in Fear & Hunger 2: Termina. Covered in rags, she will resort to the help of rodents to dispatch potential victims. Although she was hunched long before her transformation, the Rat Hag was probably a regular old woman before being moonscorched by Rher for the first Festival of Termina that took place in Prehevil. Now dwelling in the deepest levels of madness, Rat Hags are somehow able to summon rats to aid them in combat. Most of the Rat Hags in the game can be found roaming the sewers. An additional Rat Hag will chase the player in the Apartment building. Half-cocooned One will spawn at the by the staircase if you enter into the three-story apartment building south of the Orphanage. At the locked gate south of the Orphanage, starting Day 2 a Half-cocooned man can corner the player. If this happens, August will shoot them to death. The corpse will then be available for looting. Many can be found in the Prehevil Ruins, in Business district. If they spot the player in overworld, they may use the sprinting ability which is signalized with their loud grunting. “Half-cocooned is a creature caught between transformation and torment — a being neither human nor yet fully reborn into whatever horror awaited it. Its form is grotesquely asymmetrical: one arm swollen and gnarled beyond recognition, wrapped in hardened, flesh-like fibers that pulse faintly with parasitic life. The other remains almost human, clutching a rusted farming tool, perhaps a remnant of who it once was. Its face is a mask of agony, half-covered in coarse, organic tissue that seems to crawl across its skull like a spreading infection. The eyes burn with both pain and madness, darting in twitching motions as if searching for release. The mouth — twisted and misshapen — opens only to emit guttural, insect-like noises, somewhere between a wheeze and a shriek. The creature’s posture betrays its suffering. Every movement looks forced, as if the cocoon enveloping its body is both armor and prison. With each step, its malformed limb drags against the ground, leaving streaks of decay behind. Once, perhaps, this was a man — a laborer, a villager, someone unfortunate enough to be touched by an unnatural metamorphosis. Now, trapped mid-emergence, the Half-cocooned wanders without purpose, driven only by the agony of becoming something that will never be complete.” Bobbies "For justice and order!" These enemies can generally be found in the center and east side of Prehevil in the bottom half of the city. “Bobbies were police officers in the town of Prehevil before the festival started. Bobbies are mockeries of law and order — grotesque effigies of justice long since decayed. Their name, taken from the once-respected officers, now drips with irony. What once represented safety and civility has become an emblem of mindless control and cruelty. The creature’s body is twisted and metallic, resembling a man preserved in tarnished bronze. It wears the familiar custodian helmet of the early police, though it has fused grotesquely with its skull. Its face is deformed, the mouth split into a silent grimace beneath layers of congealed flesh. The body beneath the uniform is similarly warped — rigid, puppet-like, as though it still obeys the memory of long-forgotten commands. In its many hands, the Bobby wields wooden clubs and rattles, which it beats together in an unnerving rhythm, echoing through the dark like a mockery of parade drums. The sound is both ritualistic and authoritarian — a grim reminder of the order they once enforced. Legends claim that these abominations were born from those who enforced laws without question — officers who, even in death, could not let go of their duty. Their souls were reshaped into instruments of obedience, forever patrolling the ruins of a world that no longer exists. To face a Bobby is to confront a distorted reflection of human order: discipline turned to madness, protection turned to persecution.” Inquisitor "May Alll-mer be my judge" Several of them can be encountered in the busy areas of the city of Prehevil, like the shopping district streets. “Towering and draped in ceremonial vestments, the Inquisitor is a figure of perverse sanctity — a high priest of punishment, elevated from the ranks of the Bobbies to become the ultimate enforcer of faith and law twisted beyond recognition. Its visage is a grotesque mockery of devotion: the skull-like face carved into a permanent leer of judgment, jaw locked open as if forever pronouncing a sentence. A tall hat, adorned with a warped holy sigil, crowns its head — a parody of clerical authority. Beneath it, the creature’s body appears fused to its garments, flesh and fabric melding into a single, pulsing form that sways with every movement. In one hand, it brandishes a small bell, its sound sharp and piercing, echoing through the dark like a divine summons. Each ring is said to awaken the lesser Bobbies nearby, driving them into a frenzy of obedience. The other arm — unnaturally elongated and veined — gestures in slow, deliberate motions, as if delivering sermons to invisible congregations. Where the Bobbies represent order and blind enforcement, the Inquisitor embodies fanaticism — belief so absolute it devours the believer. It speaks in a language long forgotten, words that twist the air and stir dread in the hearts of all who hear them. To those who fall under its gaze, no sin is too small, no innocence too pure. All must confess. The Inquisitor does not merely punish the body — it condemns the soul.” Sew-job They can be found in the Business District of Prehevil in an alleyway, and three drop from the sky when going from the Shopping District to the Department Store. It is pretty likely that this particular enemy was created by Stitches - you can find a partly finished version of it in the bunker where she does reside. “A vile testament to fleshwork gone wrong, Sew-job is a creature that should never have existed — a malformed sculpture of bodies, joined by desperate hands and crude craftsmanship. Its form defies natural order: a writhing column of torsos and skulls, all fused together by seams of scar tissue and sinew, as though stitched with madness instead of thread. At its base, broken skulls chatter and moan in discordant unison, their jaws moving without purpose, their hollow eyes begging for release. From this mound rises a twisted trunk of human remains, ending in a grotesque canopy of arms and hands — some grasping, some twitching, all trembling as if still trying to escape their place in the abomination. Each movement of Sew-job is a nauseating shudder, the flesh stretching and tearing as the entity drags itself forward. The sound of its motion — a wet scraping, followed by the faint snap of tendons — is said to drive weaker minds to hysteria. Scholars of the forbidden arts whisper that Sew-job was not born, but assembled — a failed attempt to create perfection through unity. Whether its maker sought immortality, art, or blasphemy is unknown. What remains is a mass of suffering bound by its own creation — a living monument to the folly of trying to mend what should remain broken.” Fecal hound Four can be encountered in the alleyways south of Prehevil - Shopping District, and in front of the tasty mold Apartments. Another two are located near the ruins in the Deep Woods. If August is present, he will kill one in a brief cutscene if the player approaches. “Crawling from the filth and waste of forgotten dungeons, the Fecal Hound is a wretched parody of a beast — a creature born not of nature, but of rot. Its body is slick and hairless, the skin stretched thin over twitching muscles and discolored flesh. A rancid stench follows it everywhere, clinging to its trail like a curse. Its posture is twisted, almost human in the limbs yet beastlike in the gait. The elongated spine arches grotesquely, and the head — malformed and swollen — carries a face disturbingly close to that of a man, twisted by madness and hunger. The jaw hangs crooked, revealing teeth that grind constantly as if gnawing on invisible flesh. The creature’s eyes are small and glistening, betraying an intelligence warped by its environment. It skulks in sewers, grave pits, and ruined streets, feeding on refuse, corpses, and anything still warm enough to bleed. Its presence turns the air foul, a sign to all living things to flee or risk being dragged into the muck. To encounter one is to witness the lowest form of existence — life clinging to filth, thriving only where all else has rotted away.” Bremen soldier The soldier is a hostile character encountered in Fear & Hunger 2: Termina, as well as a potential party member for a player able to use Necromancy. One of the few survivors of a previous Festival of Termina, this officer is losing his last strands of sanity and wanders aimlessly around the ruined streets of Prehevil. This unnamed soldier was among the Bremen forces deployed to Prehevil after the peace treaty for the Second Great War was signed. Sent by the Kaiser himself to secure the city, these soldiers were visited by Per'kele in their dreams and forced to take part in Rher's Festival of Termina