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Original file line number Diff line number Diff line change
Expand Up @@ -6,9 +6,10 @@ tags:
- downpour
- npc
- beeglitch
socialImage:
socialImage: embedHeaders/scavengercorpseflight_header.gif
socialDescription: One of the moves in Rain World 3
---
![[scavengercorpseflight_header.gif]]
## Description

As Gourmand, by having a Slugpup under the effect of [[possession]] grab a scavenger corpse, then putting that pup on your back, it is possible to jump on that corpse indefinitely, allowing for infinite height.
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1 change: 1 addition & 0 deletions content/Exploits/Beeglitch/Possession/slugpupwrongden.md
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Expand Up @@ -12,6 +12,7 @@ socialDescription: One of the moves in Rain World 3
## Description

Possessed pups can trigger shelters to close, even if the player is not in them. If a pup sleeps in a shelter while the player is outside, a [[wrongden]] will occur in the room where slugcat is.
![[https://www.youtube.com/watch?v=dwWtAf5kZl4]]
## Notes


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8 changes: 5 additions & 3 deletions content/Exploits/Misc/deadcreaturepipeentry.md
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Expand Up @@ -3,12 +3,13 @@ title: Dead Creature Pipe Entry
tags:
- exploit
- vanilla
socialImage:
socialImage: embedHeaders/deadcreaturepipeentry_header.gif
socialDescription: One of the moves in Rain World 3
---
![[content/Files/deadcreaturepipeentry_header.gif]]
## Description

When a dead creature is placed on a pipe entrance, the game will try to throw it back out. If this fails, or the creature gets too far into the pipe entrance, it will enter the pipe. This is most useful on pipes with long tunnels above them, such as in some shelters. Bats, including [[batspear]]s, can also enter pipes in this way.
When a dead creature is placed on a pipe entrance, the game will try to throw it back out. If this fails, or the creature gets too far into the pipe entrance, it will enter the pipe. This is most useful on pipes with long tunnels above them, such as in some shelters. Bats, including [[batspear|batspears]], can also enter pipes in this way. This can be used to [[wrongden]], but the timing is extremely tight.
## Notes


Expand All @@ -23,4 +24,5 @@ When a dead creature is placed on a pipe entrance, the game will try to throw it

___
# Gifs
## Bulk
## Bulk
![[deadcreaturepipeentry_0.gif]]
170 changes: 165 additions & 5 deletions content/Exploits/Misc/multispawn.md
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Expand Up @@ -3,14 +3,174 @@ title: Multispawn
tags:
- exploit
- vanilla
socialImage:
socialImage: embedheaders/multispawn_header.gif
socialDescription: One of the moves in Rain World 3
---
## Description
![[content/Files/multispawn_header.gif]]
## Overview

If a region's state has not been saved yet, it can be loaded again, duplicating spawns. This can be triggered by starving inside of the region on your first cycle entering it, or by entering it multiple times in that cycle. For each starve and/or reentry, spawns will be multiplied. Using a [[gatewarp]] to start the cycle inside a gate counts as entering that region. For example, if you Gatewarped into GATE_HI_CC, left via that gate and reentered via the Pipeyard gate, then starved, spawns would be multiplied by 3x.
When a new campaign is started, creatures do not spawn in each region; the game only populates regions when they are loaded for the first time. Upon entering a region for the first time, one set of creatures will spawn from all dens in that region. When slugcat hibernates, all those spawns will save and become permanent. However, if a region is loaded multiple times before its spawns are saved, one set of creatures will spawn for each load. A region can be loaded by:

* Entering the target region via a gate
* Starving in the target region
* Waking up in the target region's gate via a [[gatewarp]]

When more than one set of creatures has spawned in a region, that region has been multispawned. If slugcat hibernates (not starves), the multispawn will save and become permanent. If slugcat dies before saving the spawns, spawns will be reset, but multispawning can be attempted again.

Doublespawning regions is the simplest form of multispawning, as it simply requires starving in the target region the first time it is entered. To multispawn regions further, it becomes necessary to enter the region multiple times in a cycle. For example, to triplespawn Chimney Canopy, you would need to start in The Exterior, pass through upper CC (1 load), do a loop to enter CC again through the Industrial Complex gate (2 loads), then starve in CC (3 loads). Spawns will multiply immediately, but will only become permanent after hibernating again. [Video of Route](https://www.youtube.com/watch?v=UWHSOL0diRc)

![[multispawn_0.png]]

Only creatures that spawn from dens will be multispawned. Creatures such as hazers or vulture grubs, which are placed as objects, will not be affected if their region is multispawned. Leeches also cannot be multispawned.

