AUSTRIAN AVIAN ASSOCIATION (AAA)
INFOPACK

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Quick Info

This ZIP file comes with two bonus .WAD files. AAA_MIDI.wad is an alternate MIDI soundtrack for source ports that don't support .OGG playback, while AAA_WS.wad contains widescreen menu/HUD graphics for source ports that support it.

This is technically a Boom-compatible WAD. However, due to a engine-level bug with the Elephant Gun that can result in negative ammo, I recommend playing it (and recording demos) on the "Latest PrBoom+" setting.

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The Backstory (Main Story)

December 11th, 1898.
Something nasty is going down in Austria-Hungary... and no, it doesn't involve Franz Ferdinand in any way.

In the western part of the country, tucked away in the middle of the Alps, are a group of bundled-up birds known as the Schnabelperchten. They estivate throughout the warmer months in their village of Perchtam der Rauris, only waking once fall breaks back to winter. At January's start, the Perchts visit the local townsfolk and either give them gifts if they've been hardworking and kept things clean, or disembowel and stuff them with straw if they've slacked off big time.

It's a tough, yet fair system that's been a unbreakable tradition for hundreds of years... until now.

You are Maria Katharina "Trina" Berger, the 55-year-old doctor and herbalist of the Perchts. Making sure that your fellow fowls are healthy and stable before and shortly during their estivation, you always end up being the last to nestle up and start slumbering. But you are also the last to awaken, and it might have saved your bacon. 

After coming out of your estivation, you get dressed, grab your tools, and head out to take count of your fellow flock. However, as you descend down the slopes, you notice signs of a struggle and subsequent battle in the local area. The sight of ransacked houses and dead beings confirm your worst fears - something attacked your village while you were still sleeping! While assessing the damage, you find Auguste - a Percht guard - slumped on a bedroom wall with multiple injuries.

She is fortunately still alive, and quite shocked that you're here. You treat the wounds and, while doing so, learn what happened while you were slumbering. Everything was going well until the 28th of November, when a strange beam of "dark light" shot out from the peak of Grossglockner (the area's second-tallest mountain). Soon after this incident, a legion of creatures - "bone hounds", tatzelwurms, and harpies - descended from the mountain. They proceeded to capture the local humans and kobolds, turning them into their expendable grunts.

When word got out, the village's matriarch felt a sense of overwhelming danger. After learning of the recent disappearance of the Duchess of Perchta, Roswita II, the matriarch quickly organized a mass evacuation of the local area. A gang of guards were sent to assist and protect, though most of them would go missing one way or another. The Perchts themselves had mostly fled when their village was attacked, so casualties on their end was thankfully low. And, in the midst of all this chaos, a rumor spread that you had died in your sleep. That's why nobody woke you up!

Angered, you tell Auguste that you'll personally deal with the bastards who threw this land into chaos, and walk away. She worriedly advises against it - that you should join the kingdom's military, who are currently gathering up troops to the east! But you've already made up your mind. At home, you grab a map of the local area, your trusty basket, some rations, and a handful of throwing axes.

It's time for some aggressive alpinism.

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Levels Overview (Main Story):

The way to Grossglockner is clear; head south to Seidlwinkl, take the passage through the hills to Zwillingsstrassen, then head up north to the Kitzsteinhornsee and, from there, to the mountain itself...

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MAP01 Overview: Rauris Ranch
Enemies Introduced - Town Watch, Hunter, Fallen Priest

Your first objective - above all else - is to get off the hillside that your farmhouse/office is on. Unfortunately, the way to Rauris has caved in since you returned, and the cliffs are too steep for you to climb quickly. So, it's down the long and winding road to Rauris itself, which you'll get a few glimpses of along the way.

While passing through the valleys and caverns that make up the road, you'll encounter groups of possessed humans who'll drop enough supplies to keep you going. Eventually, you'll find yourself at the Old Rauris Chapel and its graveyard, which is being guarded and looted by a team looking to expand their numbers. In it, one of the Fallen Priests screams a sermon to his brothers, as well as the blue key needed to open a trailhouse that leads to Seidlwinkl...

PROTIP #1: Before your estivation, Johanna, one of your Schnabelperchten friends, dropped her Winchester shotgun into a nearby well. Both of you tried to retrieve the firearm, but it was balanced on a brick too far down to reach. Now that it's winter, there's a chance the water has frozen high enough for it to be reachable...

PROTIP #2: The Hunters and Town Watch you'll encounter throughout the campaign love to hide in the Austrian cliffsides, and will snipe down at any non-allied creature they happen to see. Be careful, now!