soon after arriving. During the Festival, this soldier was responsible for the death of his superiors, and while most of his comrades were either victims of the bloodshed or succumbed to the chaos, he still holds some degree of coherence and is aware that his three-day limit is coming to an end even with his mind deteriorating at a rapid rate. This enemy can be found at the ruined street sections from the west entrance of Prehevil's inner city. Instead of just standing and taking aim to shoot at the player, they will charge towards them with running and gunning method. This is one of the few enemies that can be recruited as ghouls through the use of Necromancy after being defeated in battle. It is important to note that this enemy will disappear if the player has turned the other two deceased Bremen soldiers that can be found in the game into Ghouls - likely the result of a bug related to shared game files. Ronteal Ronteals are monstrous enemies encountered in Fear & Hunger 2: Termina. Ronteals can be found in Tunnel 7 or Level 2 of the Bunker area, the latter only accessible by going through a sacrificial circle that has Rher's symbol on it. “A ghastly figure of malformed elegance, Ronteal moves with a rhythm that feels almost deliberate — a mockery of grace trapped within a body built for slaughter. Its limbs are long and mechanical, ending in two massive, blade-like appendages that swing with the weight of executioner’s axes. Each strike leaves deep grooves not only in flesh but in stone, as if the very world recoils from its touch. Its head, smooth and eyeless, splits open into a vertical maw filled with concentric rings of teeth — an obscene inversion of a face, a scream made flesh. From this gaping cavity emanates a hollow, rhythmic breathing, echoing like the rasp of a saw. Its torso, too, bears a mouth — torn open from navel to chest, its jagged edges constantly gnashing in sync with the one above. Ronteal’s skin resembles porcelain warped by heat — pale, cracked, and fused in unnatural joints. When it moves, its limbs creak and snap like tightening wires beneath the surface. Despite its inhuman appearance, there is a strange symmetry to it — as though someone intended it to be beautiful, but lacked the understanding of what beauty truly is. Some claim Ronteal was once a dancer, or perhaps a statue brought to life by twisted artistry. Others whisper it is the embodiment of self-inflicted mutilation — a being forged from obsession with perfection, cutting away all humanity until nothing but sharpness remained. To hear Ronteal’s steps in the distance is to know precision and pain walk together. Its presence is both mesmerizing and dreadful — a living rhythm of death.” Shadowy figure Can be found in most floors from the Orphanage, except the schoolyard. They will frequently spawn next to the player as a silhouette. Shadowy figures have a very small HP, but they cannot be attacked by most normal means, requiring otherworldly magic or magic weapons to fight them. They can rapidly drain mind making them a notable threat unless one plans ahead. “The Shadowy Figure is a frail, humanoid silhouette cloaked in shades of deep gray and black. Its body is unnaturally thin, almost skeletal. The creature’s skin appears smooth yet lifeless, as if it absorbs the surrounding light. Its face is hauntingly pale compared to the rest of its form — devoid of expression except for a pair of hollow, milky-white eyes that pierce through the darkness. The mouth is faintly visible, locked in an unreadable grimace. Often, it can be seen crouching with its knees drawn to its chest and arms wrapped tightly around them, resembling a frightened child frozen in despair. The Shadowy Figure manifests suddenly and without sound, frequently spawning right next to the player as nothing more than a fleeting silhouette before its full form becomes visible. It rarely announces its presence, instead relying on its sudden proximity to induce panic and unease. While it does not always attack directly, its presence distorts the player’s perception — visual flickering, low ambient hums, and whispered echoes often accompany it. The longer the player remains in its vicinity, the more severe these effects become, simulating mounting psychological pressure. If illuminated, the Shadowy Figure may retreat or dissolve into shadowy mist, though it never truly disappears for long. It reappears unpredictably, as if tethered to the player’s emotional state or progress through the Orphanage.” Fallen cherub They can be found in all levels of the Orphanage, with the exception of the Courtyard. It's likely these enemies are moonscorched orphans. They mostly attack in threes. “The Fallen Cherub is a pitiful yet horrifying sight — a small, humanoid being stripped of all innocence. Its body is malformed and pale, the skin raw and uneven like stretched wax. The most striking feature is its elongated neck, which extends unnaturally from a child-sized torso, ending in a grotesque, malformed head. The creature’s face is a blend of infantile features and monstrous distortion: jagged teeth jut out from an oversized mouth, while empty eye sockets or clouded eyes suggest blindness or madness. Despite its diminutive frame, its stance is erratic and unsettling — swaying, twitching, as if struggling against the deformities that now define it. The Fallen Cherub moves unpredictably, lurching and staggering across the floor in bursts of motion. Though initially passive, it may turn violent when approached, emitting distorted gurgles or high-pitched cries resembling a child’s whimper twisted into something inhuman. When in groups, they display a disturbing sense of unity — gathering in corners, swaying rhythmically, or crawling toward sources of movement or light. Upon death, some emit faint wails or spasms, as though trapped between life and oblivion. The Fallen Cherub represents the corruption of purity and the loss of childhood innocence within the Orphanage. Once human — perhaps even once loved — these creatures now exist as grotesque parodies of the children they used to be. Their distorted anatomy may reflect the anguish of transformation, or the desperate longing to ascend beyond their suffering, only to fall eternally short. Their name, Cherub, is cruelly ironic — suggesting angelic grace, yet their forms embody only decay and despair. They are reminders of the cost of divine abandonment, and of what happens when innocence is left to rot under the pale light of a merciless moon.” Owl cultist Distraught melody - Moments before the end. The Owl cultist is a hostile enemy encountered in the Fear & Hunger 2: Termina. They can be found in Deep Woods while hidding under the camouflaged foliage grounds. If they spot the player, they will reveal themselves and start shooting darts on the victim, causing the poison debuff and the reverse controls. Despite being capable of using weak attacks like poisoning darts, the players should not underestimate his abilities. If the party doesn't eliminate it soon enough, the Owl Cultist will begin to play the flute and it will summon the Owl sprite, the strong variant of the enemy. “The Owl Cultist is a humanoid figure dressed in a tattered robe of feathers, moss, and rough cloth, giving it a half-animal, half-human silhouette. A pale, owl-like mask conceals its face — expressionless and unsettling, with hollow black eyes that seem to follow the player’s every movement. Strands of straw and twisted rope bind the costume together, as if crudely fashioned for ceremonial purposes. The cultist’s body posture is relaxed but deliberate, its movements slow and almost theatrical. It often holds a flute or wooden pipe, which it uses to produce faint, rhythmic notes that echo eerily through the halls.” Decrepit Priest The Decrepit Priest is a semi-unique enemy encounter in Fear & Hunger 2: Termina. The first Decrepit Priest, Father Oscar, can be found in the Mayor's Manor, in an altar room on the second floor, praying on a ritual circle. If the player enters the room, he will get up and give chase. If the player successfully evades the priest and leaves the area, when they return, there is a chance he will have left the manor and will pursue them through the village. He will also ambush the player if they try to sleep on the bed in the manor. Another Decrepit Priest will also be found in the Orphanage basement, although no circle dedicated to Gro-Goroth will be in his immediate vicinity. A third one can be found in the hidden passage of the Church of Alll-mer, in the left cell behind a portcullis in Basement 2. The man used to be the priest of Old Town of Prehevil, likely praying to Alll-mer. The Wretched Being blames him for condemning the "unwanted" - the deceased, the still-born and now the moonscorched - to live in the slums of the old town, while still searching for them when the time for ceremonial gifts to his unknown gods comes. It is speculated that, like the others, he was affected by the moonburn and it seems that it changed him in a particularly twisted way, as the priest lost his mind and began to worship Gro-goroth, channeling