## Relation to Lineages

As lineages are based on dens, killing a multispawned creature will result in the lineage chance rolling for all creatures from that den. This makes lineaging quicker, and can even be used to bypass multiple steps of a lineage tree at once. When a lineage den progresses to the next stage, all dead creatures will progress to the next step; live creatures will progress to the next stage when they are killed. Respawn rolls are independent from lineage rolls, and are rolled independently for each creature.

When multiple creatures from a multispawned den are killed and attempt to respawn, only one can respawn each time the region is loaded. For example, if a 5x spawned pole plant den is bombed, even if multiple pole plants pass the respawn check only one will spawn next cycle. The cycle after, two will appear, and so on.

For example, if Outskirts is triplespawned, 3 green lizards will spawn from this den.
![[multispawn_5.png]]
![[multispawn_1.png]]![[multispawn_1.png]]![[multispawn_1.png]]
On the next cycle, two are killed. Both pass the respawn check, but only one is able to respawn. The lineage fails on each.
![[multispawn_1.png]]![[multispawn_1.png]]
The next cycle, one is killed, and the lineage succeeds. One passes the respawn check, but the den is at an empty lineage stage. The lizard that was not killed remains a green lizard.
![[multispawn_1.png]]![[multispawn_4.png]]![[multispawn_4.png]]
Next cycle, both lizards attempt to respawn, and one passes the empty lineage check, progressing to the pink lineage. Only one is able to respawn. The green lizard has not been killed, so it doesn't lineage.
![[multispawn_1.png]]![[multispawn_2.png]]
Next, the two pink lizards are killed. They both pass the lineage check, bypassing the cyan lineage entirely and skipping straight to the red. One passes the respawn check and respawns the next cycle.
![[multispawn_1.png]]![[multispawn_3.png]]
Finally, the green lizard is killed and respawns. It skips straight to the red lizard, as the den has progressed to that stage of the lineage tree. The other lizard does not pass the respawn check.
![[multispawn_3.png]]![[multispawn_3.png]]

Killing a creature and having it pass the lineage check, then multispawning the region by leaving and reentering it, will cause the multispawned creature to be one step higher in the lineage tree. This is referred to as [[onecyclelineaging|One Cycle Lineaging]].
## Examples

## Region Guides

This section includes guides on how to reach the maximum level of multispawning in each region. There may be other routes, but only one is listed. Note that it isn't possible to obtain all maximum multispawns on a single save.
### Vanilla

These routes are for the vanilla slugcats and assume that MSC is not enabled.
##### Outskirts:
Survivor/Monk: 2x
Hunter: 3x (LF-SU-DS-GW-HI-SU-Starve)
Survivor/Monk with DAKR: 3x (SU-DS-GW-HI-SU-Starve)
##### Industrial Complex:
All: 4x (Gatewarp into GATE_HI_SH-HI-SH-SL-GW-HI-Starve-CC-SI-LF-SU-HI)
##### Drainage System:
All: 3x (SB-DS-Starve-GW-HI-SU-DS)
##### Chimney Canopy:
All: 3x (UW-CC-SI-LF-SU-HI-CC-Starve) [Example](https://www.youtube.com/watch?v=UWHSOL0diRc)
##### Garbage Wastes:
All: 3x (SL-GW-Starve-HI-SU-DS-GW)
##### Shaded Citadel:
All: 3x (UW-SH-Starve-HI-GW-SL-SH)
##### Shoreline:
All: 3x (SB-SL-Starve-GW-HI-SH-SL) [Example](https://youtu.be/zkAbcjx5htA)
##### Sky Islands:
All: 3x (Gatewarp into GATE_SI_CC-SI-Starve-LF-SU-HI-CC-SI)
##### Farm Arrays:
Survivor/Monk: 3x (SI-LF-Starve-SB-DS-SU-LF)
Hunter: 2x
Hunter with DAKR: 3x (LF-SI-CC-HI-SU-LF-Starve)
##### The Exterior:
All: 3x (CC-UW-SS-UW-Starve)
##### Five Pebbles:
All: 2x
##### Subterranean:
All: 3x (LF-SB-Starve-DS-GW-SL-SB)

