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* WingedHumanoid: Some mutation categories can provide wings.
* WingsDoNothing: [[ZigZaggedTrope Zig-zagged]] with the wing mutations, as you're too heavy (even with hollow bones) to fly, but some benefits can still be derived from them - bird wings help you with falls, and insect limbs speed you up (though it's very tiring to flap them), but buttefly wings simply encumber you, make it harder to wear equipment on the torso, and reduce your dodge and movement speed. Further details depend on the fork:
** ''Bright Nights'' simply handles bird wings as negating fall damage regardless of how much you're carrying, while bat wings are a negative mutation that reduces your dodge.
** ''Dark Days Ahead'' allows you to glide with bird and bat wings, but this requires you to go lightweight, and you have the downside of being unable to glide in narrow spaces, since you'll fall after colliding with an obstacle.

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* ZergRush: The main threat in mid-to-late game is not a zombie, but rather zombie''s''. Fighting one zombie can become easy enough eventually, but you'll still get minor painful injuries. Multiple zombies mean that while you're fighting one zombie, the others are still hurting you, and the penalties from pain accumulate quickly. On top of that, you won't have the time to recover stamina between killing each zombie. [[https://cataclysmdda.org/design-doc/#game-stages-and-timeline According to the design notes]], at no point should a player become powerful enough to defeat a horde of zombies on foot.

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* ZergRush: The main threat in mid-to-late game is not a zombie, but rather zombie''s''. Fighting one zombie can become easy enough eventually, but you'll still get minor painful injuries. Multiple zombies mean that while you're fighting one zombie, the others are still hurting you, and the penalties from pain accumulate quickly. On top of that, you won't have the time to recover stamina between killing each zombie. [[https://cataclysmdda.org/design-doc/#game-stages-and-timeline According to the design notes]], notes of ''Dark Days Ahead'']], at no point should a player become powerful enough to defeat a horde of zombies on foot.


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* ZombieApocalypseHero: Any player character who survives for a decent amount of time counts, capable of outfighting and/or outmaneuvering the zombies.
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* StrongEnemiesLowRewards: Some of the toughest enemies in the game (such as shoggoths) are extradimensional invaders, who thus only drop their corpse (or nothing) upon dying, which usually doesn't even produce edible meat when butchered. Zombie loot drops also don't improve with their evolution, and hulks actually have less clothing than normal zombies, as they're too large to fit normal clothes. Unlike most examples of the trope, however, this reflects [[UnexpectedlyRealisticGameplay realism]] rather than being a way to deter the player from fighting them.
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* MagicalAntibiotics: [[AvertedTrope Averted]], as antibiotics can only cure infected wounds and nothing else, they're not guaranteed to work anyway, and they reduce your Health stat, thus making you more susceptible to other diseases.
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* ShootOutTheLock: An unusual variant appears due to game limitations - rather than destroying the lock, you're actually destroying the entire door. [[ShotgunsAreJustBetter Shotguns]] are good for this due to their high damage, while [[{BFG}} .50 BMG rifles]] are one of the few ways to get past metal doors.

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* ShootOutTheLock: An unusual variant appears due to game limitations - rather than destroying the lock, you're actually destroying the entire door. [[ShotgunsAreJustBetter Shotguns]] are good for this due to their high damage, while [[{BFG}} .[[{{BFG}} .50 BMG rifles]] are one of the few ways to get past metal doors.
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* {{Bizarrchitecture}}: Individual buildings tend to be sanely designed, but the roads between towns often take completely nonsensical routes.
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* DeusAxMachina: While you generally find fire axes where expected (at fire stations or from firefighter zombies), the amount of feral axemen with ''fire'' axes is high enough that you'd wonder where they're getting their weapons from.
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** You can learn a huge number of martial art styles, but the default combat style, Brawling, is probably the one you'll stick with for most of the game. It can be used with any weapon, melee or otherwise, and unlocks the hugely useful Feint and Grab Break abilities with decent Melee/Unarmed levels. Most importantly, you automatically learn it, so you don't have to rely on either starting with a style or raiding dojos for books.
** Weapons aside, some of the most sought-after articles early in the game are clothes with ample storage. Cargo pants can safe your life, and a backpack is worth killing for.