his blood magic. If the player character dies to the Decrepit Priest, especially to his grab, there's a chance that your character will wake up with their legs severed on the gigantic cross in the middle of the old town, with a circle of villagers dancing around it. Some amount of time will pass and the villagers will disappear, but the player is still stuck. August will suddenly show up and free the player, telling them to run while he distracts the villagers, allowing the player to continue living, but with all party members gone and both legs disabled. Pillarman "Awaken, my masters!" — Pillarman. The Pillarman is a hostile enemy encountered in Fear & Hunger 2: Termina. Pillarmen are called like that because of their function at the Church of Alll-mer: to be tied on the church pillars and cry their gospel to the churchgoing folk downstairs. Two Pillarmen can be found roaming the ceilings of the Church of Alll-mer. A third one will break out of his confines and attack the player within the Secret Passage of the church. A fourth, non-hostile Pillarman can be found at the church cells. It is not possible to initiate battle against him. “The Pillarman is a towering humanoid abomination defined by its grotesque anatomy and posture. Its flesh is pale, sinewy, and stretched, resembling both stone and muscle at once — hence the name. The creature’s head is encased in a thick, fleshy hood, covering its eyes entirely and leaving only a gaping, jagged mouth exposed. The head covering extends into a star-shaped collar of hardened skin, as if fused through ritual scarring or biological armor. Despite its blindness, the Pillarman exhibits uncanny spatial awareness. Its arms are bound tightly behind its back by strips of dark leather or sinew, giving it an eerie, statuesque silhouette reminiscent of a punished or restrained prisoner. Yet, it moves — slowly at first, then with terrifying bursts of speed, propelled by immense muscular legs.” Crimson Father "...Your father..." The Crimson Father is a enemy encountered in the Fear & Hunger 2: Termina. A snail-like being seemingly unable to utter spoken words, the Crimson Father's green, bottomless eyes can deeply pierce into one's mind for communication, with concepts and ideas that sound alien to humans and make it clear that this creature is not from this world. Its main motivation is an intense lust for blood; the place where they roam is filled with blood pools and dead bodies, probably their reason for staying there in the first place. The Crimson Father's body will immediatly disappear upon defeat, leaving behind the robes it wears while the head crawls away from its attacker. They can be found inside the Church of Alll-mer, roaming around Level 2. Four can be met at the regular basement area, while the other three are at the secret passage location. All of them will actively pursue the player, but some of them are able to sprint doing so, signalized by their stranger noises. If the player stands on their head after beating them, the snail won't move and interacting with it will prompt the player to crush the Crimson Father's head. The Crimson Father is able to use a multitude of attacks, starting with Occult dagger, a slashing attack with the dagger held on its right arm. They can also use their Mind control against the player's party: getting inflicted by it will cause the character to lose control and begin to attack their own party or themself. This either can result in a minimum damage for the party or a huge threatening effect if its target on the strongest character in the party. Their Mind Control can be prevented by blinding the creature using Glass Shards or any other source of blinding, greatly reducing the risk of self-damage. After a couple of turns, the creature will start "trembling furiously", losing the ability to use the moves listed above: he will then sport a monstrous head capable of using Gaping bite that can cause bleeding and infection debuffs. Its arms will also suffer a transformation and enable a move called Tentacles, that can be used once per turn by each limb. “The Crimson Father is an otherworldly, snail-like entity cloaked in ceremonial garments of faded green and gold. Beneath its ornate robes, a mass of glossy, crimson tendrils slithers and pulses, shifting with each step it takes. Its head resembles a mollusk — bulbous, smooth, and wet — with two short protrusions resembling eyestalks, though its true eyes are deep, glowing green orbs set far within its translucent flesh. Its gaze is unnatural and penetrating. When it fixes its eyes upon a living being, communication does not occur through words, but through direct intrusion into the mind — thoughts and concepts that bypass language entirely. The sensations it transmits are alien, filled with impossible geometries, unknown hungers, and fragments of cosmic comprehension that leave mortals trembling or bleeding from the nose. The Crimson Father drifts or glides rather than walks, its lower body dragging along the ground with a slick, wet sound. It appears calm and slow, yet exudes an overwhelming aura of dominance — as if it is constantly observing, dissecting, and judging all forms of life around it. Its primary drive is bloodlust. The areas it inhabits are littered with corpses and blood pools, signs of its unending hunger. When agitated, it lashes out violently, extending tendrils from beneath its robes to ensnare or crush victims, draining their blood through its semi-organic flesh. The Crimson Father is not of this world. Its form and behavior suggest an entity born of another plane — perhaps a parasite god, or a vessel of a forgotten deity sustained by the essence of blood. Scholars who have studied the aftermath of its presence believe it operates not through moral reasoning, but through biological and cosmic imperative: an ancient instinct to consume life essence as a form of communion. Its title, Father, may not refer to paternal guidance but rather to creation through consumption — absorbing the vitality of others to spawn its kin in unseen dimensions. The telepathic impressions it leaves often convey imagery of oceans of blood under alien suns, and whispers of a great congregation beneath the crimson tide. Bellend Bellend is an enemy in the Fear & Hunger 2: Termina. Bellends mostly appear in the temple district streets, mainly the mausoleum alley - the area between the effigies church exit and the sergal fight. They jump around roofs, and once the player is close enough they will jump down and attempt to chase the player. Bellends can prove to be quite difficult to defeat. They are one of the sturdiest enemies in the entire game, and might take a long time to get down, especially if the players has little to no party members. One of their arms carries a spear which does high damage and can cause bleeding, and their second hand has the Choke attack, which attacks one character with several miniscule damage attacks that pile up. If he is left without limbs, he will resort to tackling. The main issue with them is their Harden ability, which makes all their body parts significantly resistant to attacks. It is therefore recommended to take out his spear arm in the first turn if possible, as he can harden it on the second turn and make it take even longer to get rid of. “The Bellend is a small, grotesque humanoid creature with an unmistakably phallic-shaped head — a swollen, glistening dome of flesh devoid of facial features except for faint ridges where eyes might once have been. Its skin is slick, grayish, and amphibian-like, perpetually wet as if coated in a mucous secretion. Its limbs are thin but wiry, the muscles tense and coiled for quick bursts of movement. The creature’s long, splayed fingers and toes allow it to maintain grip even on slick surfaces. It carries a primitive spear, fashioned from bone or rusted metal, and wields it with surprising dexterity despite its distorted form. When threatened, the Bellend’s skin toughens and darkens, hardening into a near-stone texture that reflects light with an oily sheen. This state grants it immense durability but slows its movement — a trade-off it uses strategically to frustrate attackers. Bellends are opportunistic predators and scavengers. They prefer to hunt in packs, using their agility to encircle prey before darting in with rapid thrusts of their spears. Their behavior is erratic and mocking — they emit high-pitched squeals and wet clicking noises that resemble cruel laughter. Individually, a Bellend poses little threat, but when encountered in numbers they become notoriously irritating foes, alternating between dodging attacks and hardening their bodies to deflect blows. Their coordination suggests a form of hive awareness, though no leader has ever been observed.” Poe The Poe is a hostile enemy encountered in Fear & Hunger 2: Termina. One can be encountered in Easy and Normal modes, via entering the backroom of the Occult shop and touching the lamp at the back. From then on, the Poe will haunt the radios and will appear when approaching one. However, in Masochism Mode, Poe are capable of spawning from radios. In