### Downpour
Precycles can be used for multispawning as all slugcats except Saint, providing extra time. For some routes, marked with *** , this is necessary.
##### Outskirts:
Survivor/Monk/Spearmaster: 2x
Survivor/Monk/Spearmaster with DAKR: 3x (SU-DS-GW-HI-SU-Starve)
Other: 3x (LF-SU-DS-GW-HI-SU-Starve)
##### Industrial Complex:
Saint: 4x (Gatewarp into GATE_HI_SH-HI-CL-GW-HI-Starve-CC-SI-LF-SU-HI)
Other: 4x (Gatewarp into GATE_HI_SH-HI-SH-GW-HI-Starve-CC-SI-LF-SU-HI)
##### Drainage System:
Rivulet: 2x
Rivulet with DAKR***: 3x (DS-Starve-GW-HI-SU-DS) [Example](https://youtu.be/lWmFeISvB4w)
Saint**: 2x
Other: 3x (SB-DS-Starve-GW-HI-SU-DS)
##### Chimney Canopy:
Saint: 3x (SI-CC-HI-SU-UG-CC-Starve)
Other: 3x (UW-CC-SI-LF-SU-HI-CC-Starve) [Example](https://www.youtube.com/watch?v=UWHSOL0diRc)
##### Garbage Wastes:
Artificer: 1x (Spawns are saved during the intro)
Spearmaster: 4x (Gatewarp into GATE_GW_SL-GW-LM-SH-GW-Starve-HI-SU-DS-GW)
Other: 4x (Gatewarp into GATE_GW_SL-GW-SL-SH-GW-Starve-HI-SU-DS-GW)
##### Shaded Citadel:
Gourmand: 3x (SH-Starve-HI-GW-SH)
Saint: N/A
Other: 3x (UW-SH-Starve-HI-GW-SL-SH) (Maybe 4x for some by gatewarping in SH_UW)
##### Shoreline:
Artificer: N/A
Spearmaster**: 2x
Other: 4x (Gatewarp into GATE_SL_VS-VS-SB-SL-Starve-GW-SH-SL)
##### Sky Islands:
Saint: 2x
Other: 3x (LF-SI-Starve-CC-HI-VS-SI)
##### Farm Arrays:
Hunter: 2x
Hunter with DAKR: 3x (LF-SI-CC-HI-SU-LF-Starve)
Other: 3x (SI-LF-Starve-SB-DS-SU-LF)
##### The Exterior:
Saint: N/A
Hunter: 3x (CC-UW-SS-UW-Starve)
Spearmaster and Artificer: 4x (SL-UW-SS-UW-Starve-CC-HI-SH-UW) [Example](https://www.youtube.com/watch?v=6B5bo2pVEPU)
Other: 4x (Passage to Precipice-SL-UW-SS-UW-Starve-CC-HI-SH-UW)
##### Five Pebbles:
Rivulet**: 2x
Saint: N/A
Survivor, Hunter, Gourmand, and Inv: ([[slugpupwrongden|slugpup wrongden]] gatewarp into GATE_SS_UW-SS-UW-SS-Starve)
Other: 2x
##### Subterranean:
Hypothetical route for all but Saint: 4x (OE warp or passage and (if necessary) gatewarp in GATE_OE_SB-SB-DS-SU-LF-SB-Starve-VS-SL-SB)
Other: 3x (LF-SB-Starve-DS-GW-SL-SB)
##### Pipeyard
All: 3x (SI-VS-Starve-HI-SU-DS-SB-VS)
##### Submerged Superstructure
Artificer: N/A
Spearmaster**: 2x (GATE_SL_MS crashes the game)
Other: 3x (Gatewarp into GATE_MS_SL-MS-SL-[[gatebypass|Gate Bypass]] in GATE_SL_MS-MS)
##### Outer Expanse
Saint: N/A
Survivor and Gourmand: 3x ([[slugpupwrongden|slugpup wrongden]] gatewarp into GATE_OE_SU-OE-SU-DS-SB-OE)
Other: 2x ([[oewarp|OE Warp]] may be necessary)
##### Waterfront Facility
Artificer: 3x (GW-LM-Starve-UW-SH-LM)
Spearmaster: 4x (GW-LM-Starve-UW-SH-LM-DM-LM)
Other: N/A
##### Metropolis
Saint: N/A
Other: 2x
##### The Rot
Rivulet: 2x
Other: N/A
##### Looks to the Moon
Spearmaster: 2x
Other: N/A
##### Undergrowth
Saint: 3x (GW-UG-CC-HI-SU-UG-Starve) [Example](https://www.youtube.com/watch?v=6lfQpNR1Vx8)
Other: N/A
##### Silent Construct
Saint: 3x (SL-CL-Starve-GW-HI-CL)
Other: N/A
##### Rubicon
Saint: 2x
Other: N/A

** Requires [[timetravel|Time Travel]]
*** A precycle is required
### Watcher
##### Prologue Regions
All: 1x (Watcher cannot multispawn by starving)
##### Other Regions
As Watcher can reenter portals indefinitely, it is possible to multiply the spawns in any region by any amount, simply by standing in the portal and repeatedly reentering it. This is referred to as [[portalmultispawning|Portal Multispawning]]. However, Watcher is unable to multispawn by starving in these regions.