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** You can learn a huge number of martial art styles, but the default combat style, Brawling, is probably the one you'll stick with for most of the game. It can be used unarmed or with any weapon, melee or otherwise, and unlocks the hugely useful Feint and Grab Break abilities with decent Melee/Unarmed levels. Most importantly, you automatically learn it, so you don't have to rely on either starting with a style or raiding dojos for books.
** Weapons aside, some of the most sought-after articles early in the game are clothes with ample storage. Cargo pants can safe save your life, and a backpack is worth killing for.

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* BadassLongcoat: All sorts of these are available, with trenchcoats and dusters being particularly favored due to their large storage capacity, as well as being upgradeable into [[ImprovisedArmour survivor variants]], which provide decent protection.



** ''Bright Nights'', in particular, has survivor clothes, which are standard articles of clothing with bits of kevlar sewn in, along with a few pouches. All of this made by a professional tailor, so it effectively serves as a replacement for pre-Cataclysm clothes.

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** ''Bright Nights'', in particular, has survivor clothes, Survivor clothes particularly stand out, which are standard articles of clothing with bits of kevlar sewn in, along with a few pouches. All of this made by a professional tailor, so it effectively serves as a replacement for pre-Cataclysm clothes.

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* DuctTapeForEverything: Other than replacing nails, adhesives or soldering in many, many recipes, you can use duct tape to reinforce windows and fix ''any'' part of your cars: engine, fuel tanks, turrets, frames. Truly the most versatile item in the game.

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* DrugsAreGood: As ''Bright Nights'' deliberately goes with a less-realistic depiction of drugs, stimulants are an extremely good way to buff your attributes and speed, with some granting improved [[SprintMeter stamina]] regeneration. With the Synaptic Regeneration System CBM, it's entirely possible to go without sleep by subsisting on meth.
* DuctTapeForEverything: Other than replacing nails, adhesives or soldering in many, many recipes, you can use duct tape to reinforce windows windows, reload the miscallenous repair kit, and fix ''any'' part of your cars: engine, fuel tanks, turrets, frames. Truly the most versatile item in the game.
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Since the Discord is the only real gathering place of the Bright Nights community, I think it's fair to put in the link

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A fork of ''Dark Days Ahead'', known as ''[[https://github.com/cataclysmbnteam/Cataclysm-BN/ Bright Nights]]'', is the second-most popular fork, which reverts some of newer changes introduced in Dark Days Ahead, and puts less emphasis on realism in favor of an experience more reminiscent of the older versions of ''Dark Days Ahead'', with a more sci-fi setting. The fork's official Discord server can be found [[https://discord.gg/FfSWFPv7xt here]].
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Yes, I took the example from an actual character of mine

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* RainbowPimpGear: Having to balance encumbrance, protection, and storage can easily result in you wearing completely ridiculous clothing combinations.
** As an example, an endgame character may end up wearing a trenchcoat, nomad gear, thermal shirt, leggings, boots, drop leg pouches, two hip flasks, hand wraps, fingerless leather gloves, a wrist watch, elbow pads, a knit scarf, stylish sunglasses worn under fit-over sunglasses, a cotton hat, a ballistic helmet, a headlamp, a survivor belt, and a MOLLE pack.
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* ArmorAndMagicDontMix: A [[DownplayedTrope downplayed]] and [[JustifiedTrope justified]] trope in mods that introduce magic, as spells that use gestures will be harder to cast if your hands are encumbered. However, this encumbrance may not necessartily come from armor (kevlar gloves are fine, but unarmored mittens will make it near-impossible to cast), or even from gloves (as carried containers cause a lot of hand encumbrance).


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* BucketHelmet: Cooking pots can be turned into helmets with a bit of duct tape. They don't cover much, nor do they give good protection in comparison to proper helmets, but [[MundaneUtility you can still use the pot for cooking]].


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* HeavilyArmoredMook: SWAT and soldier zombies still wear the armor they had in life, making them very resistant to bullets, and somewhat resistant to melee attacks. Kevlar zombies take it to the extreme, [[BodyHorror as the kevlar is part of their body]], and it grows thicker and thicker each time they evolve, with kevlar hulks being particularly hard to damage.