the event this happens, they will vanish if the player leaves the map. However, they will respawn if the radio is approached once again. Despite a lack of radios, Poe are also capable of spawning in a couple of other locations. Namely, the abandoned Food Storage located in the Prehevil Ruins, and a couple in the Alll-mer Church's secret passage. Should the Poe succeed in grabbing the player, a special animation sequence plays out. The Poe will begin smashing the player character's head onto the ground three times and begin swinging them side to side on the ground. They turn the player character around, spreading their legs apart with their two hands, before they begin to roughly fist the character's rear with their fist three times, all the while moaning and laughing near the end, as the screen fades to black. “Poe is a nightmarish, spectral being composed of interwoven human limbs and shadow-like flesh. Its form is vaguely humanoid yet horrifically distorted — multiple arms sprout from its upper body, twisting around each other in unnatural gestures, some reaching outward, others covering its own face. Where a human head would be, Poe bears a massive single eye, veiled by the fingers of one trembling hand. The iris glows faintly, shifting in hue as though reflecting unseen wavelengths. Its lower half fades into a fleshy pillar or spine-like appendage, giving the impression that it is bound or suspended, existing halfway between physical and immaterial states. Its movement is slow and deliberate, each gesture carrying eerie intent — as if mimicking human sorrow, confusion, or prayer. When it appears, the air distorts slightly, and faint whispers leak through nearby speakers or static devices. Once awakened, Poe haunts electronic frequencies, particularly radios, using them as both a medium and a lure. The closer one gets to a broadcasting device, the clearer its presence becomes — whispers turn into murmurs, then into agonized cries or distorted speech fragments. Eventually, the creature manifests nearby, emerging partially from the air like a shadow cast from another dimension.” Death mask The Death mask is a semi-unique hostile enemy encountered in Fear & Hunger 2: Termina. Death masks can be found on most locations of Prehevil in which involve the coffin case. The chance for them to come out of those coffins can be random, although they can still spawn early on the gameplay. “The figure before you exudes an eerie, almost inhuman presence. Its body is thin yet muscular, the skin stretched taut over sinewy arms that clutch two massive, cleaver-like blades. The creature stands barefoot, its stance feral and unsteady, as if constantly poised to strike or flee. It is draped in a tattered, black, ribbed garment that clings tightly to its form, resembling both a robe and a shroud. The outfit hides much of its frame, yet the exposed limbs reveal raw, pallid flesh — a disturbing contrast to the dark fabric. The most haunting feature, however, is its head. Enclosed in a strange, form-fitting hood, the creature’s face is covered by a grotesque metal mask. The mask bears a long, needle-like nose and cracked lens over the eyes, giving it the look of a twisted plague doctor or a mockery of a human face. The grin carved into the mask’s mouth is permanently fixed in a sinister expression, neither smiling nor frowning — just disturbingly hollow. Its movements are jerky but deliberate, like a puppet guided by unseen strings. The dual blades it wields are chipped and stained, signs of countless kills or desperate survival. Everything about this being suggests both decay and menace — a remnant of something once human, now stripped of its identity and left to wander in eternal violence.” Bremen elite trooper The Bremen elite trooper is a hostile enemy encountered in the Fear & Hunger 2: Termina. Despite looking like a regular Bremen soldier, the physical aspect of an elite trooper seems to hold a level of uncanny valley, which implies they were used as form of experimentation project for a physical enhancement. This enemy can be found in Eastern outskirts section of Prehevil city. Despite them being a unique encounter, a 2nd elite can be found in the north of the central section of the city, the player can witness them while they are escorting a mysterious figure. If the player moves away from the hiding spot during this encounter, they will be shot at by the trooper. Most of them can be found in White Bunker. Flametrooper The flame elite trooper is a rare hostile enemy encountered in the Fear & Hunger 2: Termina. Similar to the Bremen elite troopers, they hold a physical aspect that scales into a level of uncanny valley, which implies they were used as form of experimentation project for a physical enhancement. They can be found in the White Bunker rooms, right under the museum. Players must be careful while outside the combat mode as they have ability to use the spewing flames from afar and getting caught by it will result the protagonist to be covered in flames and be charred, resulting an instant death. This can be avoided by dodging their fires as it is signalized through the trooper's breathing. Unique Encounters One-time encounters that are often more difficult than regular foes. Janitor Janitor is a significant enemy encountered in Fear & Hunger 2: Termina. He is the first foe one will encounter on their journey. The Janitor can be found in the Intro sequence, assuming they did not skip it. He can be found once again if the player enters one of the Golden Gates, and enter the left-most door. If they killed him in the intro, he will still be dead. The Janitor wants the player to create what appears to be miniature Cubes of the Depths for an unknown purpose. There are allegedly many other prisoners partaking in this task that he oversees. The Janitor is capable of slicing the player's limbs off with their Kassara-wielding hand, and attacking with their unarmed hand in the same turn. Judging by the blue/purple face markings (similar to Needles, Stitches and Per'kele) it is likely the Janitor is a Sulfur Cultist. It is possible that the Janitor is the murderer of the White Mould Apartments, judging by the fact that the Janitor is likely a sulfur cultist and the implied ease which these murders were committed with, due to the fact that the Master Key (which a janitor of apartments may own) must be used to enter the rooms. “The Janitor is a grotesque, humanoid figure whose body bears the marks of crude experimentation and self-mutilation. His pale, blood-streaked flesh is marred by surgical scars that have been crudely stitched together, as though his body was taken apart and reassembled by unsteady hands. A grinning mask-like face, painted in a sickly shade of blue, stretches over his skull — the wide, manic eyes bulging with a hollow brightness that suggests both madness and awareness. From his back protrude two rusted metal hooks, embedded deep into his shoulder blades and curved outward like the handles of a harness or restraints. These hooks clatter faintly when he moves, leaving trails of blood and rust on the ground. In his right hand, he wields a bent, corroded blade, fashioned crudely from a broken industrial tool — half machete, half crowbar. Its edge is chipped and uneven, but it cuts with brutal precision. He often squats or sits low to the ground when idle, in a disturbingly relaxed posture, watching with a wide grin as though waiting to be called for “work.” Despite his broken appearance, the Janitor exhibits a disturbing sense of purpose. He moves through corridors as if performing maintenance — dragging his blade along the walls, scraping off grime, and muttering unintelligible words that might once have been complaints or work songs. When the player enters his domain, he reacts immediately — standing up with a sudden jerking motion, grin widening. His attacks are heavy and relentless, consisting of wide swings and brutal thrusts meant to dismember rather than kill cleanly.” Woodsman The Woodsman is a hostile character found wandering the Maiden Forest nearby or within his house in Fear & Hunger 2: Termina. He is likely the first enemy the player will run into. He is found on the way towards Prehevil at the beginning of the game, hacking up a villager's head. After he screams about the Termina festival being upon them, he begins to wander around. It is then that he can begin to chase the player, if they are within his vicinity. If the player sleeps in the Woodsman's house while he is still alive, he will come to the bed and initiate a fight. A woodsman from Prehevil within the Eastern Union. From the wall writings from the basement in the Woodsman's house and from his letter, it seems he wasn't in a cordial relationship with his wife, to the point that she cheated on him with a goat. He would have committed suicide right there and then if it weren't for the Moon God Rher committing his plan of the Festival at such an inconvenient moment. Talking to him while in a fight will reveal that the Woodsman is not as crazy as the rest of the villagers, but is still hostile. If a player finds the letter in