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MAP02 Overview: Seidlwinkl Circus 
Enemies Introduced - Kobold, Harpy, Rogue Krampusling

Now you're on the warpath to Grossglockner, quite literally. The road to the mountain should be smooth sailing! ...is what I would say if there wasn't a demented carnival happening in Seidlwinkl's public park. This traveling show toured Europe back in the day, and was about to leave for another run when the invasion began. It's still (technically) going, but there's a lot more gore and a lot less fun to be had. Doesn't help that they blocked the ways out, too.

To get out of this freakshow, you need to find two keys (red and yellow) and lower the gate to the southern trailhead. There are a few areas of note in this chaotic circus;

THE STALLS - Despite their runners' open hostility to outsiders, the stalls still function as if the circus wasn't corrupted. There are some food stalls with vital supplies, a freakshow that's seen better days (as if the concept wasn't already grim), and a few fun games! You'll meet the new monsters out here, as well as the red key.

THE CONDEMNED HOUSE - Northwest of the park is a condemned house that used to belong to one Lambert Descombes. This Frenchman was leading a mining project at Grossglockner weeks before the invasion, and he's currently the #1 suspect behind it. Apart from some damage, his house appears to be untouched by the possessed forces. If only you could get in...

THE CIRCUS TENT - At the park's eastern edge is the main circus itself, residing in a big tent with the carnival's name imprinted onto its sides. Inside, a Fallen Priest and his assistant have become the ringleaders of a demented display, with possessed onlookers and employees ensuring the show goes on... until you step in. The yellow key can be found here, at a cost.

PROTIP: You can actually play most of the game stalls! It's well worth your time, as completing them gives Katharina ammo, health, and even a secret item...

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MAP03 Overview: Cavern Bypass
Enemies Introduced - Knochenhund Minor, Der Ritter, Das Kinder

With Seidlwinkl's circus shut down for good, you can finally walk down the bypass to Zwillingsstrassen. But it's never that easy. Another pile of rubble has blocked the way forward, and the only route that doesn't involve climbing hills is in a recently-opened mine next to the road. With no time to lose, you enter the cavern, hoping it isn't a large, sprawling maze of tunnels. But, alas...

...the mine twists, winds, and digs down into the earth below Austria's hills, with no secondary exit in sight. To make matters more complicated, a dark shrine of unknown origins has manifested itself in one of the main chambers. In it are three pedestals, each having an indent in the shape of a skull. Are these keys of a different look, and will they open the way out? (Yes, to both questions.)

The cavern consides of three main areas. In all of them, you'll encounter the new monsters near their "end".

THE MINING PROJECT - From abandoned dead-ends to wooden supports to the mysterious shrine, the southern caverns are the most "man-made" tunnels in the mine. Its close approximity to the surface is indicated with its light gray/brown rocky walls. You'll face the least resistance here, as well as locate the yellow skull.

THE WETLANDS - In the center of the mine are two long, underground rivers that connect the Mining Project and the Deep together. A good number of foes come here to drink these fresh waters, which also help grow vines and plant life on the chambers' walls. You'll find the blue skull somewhere in here.

THE DEEP - Connected by a small cavern in the Wetlands, the Deep is a most unusual place. Despite being far away from Earth's mantle or any volcanoes, the Deep is flowing freely with magma. Even its walls glow with fire. At the end of the Deep, you'll encounter a chamber with ties to the dark shrine, as well as the final red skull.

PROTIP #1: Due to the remote location of the cavern and the recency of its discovery, there aren't many supplies down here. Make every shot count, and try not to run into any stray projectiles.

PROTIP #2: While there are a few dead-ends in the cavern, they'll always have an item of interest at their terminus. These include map scrolls, basket upgrades, ammo, and more.

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MAP04 Overview: Zwillingsstrassen Junction
Enemies Introduced - Shadow'd Schnabel, Tatzelwurm, Plated Anima

You've made it to Zwillingsstrassen, a Y-shaped roadhouse mere kilometers from Carinthia's border. Once a small village, a combination of plague, neglect, and urbanization has reduced the settlement to a small handful of buildings. It appears that, in order to get to Grossglockner, you'll need to fully open up the Conzelmann family house to the northwest. Why? Well, there's yet another landslide blocking the way. You're starting to notice a pattern here...

Anyways, it shouldn't be a difficult excursion - find the lost keys and you'll be free. Plus, there's not many enemies apart from a weak garrison of old and new faces... right? 