This glitch can only be performed on the first cycle you enter a region. Dying on the starve cycle will reset the spawns to normal, but the glitch can be attempted again. Any spawns multiplied by this glitch are permanently changed.
## Notes


Expand All @@ -25,4 +185,4 @@ This glitch can only be performed on the first cycle you enter a region. Dying o

___
# Gifs
## Bulk
## Bulk
2 changes: 1 addition & 1 deletion content/Exploits/Misc/onecyclelineaging.md
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Expand Up @@ -8,7 +8,7 @@ socialDescription: One of the moves in Rain World 3
---
## Description

Killing a creature and having it pass the lineage check, then [[multispawn]] the region by leaving and reentering it, will cause the multispawned creature to be one step higher in the lineage tree. As watcher, this can be done indefinitely by repeatedly entering the same portal, allowing you to bypass multiple steps of a lineage in a single cycle.
Killing a creature and having it pass the lineage check, then [[multispawn|multispawning]] the region by leaving and reentering it, will cause the multispawned creature to be one step higher in the lineage tree. As watcher, this can be done indefinitely by repeatedly entering the same portal, allowing you to bypass multiple steps of a lineage in a single cycle.
## Notes


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2 changes: 1 addition & 1 deletion content/Exploits/Misc/screenedgespear.md
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Expand Up @@ -2,7 +2,7 @@
title: Screen Edge Spear
tags:
- exploit
socialImage:
socialImage:
socialDescription: One of the moves in Rain World 3
---
## Description
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2 changes: 1 addition & 1 deletion content/Exploits/Out Of Bounds/gatebypass.md
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Expand Up @@ -9,7 +9,7 @@ socialDescription: One of the moves in Rain World 3
---
## Description

A Gate Bypass is a glitch that can be achieved by getting [[outofbounds]], and navigating to the opposite side of a gate. The gate will trigger using the other side's karma requirement.
A Gate Bypass is a glitch that can be achieved by getting [[outofbounds]] and navigating to the opposite side of a gate. The gate will trigger using the other side's karma requirement.
## Notes


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Expand Up @@ -35,6 +35,7 @@ After exiting the gate, let the vulture leave through the roof in OE_PUMP04. Aft

If everything goes well, you will eventually be warped. The [[cameradisplacement|camera will not warp]], so you'll need to rely on the map to tell where you are. You may warp over death pits, or the vulture may grab you right after warping. Drop the batspear, then try to navigate to a room transition pipe; this will fix the camera, and you are free to find a shelter and save the game.

![[https://www.youtube.com/watch?v=Dnv0dktKqMg]]
## Eel Route

Any slugcat other than Rivulet must perform a more complicated skip using an eel lizard.
Expand All @@ -56,13 +57,16 @@ After exiting the gate, let the vulture leave through the roof in OE_PUMP04. Aft

If everything goes well, you will eventually be warped. The [[cameradisplacement|camera will not warp]], so you'll need to rely on the map to tell where you are. You may warp over death pits, or the vulture may grab you right after warping. Drop the batspear, then try to navigate to a room transition pipe; this will fix the camera, and you are free to find a shelter and save the game.

![[https://www.youtube.com/watch?v=B5ECwb6hzBI]]
## Notes

This warp can be performed as any slugcat except Saint. As Inv, you will first need to migrate the three Miros vultures out of Outskirts, then migrate a vulture from Metropolis all the way into Outskirts. As Watcher, you will need to migrate the Eel from the Gutter.

The first OE Warp was done using a [[creatureshortcutvulturewarp|creature shortcut vulture warp]], but it was performed using dev tools, and is completely impractical in normal gameplay.

For a more detailed explanation, see: https://docs.google.com/document/d/1aKvcXdlE0EXzHHrepi-z2UFFCASiX2VmIoLL-lqPN9o/edit?tab=t.9xw1sa32o242#heading=h.nanca11tkzi3
For a more detailed explanation, see the [OE Warp Google Doc](https://docs.google.com/document/d/1aKvcXdlE0EXzHHrepi-z2UFFCASiX2VmIoLL-lqPN9o/edit?tab=t.9xw1sa32o242#heading=h.nanca11tkzi3)

For more examples, there is a [YT Playlist](https://www.youtube.com/playlist?list=PLUkyf1vnZLedGYpGMZOc3R8soO7L_5ifa) including successful OE Warps for each slugcat
## Performed from


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