the second floor of his house, they will learn about his encounter with a beast and how he locked it in his basement. In the letter, he mentions that he was "changed by the Moonlight of Rher", pointing towards the fact that his pale skin, which resembles that of Per'kele, is due to the moonburn. The woodsman can be an extremely dangerous enemy to fight early on. The main source of damage from the is his axe-wielding arm, which has a relatively high amount of HP and can cut off limbs with ease. He uses his other hand to bash, and also has a unique, parasitic appendage on his crotch, which has a chance to fly off and place itself on the player character's face if they fail. The player character will be immobilized and the woodsman will be left with free turns to defeat the player. Once defeated, he can be searched for the basement key to his house and hatchet. A special event will trigger if the player character jumps into the well while both the Woodsman and Tanaka are alive. While usually a game over, screaming for help will result in Tanaka rushing over to help, which will get him beheaded and thrown into the well by the woodsman. However, in an unexpected turn of events, the Woodsman throws down a rope to help you get out. After exiting, he will be seen laying by the tree, staring in the distance. He will not chase or attack while in this state. At this point, he can be interacted with once with no consequences, but he will give a warning to "leave, or die". Further attempts will result in him turning hostile again. Sleeping in his bed will also prompt him to attack as usual. No attempts will be made to help the player out of the well if either Tanaka or the Woodsman are dead. “The Woodsman is a pale, almost cadaverous humanoid, standing tall but hunched, his body marked by years of exposure to the elements. His ashen skin hangs loosely from his bones, bearing an unnatural gray hue that blends into the fog. His most defining feature is his wild, unkempt beard, thick and black, merging with his hair into an almost animal-like mane that obscures most of his face. His eyes — hollow and unfocused — seem perpetually half-lidded, giving him the expression of a man caught between dream and madness. Yet, when he locks onto prey, they widen suddenly, revealing a ghostly luminescence as though illuminated from within. He wears a long, tattered coat made of dark leather or possibly human hide. It hangs open, revealing his gaunt and naked body underneath — a strange contrast that suggests he once dressed like a man, but forgot what modesty meant long ago. In his right hand, he carries a bloody axe, its edge dulled and notched by years of use. The handle is splintered and worn smooth where his grip never loosens. The smell of rotting bark and dried iron follows wherever he goes.” Vile Vile is a unique enemy encountered in Fear & Hunger 2: Termina. Vile is a villager within the Old Town portion of Prehevil. Wearing a gas mask fashioned out of the head of a pig, he carries around a pesticide canister constantly leaking chemicals, with which he is seen using to spray fish and also attack bystanders. Vile possibly used to be a fishmonger or an exterminator of pests before the moonlight burnt him. If one happens to kill Vile and saw off his head, they will notice the mask has been fused to his face. Despite this fusion to his skin, he can partially lift the mask to speak if necessary. Underneath the exposed portion, Vile's row of sharp teeth can be seen, and his spoken words become comprehensible whilst the mask is lifted. He can be seen in the first part of the Old Town tending fishes and spraying them down with pesticide. If not killed there, he'll appear on the east part of town. For that to happen, you must have visited the mayor. He'll still be hostile. Vile wields a poisonous spray, dealing damage and having a very high chance to poison. His other main attack is clubbing the party with his gas canister, dealing blunt damage. Both of these attacks can quickly leave the player in a critical condition if alone, and even with an extra party member. Needles *Needles gives you a giggle.* "Needles" is an unique enemy found in Fear & Hunger 2: Termina. He is a dangerous enemy to face, and the only one in the game that will actively chase the player through multiple locations. Needles can be located in a bunker located to the west of the Woodsman's shack (where he will behead Tanaka before turning his attention to the player) or in the new town areas of Prehevil, where the player will hear his distant laugh before being stalked by the fiend. If one kills Needles in the city before reaching the Bunker (which means finding the Bolt Cutters and opening the gates with it to fight Needles in the next area), then he will not appear in the Bunker, preventing Tanaka's death. When shooting Needles while outside battle, the text says "Needles doesn't seem to care about your shots". The player will still be able to take him down with said shots though. Bear Traps will stop Needles from ambushing the player into battle, but will not remove his limbs. It is also important to know that if the player leaves the screen, the Bear Trap will cease to work and Needles will resume his chasing. If defeated by Needles, the player character will not die. Instead, after the screen fades to black, they will feel something stabbing them in the neck, and awaken chained in a Tunnel with all their party members gone. After some time, a transparent figure will appear from the right side of the screen and approach the player, after which it will enter the player's genital area, causing a "massive orgasm" and making them pass out. Afterwards, they will awaken unchained, and able to continue the game as normal. Unfortunately, any party member that you had would vanish from your party. The player character will eventually come across their remains around Prehevil. Also, if Marina was set free from the Mayor's Manor or wasn't kidnapped at all (if Henryk was saved from Moonscorching), she will make her way to Prehevil city's bookstore, sitting in the armchair and reading a book. Should one stay there up to Day 2's night with Needles still being alive, player instead will find Marina dead already, with her face ripped off, and Needles will be appearing with Marina's face put on his face as a mask. If Tanaka was killed by him as well before, both 'trophies' will stack, making Needles appear both wearing Marina's face and Tanaka's hat on his head. Needles' real name is Eihner von Dutch(AKA Baron Von Dutch), Daan's father-in-law and Stitches' father. “Needles is a grotesque parody of a clown — a Pierrot who lost his sorrow and found delight only in suffering. Dressed in a pale, blood-stained coat that hangs loosely from his frail frame, he looks more like a deranged doctor than a jester. Yet his painted face tells another story: white makeup cracked over scarred skin, a permanent crimson grin smeared across his lips, and eyes wide with feverish joy. He carries a gleaming syringe in one hand, spinning it like a magician preparing a trick, while the other holds a cruel whip tipped with multiple needles — each one dripping with a liquid of unknown origin. When he moves, there’s an eerie rhythm to his steps, almost like a dance — mockingly elegant, hauntingly precise. Needles performs his “art” in silence, save for the occasional wheezing laugh that escapes his throat. To him, pain is theatre, and every scream is applause. Once perhaps a performer meant to bring laughter, he now stages only tragedy — a walking jest that mocks life itself.” Father Hugo (Boss) Donnovan Hugo or Father Hugo is an optional boss enemy encountered in Fear & Hunger 2: Termina. Father Hugo is a well-known figure in the realm of occultism, renowned for his knowledge of the otherwordly. He is the author of "God manifesto", a short manifesto about his views of godhood. Rumors surrounding him have captured the imagination of people, speculating about his remarkably long lifespan that spans several centuries. Some conjecture that this longevity could be attributed to a vampiric nature or his purported practice of bathing in the blood of newborn infants. Father Hugo's true intentions are currently unexplained. However, it is revealed that his house harbors a collection of scattered journals, hinting at a deep fascination with Ma'habre. This fascination seems to have been sparked by a vivid dream induced by reading a particular book. Within the pages of these journals, Father Hugo's focus becomes apparent: he becomes fixated on the return of a long-lost king and the unification of people under the sun. Furthermore, it appears that Father Hugo was in the process of relocating from Prehevil at the time when the events of Fear & Hunger 2: Termina transpire. Many of his belongings are packed away in boxes. He can be found by reaching the orphanage, at the end of the 2nd floor. Centaur (Boss) The Centaur is a Boss encountered in Fear & Hunger 2: Termina. Though little is known about the Centaur's origins, it appears to be a disturbing Marriage of Flesh between a horse and a human. Centaur can be