A few areas in particular deserve special mention;

ZWILLINGSSTRASSEN WIRTSHAUS - Founded in the early 1600s, this bed-and-breakfast used to be a vital stopping point for those traveling north through the mountains. And it still is, though the traveler is you and the inn's been taken over by possessed forces. A room on the top floor holds the blue key.

THE WAREHOUSE - The most recent addition to Zwillingsstrassen, this warehouse was built in 1881 to house munitions and supplies for the Austria-Hungarian army. This was likely what brought the invaders to this once-hamlet. Perhaps there's still some military-grade equipment you can find there?

THE CAVERN - On the cliff above the warehouse is a cavern, and in it is a dark shrine with the same apparant origins as the structures you recently encountered. This shrine holds the yellow key, and a hill east of the cavern and warehouse has the red key.

PROTIP: Rumor has it that, prior to the invasion, a fellow Schnabelperchten named Helmine had a vision to build a shrine to a most unusual avian god. She chose Zwillingsstrassen's cliffs as its locations, and brought some of her most valuable items as offerings. It's... doubtful that she's still on your side, so if you find her, be prepared for a gunfight.

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MAP05 Overview: The Wharf
Enemies Introduced - Knochenhund Major, Troglobite Krampus

You're getting oh-so-close to Grossglockner. The last stop before the path to the mountain itself is Kitzsteinhornsee, a mountainous fishing town with a storied history. Originally a castle town under the protectorate of the Duchess of Perchta, it's been opened up and transformed into a tourist trap, with most of its houses either converted into businessess or outright demolished.

Its close proximity to Grossglockner - including a tour service leading directly to it - has resulted in the town being overrun with the mysterious legion's soldiers. In order to ascend to Glockner itself, you'll have to locate the missing keys to the tour service's building. From there, you can hike up a path leading to the castle that used to protect the former town.

The wharf itself consists of seven buildings (horse stable not included);

KITZSTEINHORNSEE BOOTSVERLEIH - The first building you see when you enter town. This former shipwright was turned into a boat rental, allowing tourists to explore the town and another nearby lake, the Wiesbachhornsee. Inside one of the building's many boats, you'll find the red key.

SALZBURGER ALPENMUSEUM - Formerly a museum dedicated to discoveries and artifacts found in the Austrian Alps, this building has been closed until further notice. When questioned about why the museum had to be closed, the town's mayor gave a vague, unsatisfying answer. It's up to you to figure out the truth...

GOTTSCHALK METZGEREI - Sometimes, you don't need to change your business to stay relevant. This butcher's shop has been owned by the same family for several generations, and specializes in cooking and cutting meat. That's it. Not even possession could stop the Gottschalk Metzgerei, though they now use more dubious ingredients.

KITZSTEINHORNSEE HOTEL - One of the few houses not to be demolished, this building was given a slapdash tranformation into a hotel. The living room became the lobby, and the other rooms were gutted and turned into the lodges themselves. You'll find the yellow key in one of them.

SCHUSTER MEERESFRUCHTE - In an attempt to save money wasted on costly trips to Kaprun and Innsbruck, the Duchess of Perchta funded the construction of a local fishmonger. It serves processed fish and packs them for transport, the former of which greatly pissed off the Gottschalk family. A Troglobite Krampus runs the facility now, and hid the blue key somewhere in the building.

GORGOTES GEMISCHTWARENLADEN - The oldest operating business in town, this general goods store has been running since the mid-1500s. Its owner, Rodolf Gorgote, has been playing dead in the top floor of his store ever since the invasion began. Consequently, the possessed forces have raided his store... which you can deal with and (hopefully) find some leftover supplies.

SALZBURGER BERGTOUREN - A recent addition to Kitzsteinhornsee, this building blocks the way to Grossglockner, acting as both a toll booth and a place for hikers to obtain mountaineering supplies. Use all three keys here to access the winding road to Grossglockner Castle. I'd watch out if I were you - the forces are now aware of your conquests, and have surely set up an ambush here.

PROTIP #1: Attacking the lakeside portion of Kitzsteinhornsee directly is suicide! There are a lot of enemies there, and they'll all focus their energy on you. Instead, try to get them to attack each other, or loop around the outskirts of the town for some essentials.

PROTIP #2: The owner of the Schuster Meeresfruchte, William, performed a most devious lick while touring the Grossglockner Castle! He stole a suit of plated armor and hid it in his store, though its exact location was lost upon his slaying. Surely, it has to be inside the fishmonger itself...