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* HelmetsAreHardlyHeroic: [[DownplayedTrope Downplayed]] and [[JustifiedTrope justified]], as mouth encumbrance makes it harder to recover stamina, while eye encumbrance hinders ranged combat. In ''Dark Days Ahead'', head encumbrance will also make it harder for you to dodge and will make falls deadlier. That said, wearing some protection for your upper head is still recommended, as head damage can be extremely lethal.


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* ImprovisedArmour: A wide variety of armors is craftable, from simply attaching a few chunks of steel to a leather jacket or [[BucketHelmet making a pot wearable]], to professionally creating a suit of plate out of scavenged metal
** ''Bright Nights'', in particular, has survivor clothes, which are standard articles of clothing with bits of kevlar sewn in, along with a few pouches. All of this made by a professional tailor, so it effectively serves as a replacement for pre-Cataclysm clothes.


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* PostApunkalypticArmor: With armor being valuable, and the conditions of the Cataclysm making it hard to get proper armor, your armor sets may end up as a wild mix of ImprovisedArmour, riot gear, industrial/sports safety gear, and modern military armors.


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* ShedArmorGainSpeed: Because most types of encumbrance will reduce your speed (movement, aiming, melee combat, or multiple), anybody who wants to be as fast as possible will have to go unarmored.
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* StaticStunGun: The stun gun, which temporarily stuns any enemy struck by it. Unlike other melee weapons, it's used from the inventory instead of being wielded, thus allowing you to use it together with another weapon.

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* SavageWolves: Wolves are fast, hit hard, and come in packs. They're one of the worst non-zombie enemies, at least in the beginning. [[spoiler: It gets worse when you encounter their zombified friends.]]

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* SavageWolves: SavageWolves:
**
Wolves are fast, hit hard, and come in packs. They're one of the worst non-zombie enemies, at least in the beginning. [[spoiler: It gets even worse when you encounter their zombified friends.]]friends.
** The ''Bright Nights'' version of the Lupine mutation line comes with the [[BloodKnight Killer Drive]] trait (in fact, it's the only way to obtain the trait after game start), which gives you [[HighOnHomicide an intense bloodlust akin to that of a serial killer]], and prevents you from suffering guilt for killing.

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* BarrierBustingBlow: Zombies are prone to doing this, as they receive bonuses when bashing down objects in groups, while brutes and hulks are strong enough to break down thin walls on their own.



* DeadWeight: Fat zombies are common, being slower and clumsier than normal zombies, but also [[{{Kevlard}} tougher]] and [[StoutStrength stronger]].



** ''Everything'', no matter how inconsequential, can be used for something. Take the deputy badge, for example. [[spoiler: If you're wearing one and there's an eyebot in the area, it will recognise you as a police officer and will not summon a police/riot control robot.]]

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** ''Everything'', no matter how inconsequential, can be used for something. Take the deputy badge, for example. [[spoiler: If [[spoiler:If you're wearing one and there's an eyebot in the area, it will recognise you as a police officer and will not summon a police/riot control robot.]] ]]
* DevouredByTheHorde: A common way for a survivor to die is to get grabbed and piled on by zombies. ''Dark Days Ahead'', in particular, has crowd crush mechanics, wherein getting grabbed by multiple zombies makes you suffer from suffocation.



** '''Smart Zombies'''-- Zombie scientists and zombie grenadiers retain enough intelligence to use manhacks and explosives. Zombie bio-operators still know how to use CQC.

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** '''Smart Zombies'''-- Zombie bio-operators still know how to use CQC. [[TechnicallyLivingZombie Ferals]] can open doors and use weapons (even guns). In ''Bright Nights'', zombie scientists and zombie grenadiers retain enough intelligence to use manhacks and explosives. Zombie bio-operators still know how to use CQC.



* FearlessUndead: As is typical for the genre, the zombies will just mindlessly charge at you with no regard for danger. This even applies to [[TechnicallyLivingZombie ferals]], who will evade dangers, but have their minds so warped by bloodlust that they'll never retreat.