found in Deepest Woods It will appear once the player gets far away enough from the narrow passage near the exit of Deepest Woods Stitches (Boss) Her body is stitched together from multiple different people, even her face not all coming from the same person. Stitches can be talked to, which will prompt her to try to speak back, but she has robbed herself of the ability by stitching her own lips together. In her battle encounter, the Living Flesh enemy will accompany her after 1 turn. If you dying to her, she will stitch the player onto a human centipede creature found in Tunnel 1 in a death scene. Stitches roams around Tunnel 1 which is reached by going through the Bunker at the far west of the Deep Woods. If Daan encounters Stitches he will comment that somehow she is a remnant of the person who was once his wife, Elise. Elise is the daughter of Baron Eihner von Dutch, believed to be dead after performing a ritual. It is unknown how she got to Prehevil, likely having something to do with the ritual she performed and the festival of Termina as a whole. She is likely the creator of monstrosities such as the Sew jobs and the Living flesh. Platoon The Platoon is taking an aim... - Your cue to start praying. The Platoon is a tank-like optional boss enemy. The combination of Sylvian trooper and Platoon is a guaranteed encounter in the final hallway toward Kaiser, in White Bunker. Moving down the corridor causes a small animated scene before immediately initiating combat. You can chase and catch the Sylvian trooper when she, upon seeing the player, initially walks farther into the corridor. This will initiate a fight and unique dialogue from the Sylvian trooper (something like, "impatient, are we?"). “The Platoon is a grotesque hybrid of flesh, machine, and ossified shell — a living siege engine crafted from corpses and stone. Its body resembles a cracked dome of hardened plates, like cobblestones fused together over a mound of decaying muscle. Beneath this armored shell, dozens of skulls and twitching limbs can be seen pressed and melded into its mass, forming a writhing foundation of suffering. Protruding from its front is a metallic cannon barrel, embedded deep into the creature’s flesh where its face should be. The barrel acts as both an eye and a weapon — a single, glaring aperture that hums faintly before discharging bursts of searing energy or shrapnel-like bile. Its movement is insectoid yet disturbingly human — it crawls on four muscular limbs that once belonged to soldiers, their skin stretched and sutured around the structure. Each step produces a wet grinding noise, as if bones and gears turn together beneath the surface. When idle, Platton’s mouth-like fissures twitch and gnash silently, as though murmuring old orders or radio static. Upon closer inspection, faint whispers of distorted commands can be heard emanating from inside its shell — perhaps remnants of those who became part of it.” Sylvian Trooper "Do your thing you idiot!" - Sylvian trooper to Platoon. The Sylvian trooper, also referred to as the commander when initiating her fight. The Sylvian trooper looks to be a woman in a tight latex bunny-themed catsuit, holding a whip. This fiend is accompanied by the platoon. The Sylvian trooper is a female officer from the Bremen Army. She is apparently aware of the Kaiser's true plans and believes her time is coming to a close, as there is no need for people on said plans' new world. She however fights the player character anyway, for a "last thrill ride". It is implied through her dialogue in-battle that she either witnessed or participated in the bloodshed caused by previous iterations of the Termina Festival between the officers from Bremen at Prehevil. As her name states, she is likely a worshipper of the old god Sylvian, which probably influenced her seductive behaviour and provocative choice of clothing. Additionally, the rabbit ears she sports resemble the face ornament wore by Bunnymasks, a sect of Sylvian worshippers. The combination of Sylvian trooper and Platoon is a guaranteed encounter in the final hallway towards Kaiser's location in the White Bunker. Moving down the corridor causes a small animated scene before immediately initiating combat. Pocketcat (Daan) - Semiboss Daan will turn into Pocketcat on Day 3 Morning because of his Moonscorch. Pocketcat (Daan) can be found in front of the "Guernica" painting, by Pablo Picasso in the Museum. “Pocketcat is an unnerving blend of charm and menace. It takes the form of a tall, slender humanoid dressed with disarming elegance: a purple velvet coat, fur-lined collar, and neatly pressed trousers with a pale checkered pattern. Its posture is languid, almost lazy, with one hand perpetually tucked into its pocket — a gesture that radiates confidence, or perhaps boredom. Its most striking feature, however, is its head: a grinning, caricature-like cat mask fixed in a permanent smile. The teeth are sharp and too numerous, the eyes wide and glinting with mockery. Whether the mask hides a face or is the face remains uncertain — the expression never changes, even as it speaks or laughs. When it moves, it does so with fluid grace, like a stage performer or a predator that knows it cannot be threatened. The air around it carries a faint smell of old perfume and decay — pleasant at first, then nauseating upon realization.” Chaugnar - Semiboss The Chaugnar is a Boss encountered. If not dealt with properly, Abella will turn into Chaugnar due to Moonscorch on Day 1 Morning. Moonscorched Abella is more humanoid than most other moonscorched contestants. But she still has many noticeable inhuman features. Such as the large Woodsman-like appendage enveloping her head into an elephant trunk, her skin turning a dark beige, her physique becoming seemingly more huge and masculine as well as her overalls changing into suspenders and a long skirt. She's also barefoot with one toe. If the player does not save Abella, it can be found within Tunnel 7 on Day 1 Morning. Loud bangs and noises will be the cue for its presence before she bursts out of a wall once the generator is turned on. It will reappear if the player enters the elevator in Tunnel 7, bursting out of the elevator shortly after the player and chasing them, regardless if it was defeated on the first floor. It will also reappear if the player goes to Tunnel 6 without defeating it. On Day 3 Night, it will not require turning the generator on to spawn. If Needles is present within Tunnel 7, Chaugnar will not spawn. On Day 3 Night, Abella will moonscorch and turn into Chaugnar. Mastermind - Semiboss The Mastermind is a Boss encountered. If not dealt with properly, O'saa will turn into Mastermind due to Moonscorch on Day 3 Night. Mastermind can be found in the Mausoleum Alley. Will only appear if O'saa wasn't recruited or killed by Day 3 Night. Mechanical dance - Semiboss If not dealt with properly, Olivia will turn into Mechanical dance due to Moonscorch on Day 3 Morning. The Mechanical dance is the humanoid machine form that Olivia assumes when in her moonscorched state. Instead of legs, her form features a massive vent system, while her hands take on the shape of two blade-like appendages. Her turning animation suggests her wheelchair is fused to her as part of this state. Despite the power and strength conveyed by her new form, the Mechanical dance appears visibly distressed, weeping and lamenting that she has "been this way forever." This might more so be a manifestation of her jealous fear of living in the shadow of her sister, Reila, as it is notable she felt this way even in her childhood, this being reinforced by the fact Olivia has the shadowed soul, as opposed to Reila's Radiating soul. The form may reflect Olivia's anxiety about being confined to a wheelchair and facing an indefinite future limited by her physical condition, as she fears that others will perceive her solely through the lens of her disability, rather than recognizing her for who she truly is. Can be found wandering in the Museum Will appear if Daan turns into Pocketcat and kidnaps Olivia on Day 3 Morning Will also appear if Olivia wasn't killed by Day 3 Night Valkyrie - Semiboss If not dealt with properly, Karin will turn into Valkyrie due to Moonscorch on Day 3 Night. It is implied that Karin's Moonscorched form is inspired by the concept of guilt. Her profession profits from wartime, which could make her feel like a vulture preying on the corpses of young soldiers, a viewpoint shared by many commonfolk. However, Karin also tries to rationalize her work as a way of honoring the fallen, similar to the role of a valkyrie. As a result, her Moonscorched form could be a fusion of both the vulture and the valkyrie, reflecting her conflicting feelings about her career. Can be found on D'ábel's Island Will only appear if Karin wasn't recruited or killed by Day 3 Night Giant - Semiboss If not dealt with properly, Marcoh will turn into Giant due to Moonscorch on Day 3 Morning. Giant can be found in the White Mold Apartments (Rher Dimension) inside one of the cells Will only appear if Marcoh wasn't recruited or killed by Day 3 Morning. Weeping