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MAP06 Overview: Grossglockner Castle
Enemies Introduced - Acrochordon

At the eastern edge of Grossglockner is a large castle owned by Roswita II, the Duchess of Perchta and the de-facto leader of your people. Its strategic location, high altitude, and remote location have left the castle basically untouched since the 1600s. At least, this was the case until the invasion began, and the fortress has since become its main headquarters and training grounds. It's a good thing you came when you did, or it could've been much worse!

In order to figure out the mystery of Grossglockner Castle, you'll have to find a way into it - the gatehouse should do the trick. Once inside, you'll come across unusual pod-like creatures named Acrochordons, which'll slowly open a door in the main hall upon their death (as well as manifest an enemy there). You'll also have to find some keys and a skull... but for what, exactly? Read on and you'll find out. Or you can play the damn level.

Here's a rundown of the castle's various quarters and wings;

THE NORTHWEST WING - This section of Grossglockner Castle is dedicated to the pursuit of knowledge. Here, you'll find a large library containing the red key, and an alchemist's tower containing all sorts of pseudoscientific equipment. Oh, and the servant's quarters are also located here, tucked away in the Great Hall.

THE NORTHEAST WING - The Duchess of Perchta did most of her business in this area, though she's been missing ever since the invasion began. Her bedroom can be found here, as well as the throne room and its adjacent treasure chamber. A guest room, chapel, and its bell tower flank them to the south, the last of which has a switch that opens the elevator to the dungeons.

THE SOUTH WING - Formerly the original entrance to the castle, the southern part of the castle has been greatly expanded in the last few decades. There's an art gallery with pieces from Bosch and Goya, a dining hall, and a large kitchen area with a storage tower (housing the blue key) and a shortcut to the gatehouse. Ah, and there's a dungeon connected to the main hall via an elevator, which has the yellow skull.

THE GALLERY - Once all Acrochordons have been exterminated, the door at the top of the main hall will lower. Inside is a gallery room showcasing various pieces, statues, and fragments from dark temples much like the ones you've seen. Lambert Descombes will be waiting for you there, though he's been converted to a weak Town Watch. At the other end of The Gallery is a closed-off elevator, and in the middle are three separate switches that might open it. There's only one way to find out...

PROTIP #1: At the very end of the Great Hall is a vault containing ammunition, armor, and powerful weapons for a retaliation attack that hasn't happened. The keys went missing around the same time that Roswita vanished, though not all hope is lost. At 12:05 every night, the vault door opens for a few seconds to verify its functionality... and you arrived at the castle exactly at midnight.

PROTIP #2: Shortly before the invasion began, several workers began to experience hallucinations of a different, more surrealistic castle. Notably, all of these workers had jobs in the castle's kitchen area. Could there be any truth to these rumors?

PROTIP #3: If you're ever low on health while exploring the castle, why not take a seat in Roswita II's vacant throne? A chair that comfortable will make your back feel a lot better.

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MAP07 Overview: Heart of Fire
Enemies Introduced - Knochenhund Kinder

After an uncomfortably long elevator ride, you'll end up at Lambert's "mining project"... and what his team discovered is nothing short of shocking. It's a massive series of underground chambers beneath Grossglockner, carved by hands not from this Earth. The elevator itself is connected to a large manufacturing plant decades ahead in style and technology. You have no idea what this place was made for, but you have a feeling it's the origin of those Knochenhunds.

While venturing through a nearby river of lava, you'll come across a new breed of Knochenhund that, even in its infancy, rivals the Major in terms of danger. At the end, you'll see a huge dark temple guarded by monsters and a still-living Knochenhund Major and Kinder trapped in the walls. Something in your gut tells you that all of them will have to perish before the way into the temple is opened... and that something absolutely horrific lurks within.

Apart from the main lava chamber, you'll go through these three areas while exploring Grossglockner's heart of fire;

THE LEVIATHAN - Southeast of the temple is a large cavern containing the worshipped bones of a long-dead creature. It doesn't match with any living animals on record, and its size and location below Grossglockner pretty much guarantee that it's not a dinosaur skeleton. The thought of it being turned into a gigantic Knochenhund sends chills down your spine. Inside the skull's eye sockets are the red and yellow skulls, which are required to enter the next two areas.

THE HATCHING GROUNDS - South of the Leviathan are a series of dark caverns that, from what you can tell, are the spawning grounds of the Knochenhunds. The walls and floors are overflowing with the same shadowy ooze that the beings themselves are made of... and they're not happy about the recent Schnabelperchten contamination. Both this area and the Factory have a free Maxim gun for the taking, IF you can get far enough in.