* HumanFurnitureIsAPainInTheTail: A general issue of many mutations is issues when it comes to wearing human clothes, often forcing one to make custom clothes. Driving is also problematic for characters of abnormal size, which forces them to install special accomodations.



* TheJaywalkingDead: One of the more effective ways to kill hordes of common zombies is to ram them with an armored vehicle. Caution should be taken, however, as doing so will damage the vehicle.



* MundaneLuxury: Many of the common bulk items, such as food, drugs, and female hygiene products, have their prices inflated in comparison to more useful gear, such as a weapon. As written in the [[AllThereInTheManual notes in the code]], this is intentional, as the average survivor is ''not'' a scavenger, and thus values such items (especially those that can't be replaced) much more than they value weapons and survival gear.

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* MundaneLuxury: Many of the common bulk items, such as food, drugs, and female hygiene products, have their prices inflated in comparison to more useful gear, such as a weapon.weapons and armor. As written in the [[AllThereInTheManual notes in the code]], this is intentional, as the average survivor is ''not'' a scavenger, and thus values such items (especially those that can't be replaced) much more than they value weapons and survival gear.



* MutagenicFood: In ''Bright Nights'', eating mutants will infect one with mutagenic toxins. A high amount of toxins will eventually cause one to start mutating.



** However, ''Bright Nights'' averts this for [[VillainProtagonist the playable feral character]], as they can kill other [[TechnicallyLivingZombie ferals]] in order to satisfy their bloodlust. Doing so, however, has a chance of making zombies hostile to you for several hours.



* {{Panacea}}: Panaceus functions as this.

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* {{Panacea}}: Panaceus functions as this. this, curing nearly every negative effect. ''Bright Nights'' also allows royal jelly to function as this, though it contains mutagenic toxins.


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* PlagueZombie: The zombies are created when a Blob-infected creature of sufficient size dies, so long as the corpse is relatively intact. Since the Blob itself is extremely infectious, however, everybody is infected by it.


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* RoomFullOfZombies: A common occurence. The Refugee Center, in particular, has the backroom sealed due to a zombie outbreak, and one of the early quests you receive tasks you with killing all the zombies in there.


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** ''Bright Nights'', in particular, makes it possible [[VillainProtagonist to play as a feral]], in which case you're just as smart as non-feral survivors.


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* WordSaladHorror:
** Mi-gos tend to mindlessly parrot speech that they heard, including one commenting on their parroting.
** Some of the [[TechnicallyLivingZombie ferals]] tend to repeatedly say phrases related to their former life, even as they're fighting you.


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* ZombieGait: The majority of low-tier zombies are much slower than humans, to the point that you can outwalk them. Even high-tier zombies are generally too slow to chase down a running human.
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Trope was cut/disambiguated due to cleanup


* DropTheHammer: A multitude of hammers is available for fighting with
** The standard one-handed hammers aren't all that good for fighting with, but they can serve in a pinch
** Sledge hammers are normally meant for destroying objects, and thus make for awkward and slow melee weapons, but the results will be devastating if you hit.
** The war hammer, being a proper weapon, is very powerful and can be swung surprisingly fast.
** The lucerne hammer is one of the most powerful polearms available, often killing zombies in one blow, and is capable of performing reach attacks. It's high bashing damage also makes it suitable for [[UtilityWeapon breaking down walls]].
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* AutoDoc: Typically used to install bionics, although they can also help with crippled limbs. While ''Dark Days Ahead'' has them be Exodii tech, ''Bright Nights'' has them as native human tech that is often encountered in hospitals and any place that installs bionics.


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* FeelNoPain: The Deadened mutation of the Medical tree makes you completely immune to pain, even allowing you to receive surgery [[SkipTheAnesthetic without anesthesia]].


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* SelfSurgery: CBM installation generally involves doing so, albeit typically using an AutoDoc (programmed by you) and anesthetics. There's still a decent chance for the surgery to go terribly wrong, however.