Scope - Semiboss If not dealt with properly, Levi will turn into Weeping scope due to Moonscorch on Day 2 Evening. Levi will be moonscorched if he survives to Day 2 Evening without being recruited. He can first be found on the road leading toward the Orphanage, where he will fire on the player. If approached, he will retreat to behind the orphanage's gates. Marina and Karin may be found here if not already recruited, sheltering behind cars. On Day 3, Weeping Scope will also fire on the player inside the halls of the Orphanage until approached, in which he will retreat again. If not defeated here or chased down, he will be encountered again inside one of the orphanage's classrooms, curled up in a fetal position. He will not attack the player unless attacked first. If you enter the Orphanage's Rher sigil without dealing with Weeping Scope by then, he will chase you throughout the trenches at rapid speed. Cocoon - Semiboss If not dealt with properly, Marina will turn into Cocoon due to Moonscorch on Day 3 Night. Marina's moonscorched state has noticeable resemblances to her human form, albeit with distinct alterations. Additional limbs sprout from her body, and her former head and torso meld together within a cocoon-like structure. A new human head emerges from her groin region, connected to the cocoon by a leash. Despite hesitance, Marina is compelled to engage in combat, seemingly guided by the cocoon that she identifies as her father. Cocoon can be found in the basement passageway of Church of Alll-mer Will only appear if Marina wasn't recruited or killed by Day 3 Night Dysmorphia - Semiboss If not dealt with properly, Samarie will turn into Dysmorphia due to Moonscorch on Day 1 Evening. In Samarie's moonscorched state, she assumes the form of a towering humanoid figure, whose skin undergoes a profound metamorphosis, functioning as protective armor. The skin from her face has been meticulously peeled off and stretched onto a rim encircling her head, resulting in the loss of one of her eyes. This rim takes on a resemblance to a macabre halo. With the absence of skin, her teeth are prominently exposed, revealing a smile-like expression that seems fixed on her face. As the word dysmorphia reflects a mental health condition centered around excessive self-consciousness about physical flaws, her moonscorched form could symbolize her intense self-loathing, perceiving the monstrous appearance as a distorted "perfect form" in contrast to her true self. Her repeated claims of being "radiating" support this interpretation, suggesting she believes her transformed state exudes a perceived ideal version of herself, despite its grotesque nature. Can be found in the Church of Alll-mer (Rher Dimension 1) Will appear if spoken to after Day 1 Morning Will also appear if Samarie wasn't killed by Day 3 Evening Judgement - Semiboss If not dealt with properly, Tanaka will turn into Judgement due to Moonscorch on Day 2 Night. Judgement can be found wandering in the Museum Will only appear if Tanaka wasn't killed by Day 3 Night Can be found in White Mold Apartments (Rher Dimension) Will only appear if the player has Tanaka go through training with Marcoh, has the Fellatio effigy in the inventory, has Marcoh recruited or killed and then re-enters the White Mold Apartments (Rher Dimension) Gentleman - Semiboss The Gentleman is the current mayor of Prehevil as well as a Boss. If not dealt with properly, Henryk will turn into Gentleman due to Moonscorch on Day 1 Evening. When the player arrives in the town, if Henryk is not saved on Day 1 morning, several townsfolk that seem to retain some sanity may inform them that a new mayor has just arrived despite there being no prior elections, which may seem suspicious considering that the train is also out of service. Henryk, after going insane and moonscorching in the Mayor's Manor, has seemingly taken the position as mayor without any opposition. He doesn't seem to want to be involved with the Festival of Termina at all, instead choosing to spend his time 'cooking' in the manor while attempting to talk about fine arts to the villagers, despite their lack of sanity. The Gentleman tries his hardest to act formal and gentleman-like despite his size and appearance, although his impulsive and vulgar nature will often crack through, as he serves genitals to the player while pretending they are fine delicacies and will even kidnap Marina. As moonscorch forms take the form of the worst things the contestants see themselves as to an extreme degree, the Gentleman desperately wants to be seen as a refined artist like Henryk once did in the past, but he is even more impulsive and his self-esteem and ego is far more fragile than ever. He is the friendliest of the moonscorched contestants, as due to this ego he still seems to seek approval from others - making a great attempt to appear sophisticated by talking about fine dining, music and politics despite serving you genitalia on a plate and acting arrogant, pretentious and even somewhat perverted. However, if the player insults him, his disgusting food, or tries to point out his false act, his ego will immediately crack and he will become extremely angry and attempt to kill the player in a fit of rage. Bringing up family at the dinner table will suddenly make the Gentleman cold toward the player, which would suggest that Henryk did not have a great relationship with his parents. He also has a strong distaste for the Bremen army, attacking the player upon discovery of the players support of them. After the meal with the Gentleman, provided that the players answers all the Gentleman's questions correctly, they will be granted the Lion brass key. Gentleman can be found in the Mayor's Manor Will appear if Henryk wasn't saved on Day 1 Morning Will also appear if Henryk moved to PRHVL Bop on Day 2 Night or if Henryk wasn't killed by Day 3 Night Gentleman can be found in the Mayor's Manor Will appear if Henryk wasn't saved on Day 1 Morning Will also appear if Henryk moved to PRHVL Bop on Day 2 Night or if Henryk wasn't killed by Day 3 Night Monster - Semiboss “C-choke on my baaallsss...” - The best he has to say to You. If not dealt with properly, Caligura will turn into Monster due to Moonscorch on Day 2 Night. Monster can be found in the Sewers - Southern Tunnels, Sewers - Mid Tunnels or Sewers - West Junction Will only appear if Caligura wasn't killed by Day 2 Night Moonless Beast - Optional Boss "A lone cave wolf who was once driven away from her pack because of her superior strength. The black has its way of changing the nature of wolves."- The New Gods when asked about Moonless. Moonless, a cave wolf, was once a member of a pack comprising wolves similar to herself. Her remarkable strength potentially placed her as the matriarch within the group. Nevertheless, this very strength became the cause of her expulsion, as her packmates grew wary of her power. The influence of the blackness, which brought about madness and illness, may have contributed to their decision. Over almost four centuries later, Moonless has undergone profound transformations. Her figure has grown into a gargantuan presence. She is now missing her bottom-right eye and two swords, Black Steel and Miasma, are partially impaled within her. The reasons behind these additional changes and the circumstances leading to her impalement remain unexplained. Equally mysterious is her presence in Prehevil and her connection to August. Moonless Beast can be found in Foundations of Decay, at the end of the cave next to the Tunnel 4 entrance Rancid the Sergal - Boss "MY BLOOD IS RUSHNG WIIIIIIIIIIIIIILD" The first encounter with Rancid the Sergal happens in the church, north of the Mausoleum Alley. He will escape the fight after having one of his limbs slashed, and, if it was an arm, the player will be rewarded with a Sergal Spear (taking off both arms in one round will not reward the player with two Sergal spears). The second encounter is optional and takes places in a hidden path in the Maiden Forest, in the same spot where Iki resides. If the player enters this location after defeating Rancid at the church, Iki will be decapitated, with strong implications that he fought and killed him for an unknown reason. Cutting off his second arm will reward another sergal spear after the battle, and it is also possible to saw off his head. Rancid can also be seen killing a Bobby in a manner similar to an execution in front of the Church of Alll-mer, after which he will quickly jump away from the area. The Heartless One - Boss "Pathetic Trash!" The Heartless One is a New God in Termina. She is an optional encounter that requires setup to find and beat. The effort of defeating her is rewarded with two unique and powerful drops. Once summoned, the fight with The Heartless One is immediately initiated. A New God that seems to despise her divine peers, The Heartless one was somehow locked away at the Church of Alll-mer located at Prehevil. Despite the immense strength she showcases in battle, she is apparently unable to free herself from the multiple chains that hold her in an alternate dimension of