THE FACTORY - In the northeast corner of the map is a large munitions plant created for a organization called "The Maldurion". They appear to have abandoned this facility (and potentially the planet) long ago, allowing the invading forces to use it for their own nefarious purposes. There are rooms dedicated to teleporting in new soldiers from God-knows-where, smelting and crafting metals that vastly outperform steel and aluminum, and packaging armors and weapons made of this "wonder metal".

PROTIP #1: There are no enemies waiting for you in the River of Fire. They're all on the rocky platforms overlooking it, so don't waste your Asbestos Suits. 

PROTIP #2: South of the starting area is a short lava tunnel leading to a separate, smaller dark temple. Once inside, you'll find a tightly-locked storage chamber, connected to a control panel requiring a blue skull. You're not sure where it is, or what lies within... but a closed-off area in the Factory's northernmost hall might hold a clue to the first question.

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MAP08 Overview: Der Knochenhundkaiserin
Enemies Introduced - Der Knochenhundkaiserin

After jumping down a hole in the aforementioned dark temple, you'll find yourself in the deepest reaches of Grossglockner's heart. In front of you is a large shrine to the leader of the invading forces, the "Knochenhundkaiserin", with dozens of possessed followers worshipping the entity. In addition, various Acrochordons lie in wait, ready to birth more foes for the forces above. 

Surely, if you destroy them all, this Knochenhundkaiserin will show her face, right? There's only one way to find out... lock and load!

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MAP09 Overview: Stars Above

This is just a credits map to prevent access to Doom II's other levels (though the untouched levels have been replaced with black boxes, anyways). If Katharina is successful in her quest, you'll make your way to Grossglockner's peak, where you can finally relax at a nearby cabin and stargaze.

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The Backstory (Post-Mortem)

March 14th, 1900.
It's the dawn of a new century... and you feel like complete shit.

After the Salzburg Invasion of 1898, you have become a national hero. Apart from statewide tours and a visit to the Emperor of Austria-Hungary himself, you've also become the estate owner of Grossglockner Castle. Its former owner, the late Duchess of Perchta, was the last member of her family, and you're considered the rightful owner after the duel with (what you believe was) her transmogrified form. Your opus regarding your species' origins and biology has also done well, partially due to your new-found fame.

As for the local area, it's finally stabilized and has begun to recover from the war. But, alas, some things will never be the way they were before the Invasion... and you are one of them. Ever since you single-handedly stopped the Invasion, feelings of remorse, disgust, and anger have appeared and grow stronger every day. You've become a Grim Reaper-like figure among the locals, putting fear and distrust into them as well as some of your old friends. And let's not talk about the copious amounts of "substances" you downed during the invasion.

Needless to say, your current life sucks... however, you are trying to fix it. Awakening from your most recent estivation, you hire a doctor from France to temporarily run your Rauris office, then retreat to that cabin you found near Grossglockner's peak. There, you ignore your Percht duties and go over hundreds of musty old tomes, looking for anything that could bring the brainwashed innocents you killed back to life. Unfortunately, the leads you find are either heavily exaggerated myths or are in locations far too vague to look into.

For months, this research barely goes anywhere. In desperation, you start praying to God for a miracle that somehow brings everyone back to life; again, nothing happens. You're almost at your mental limit when your old guard friend, Auguste, bursts into your house. Startled by this intrusion, you ask why she's here.

As it turns out, she informed the Emperor of your current plight, and he responded by handing over some classified information for your eyes only. From it, you learn that archaeologists at a site in the Empire's southern reaches dug up a most unusual tablet. This lost Byzantine tome detailed the story of a baetylus - a stone imbued with life - and how it was allegedly the same stone that Jacob from the Bible rested his head upon. It also claimed that the stone's possessor can use it to bring anything they wished back to life... even entire peoples.

Fortunately, this tablet had the exact location of the baetylus; an "ancient" temple in the mountains near Croatia-Slavonia's coast. The baetylus was brought there by forces unseen and guarded fiercely by a lindworm. The expedition's leader decided to take his archaeological team there, believing that they'd only find a small redoubt. However, a month's worth of digging yielded them the temple from that tablet, untouched since God-knows-when. The team were excited to share their history-altering discovery with the world, and maybe even the alleged baetylus.