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* SkipTheAnesthetic: [[FeelNoPain Being unable to feel pain (such as from the Deadened mutation)]] allows you to install bionics without anesthesia, although the message for doing so notes that the surgery is rather boring.
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Spelling/grammar fix(es)


* SquareCubeLaw: The [[BigCreepyCrawlies enormous, mutated flying insects]] infesting the cataclysm, as noted in the creature description for the cow-sized 'frigate fly', are bizarrely capable of staying airborne despite their proportionally massive weight. Sure enough, their yields from butchery include a number large gas sacs that definitely weren't part of the pre-mutation anatomy.

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* SquareCubeLaw: The [[BigCreepyCrawlies enormous, mutated flying insects]] infesting the cataclysm, as noted in the creature description for the cow-sized 'frigate fly', are bizarrely capable of staying airborne despite their proportionally massive weight. Sure enough, their yields from butchery include a number of large gas sacs that definitely weren't part of the pre-mutation anatomy.

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* VagueHitPoints: Unless you have the Self-Aware trait (which allows seeing your exact HP), your [[SubsystemDamage health on each body part]] is displayed via five segments of health, which are normally composed of vertical bars. As they get depleted, they turn into slashes, then into colored dots, and then into grey dots, indicating that the segment is fully depleted.

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* VagueHitPoints: Unless you have the Self-Aware trait (which allows seeing your exact HP), your [[SubsystemDamage health on each body part]] is displayed via five segments of health, which are normally composed of vertical bars. As they get depleted, they turn into slashes, then into colored dots, and then into grey dots, indicating that the segment is fully depleted. The health of enemies is also described vaguely with various descriptions cluing you in as to how hurt they are.
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* VagueHitPoints: Unless you have the Self-Aware trait (which allows seeing your exact HP), your [[SubsystemDamage health on each body part]] is displayed via five segments of health, which are normally composed of vertical bars. As they get depleted, they turn into slashes, then into colored dots, and then into grey dots, indicating that the segment is fully depleted.
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* TheRemnant: With static {{Non Player Character}}s turned on, you can find representatives of what's left of the US government, which is stated to be based out of the US Navy's 2nd Fleet, which has been expanded to include a large number of civilian vessels and a few ships from other NATO nations.

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* TheRemnant: With static {{Non Player Character}}s turned on, you can find representatives of what's left of the US government, which is stated to be based out of the US Navy's 2nd Fleet, Fleet[[note]]Responsible for the Atlantic from the North Pole to the Carribean, and from the US East Coast to the middle of the Atlantic[[/note]], which has been expanded to include a large number of civilian vessels and a few ships from other NATO nations.
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* GoMadFromTheApocalypse: The Cataclysm being extremely devastating, insane people are plentiful:
** In the [[AllThereInTheManual backstory]], the Blob infection has caused many people to go insane, as they stopped caring about self-preservation and/or became extremely aggressive. Luckier victims, however, manage to recover from that, though they still remember what they did.
** The civilians seen in the first days of the game's start are either [[DeerInTheHeadlights frozen in shock]], running around in panic, or [[AttackAttackAttack obsessed with fighting the monsters]].
** Feral humans have lost some of their intelligence, and permanently have their mind stuck on mindless aggression against non-zombies. The zombies ignore them in turn.
** The player can also get in on the action, as they can start with the Kaluptic Psychosis, Cannibal, and/or Psychopath/Uncaring traits. Over the course of the game, mutations can also cause them to suffer from severe mental instability or [[AndThenJohnWasAZombie degrade into an animalistic predator]].


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* VillainProtagonist: The ''Bright Nights'' fork allows one to play as a [[FeralVillain feral human]]. Like all other ferals, you're a [[TheSociopath psychopath]], and suffer from an intense need to kill humans.
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* GovernmentAgencyOfFiction: [=XEDRA=], the Xenophysical Energy Defense Research Agency, formed one-and-a-half years prior to the Cataclysm to research transdimensional phenomena including portals and [[spoiler:the Blob]]. Researchers working for the agency were publicly passed off as DARPA scientists or similar.

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DDA renamed Psychopath to Uncaring, though Bright Nights still keeps the old name


* GameplayAndStoryIntegration: Normally, digging up graves and eating human flesh without appropriate traits (such as Psychopath) will lead to messages noting how disgusted you are with it. If you have the [[EmotionSuppression Numb mutation]], which reduces the morale impacts of anything that affects your mood, the text will be significantly toned down, with human flesh being noted as simply being unpalatable, while digging graves will just have you hope that you'll find something worthy.