this church, requiring the help of someone who comes across the key to unlock said chains. On the 2F of the Crypt, 'Church of Alll-Mer - Level 2', navigate to the Rusty Lever at the north-west and pull it. Enter a prison cell at the eastern end of the corridor that unlocks and pick up the Rusty Key item on the ground. Navigate to the far west of the corridor and enter the room with the Winged Being statue. Interact with it to reach out and grab the item the statue is holding, the Martyr Effigy. Proceed south from the statue and interact with the badly mutilated corpse. Investigate it and then feel it out to obtain the Church Keys. Head back to the lever corridor and proceed south. At the western room at the end draw the sigil of Rher. This teleports you to a new location. Continue all the way to the east and open the gate with the Church Keys. Within the room is a chained up person or being. Use the Rusty Key to undo the chains. The being disappears and you pick up the Heart-shaped lock. Proceed to the unused Ritual circle in the Church and give an offering of the Heart-shaped lock. The Heartless One will then rise from a pool of blood. Kaiser The Kaiser is the fearsome leader of the Bremen Empire, and the instigator of the Second Great War. He seems to have a special interest in Prehevil, having abruptly signed a peace treaty with the Eastern Union after capturing the city. By the time of the Festival, he has recently arrived in person… The Kaiser can first be encountered in Prehevil, on the blocked road west of the Church of Alll-mer. He can be seen leaving the area via the northern road, though he cannot yet be approached or attacked. Should the player activate all three Telelectroscopes and enter the White Bunker, the party will encounter the Kaiser in the tunnel after defeating the Platoon combo. After speaking with the party, he will attack them, hoping to stop them from interfering with the birth of the Machine God. The Kaiser has a very large pool of health, though he is noticeably weakened from his form in the previous game. His right arm holds a sword which can perform slashing attacks, while his left arm carries his snake, which will heal one of his body parts every turn. Once his arms are destroyed, he will use his torso to perform a Black Orb attack each turn, which will deal massive damage to one party member. Beside him hovers an asterisk, which will attack for a smaller portion of damage twice per turn. Logic - Boss "The conscience of consensus... Just an avatar for the stream of thought. Join me, in the promised land..." - Logic, to the protagonist in Ending A. Logic, also known as the Machine God, is the Boss encountered for Ending A in Fear & Hunger 2: Termina. She is a newly-born divine being. Hidden in the depths of the White Bunker under Prehevil is the center of a massive engineering project by the Eastern Union known as "Logic." Despite being a Union project, the Kaiser apparently played a pivotal role in kickstarting its development, and many Bremen engineers, including its eventual head Reila Haas, were recruited to work on the project.[1][2] Through a unique fusion of modern medicine and machinery, "Project Logic" intended to birth a new god, one created entirely through humanity's own efforts. This new deity would emerge from the blending of one human subject's consciousness and electronic technology, and would act as a "data tank" for all of humanity. Such a "data tank" could provide information to humans whenever they needed, creating a "shared consciousness" and "shared paradise" so addictive it would cause people to shun personal contact in favor of machine messaging. Such a scenario would lead to a new world order shaped by the Logic's immense electronic hivemind.[3] The human subject would be kept in a lucid dreaming state in order to maximize processing potential.[4] Although the Kaiser wished to become the human subject of Logic, Reila Haas beat him to the compound and immersed herself in the machine first.[5][6] Even after ascending as Logic, it seems Reila still retains some of her human memories, as she is able to recognize Olivia. Logic's symbol shows two letter R's back to back. This is an inverse order to the symbol of the God of Fear and Hunger, wherein the two letter R's are facing each other. The God of Fear and Hunger's symbol is in-turn replicating the God of the Depths' symbol, which was simply one R facing the left. Curiously, a Cube of the Depths bearing Vinushka's symbol is embedded in Logic's chest, although its function is unknown. Logic can be found on the fifth level of the White Bunker, right after defeating Kaiser Per'kele - Boss Per'kele is the mysterious servant of the Trickster Moon God, Rher, and an NPC and character from the game Fear & Hunger 2: Termina. "Per'kele and the group associated with that figure... You might recognize them by the body paint covering their faces and body. They are but leeches. Leeching on the older gods, pursuing their own agenda. Miserable figures." - The New Gods when asked about Per'kele. Per'kele is a mysterious servant of the Trickster Moon God, Rher. He serves as his master's voice since the God is seen from far away. Asking the New Gods about the servant in Fear & Hunger suggests that Per'kele is simply serving Rher to pursue his own goals and ideas in mind. It is revealed near the end of Termina that Per'kele does not serve Rher as the Old God was already gone by this point, but another God called the Sulfur God and leads the Cult of Sulfur. He saves you from the workshop in some sort of nightmarish sequence in the introduction that the player can either skip or go through. Regardless of the player's choices, they would still have the dream of being saved by Per'kele and meeting him and the Moon God Rher, who seems to be awake but cannot talk and can only seemingly stare at the player. Per'kele will then tell the player of the Termina Festival, and how they will play a part in it as one of its contestants, calling it a chance for one of the participants of the Termina festival to have a peek at grandeur and have a chance for 'illustrious reality', and calling it the 'festival to end all festivals'. He will say no more though, saying that his master will answer the player character's questions later on as they progress through the festival. He and his master will talk and meet again with the player under the green hue lit moonlight. Gull bros - Semiboss The Gull bros will appear in the Orphanage after the Tes'tich table is used, destroying it and chasing the player. They will chase the player down the stairs of the Orphanage into the second level. If the player leaves the Orphanage and comes back, they will disappear. If the player collects any two of the three effigies, or after being triggered in the Orphanage, they will be able to appear in the city. Their appearance is signalled by the Crow Mauler horn, potential gull sounds and a message stating "A terrifying presence has entered your vicinity.".

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Frequently Asked Questions

What is Termina?

In the war-torn, plague-ridden city of Prehevil, fourteen strangers are thrust into the moon-cursed Festival of Termina, a three-day cosmic game where every choice, betrayal, and horror twists flesh and fate. To survive they must scavenge, kill, and outwit rivals while the jealous Trickster Moon God watches, for only one will escape the moonscorch and claim an illustrious reality.

What is Spindle?

Spindle is an interactive reading app where you become the main character in richly crafted story worlds. Think of it like stepping inside your favorite book—you make choices, shape relationships, and discover how the story unfolds around you. If you love series like Fourth Wing or A Court of Thorns and Roses, Spindle lets you live inside worlds with that same depth and drama.

How do I start a story in Termina?

Tap "Create Story" and create your character—give them a name, a look, and a backstory. From there, the story opens around you and you guide it by choosing what your character says and does. There's no wrong way to read; every choice leads somewhere interesting, and the narrative adapts to you.

Can I write my own fiction?

Absolutely. Spindle gives storytellers the tools to build and publish their own worlds—craft the lore, the characters, the conflicts, and the magic. Once you publish, other readers can discover and experience your story. It's a beautiful way to share the worlds living in your imagination.

Is Spindle a game?

Spindle is more of an interactive reading experience than a traditional game. There are no scores to chase or levels to grind. The focus is on story, character, and the choices you make. Think of it as a novel where you're the protagonist—the pleasure is in the narrative, not the mechanics.

Can I read with friends?

Yes! You can invite friends into the same story. Each person plays their own character, and the narrative weaves everyone's choices together. It's like a book club where you're all inside the book at the same time—perfect for friends who love the same kinds of stories.