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* GameplayAndStoryIntegration: Normally, digging up graves and eating human flesh without appropriate traits (such as Psychopath) Psychopath/Uncaring) will lead to messages noting how disgusted you are with it. If you have the [[EmotionSuppression Numb mutation]], which reduces the morale impacts of anything that affects your mood, the text will be significantly toned down, with human flesh being noted as simply being unpalatable, while digging graves will just have you hope that you'll find something worthy.



* MyGodWhatHaveIDone: Happens to your character if you kill a survivor in cold blood, kill a zombie child, or eat human flesh, unless you're a psychopath.

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* MyGodWhatHaveIDone: Happens to your character if you kill a survivor in cold blood, kill a zombie child, or eat human flesh, unless you're a psychopath.you have the Psychopath/Uncaring traits.



* NightmareFetishist: To Serve Man, which pertains to cooking human flesh, gives most characters a huge penalty to morale, due to how gross the subject is. Psychopaths and cannibals, however, get a massive morale boost for it.

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* NightmareFetishist: To Serve Man, which pertains to cooking human flesh, gives most characters a huge penalty to morale, due to how gross the subject is. Psychopaths and cannibals, Those with Cannibal or Psychopath/Uncaring traits, however, get a massive morale boost for it.



* TheSociopath: The Psychopath trait, which is considered beneficial due to removing guilt for killing innocent [=NPCs=] and certain monsters, and allowing you to eat [[ImAHumanitarian human flesh]] without morale loss.

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* TheSociopath: The Psychopath Psychopath/Uncaring trait, which is considered beneficial due to removing guilt for killing innocent [=NPCs=] and certain monsters, and allowing you to eat [[ImAHumanitarian human flesh]] without morale loss.



* UndeadChild: Zombie children, of course. Killing them results in a morale penalty, unless you have the Psychopath trait. Additionally, the penalty per kill [[ItGetsEasier gradually lowers]] the more of them the player kills. Certain mutated variants of zombie children do not grant this morale penalty, because they've been so mutated they no longer resemble a child at all.

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* UndeadChild: Zombie children, of course. Killing them results in a morale penalty, unless you have the Psychopath Psychopath/Uncaring trait. Additionally, the penalty per kill [[ItGetsEasier gradually lowers]] the more of them the player kills. Certain mutated variants of zombie children do not grant this morale penalty, because they've been so mutated they no longer resemble a child at all.
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* ReforgedIntoAMinion: A semi-consensual variant can occur with the player as the victim, [[as consuming marloss food gives them a desire to consume the other two foods. Once this is done, the player will become a local guide of the Mycus, with their mind being incorporated into the HiveMind, while their body starts mutating to fit the needs of the Mycus.]]

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* ReforgedIntoAMinion: A semi-consensual variant can occur with the player as the victim, [[as [[spoiler:as consuming marloss food gives them a desire to consume the other two foods. Once this is done, the player will become a local guide of the Mycus, with their mind being incorporated into the HiveMind, while their body starts mutating to fit the needs of the Mycus.]]
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* BewareTheLiving: [[DownplayedTrope Downplayed]], as the monsters are absolutely the real threat, and there's a decent amount of neutral/friendly survivors around. That said, hostile NPCs are still some of the most dangerous enemies around, as they move quickly, can do a lot of damage, and have a lot of health (albeit distributed between body parts). Gun-wielding NPCs, in particular, are extremely accurate and fast-firing in comparison to [[TechnicallyLivingZombie ferals]], all while carrying a lot of ammo.

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* BewareTheLiving: [[DownplayedTrope Downplayed]], as the monsters are absolutely the real threat, and there's a decent amount of neutral/friendly survivors around. That said, hostile NPCs [=NPCs=] are still some of the most dangerous enemies around, as they move quickly, can do a lot of damage, and have a lot of health (albeit distributed between body parts). Gun-wielding NPCs, [=NPCs=], in particular, are extremely accurate and fast-firing in comparison to [[TechnicallyLivingZombie ferals]], all while carrying a lot of ammo.

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