Then, almost all of the team vanished after an expedition deep into the temple. The remainder searched for their lost teammates, but only found a large pool of viscera before the fear overtook them. A search party was being formed before Auguste contacted the Emperor himself. He allowed Katharina to independently investigate the temple and recover the baetylus for herself... if she'd accept, of course.

It is currently March 25th.
You've packed up your essentials and boarded the SMY Silberwasser ocean liner at Venice, claiming it's nothing more than a fun birthday vacation to the Croatian coast...

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Levels Overview (Post-Mortem):

Fortunately, the way to the temple is very straightforward. You'll just have to go through one large town, and the road up should be devoid of any enemy or landslide...

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MAP13 Overview: Vacation in the Dinarics

You arrive at Karloluka, a port town on the Croatia-Slavonian coast. Formerly a Roman settlement named Portus Caladrius, Karloluka is the closest dockyard and large-ish settlement to the excavation site and temple, though it's seen better days. A recent earthquake resulted in a landslide destroying half of the town's east end, and its removal and restoration has only just begun. You have a feeling that, somehow, the discovery of the temple is responsible for this landslide...

You'll have to find your way through this damaged settlement and reach a checkpoint in the aforementioned east end, which is connected to the road leading to the temple. However, the town is anything but happy and lively - due to your underlying conditions, you are unable to view its citizens as anything other than ghost-like figures that can't be harmed and always gaze upon you with judging intent. Furthermore, any hostile townsfolk (robbers, assassins, denizens that don't want you invading their privacy) look a lot like the humans and creatures you fought from the Invasion. You know for a fact that they're not what they appear to be... right?

There are a lot of buildings in Karloluka - much more than the locales you visited in 1898! As a result, only the more important buildings will be covered here.

GOSTIONICA KARLOLUKA - The main hotel in Karloluka, and where the crew of the Silberwasser have placed your luggage. You'll find a shotgun and your Giant Scissors in one of its second-floor rooms. In an attempt to cheer you up, the crew have tried to dress up the room with decorations welcoming your arrival, though they didn't do a good job and ended up misspelling your name. Damn. There is a second room you can go to, but it's locked behind some keys. It's probably unimportant.

THE KASUN MANOR - This old family manor is located on the town's north side, and used to house the rich and influential Kasun family. Used to. Right before your arrival, the family's patriarch staggered out of the manor, screaming bloody murder and covered in bite marks and defensive wounds. He collapsed and bled out on the front porch. The local police have courted off the area, and won't allow anyone in apart from professionals and their fellow cops...

LYSIMACHUS' PALACE - The most popular tourist attraction of Karloluka, this old Roman palace used to belong to a proconsul known as Lysimachus. Somehow, it's managed to stay relatively intact throughout its centuries of existence, only really being damaged during a medieval siege and that recent landslide. It's definitely worth checking out, though there might be heightened hostile activity due to the amount of hiding spaces that the landslide has created. The blue key can be found here.

PEPPINO'S - Despite being only 35 or so miles from the Italian border, Karloluka has a family-run restaurant dedicated to Italian food. And it's a good thing, too - you were getting sick of that ocean liner's slightly subpar offerings. You'll have to make sure to get yourself a nice, warm meal before heading out to the temple. Apparently, the red key can be found here. (Just don't look in the freezer. Nothing good comes from looking at whatever they store in there.)

CHURCH OF FRAU PERCHTA - The Church of Frau Perchta is another famous landmark of Karloluka, though this is mainly due to its strange design. This church is shaped like a chicken, and you just so happen to know why. It was built in the 1700s by a man who had a vision from God to build a chicken-shaped church, and everyone in the area associated it with Frau Perchta as she happened to be an avian just like you. Thanks, guys. You'll find a preacher there, giving a sermon to a crowd on the beach, as well as the yellow key near him.

PROTIP #1: You'll have to thoroughly explore the map in order to find every single item and ammo pickup. However, you do NOT need to find all three keys to leave Karloluka. You just need to find one key and the door that it unlocks, and you'll be out of there.

PROTIP #2: Karloluka forbids the possession of any "heavy weaponry" - this includes Maxim guns and flamethrowers, among others. It's rumored that someone in the town might own an elephant gun, which they keep in a compartment behind a bookshelf.

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MAP14 Overview: Temple of Honangsura
Enemies Introduced - Maldurion Doppelsoldner

You finally escape the town of Karloluka and, down the road, meet up with a survivor of the archaeology team. The two of you head up to the excavated temple, nestled in a mountain deep within the Velebit range. You cannot believe your eyes when you get there... it's another one of those dark temples, just like the ones you saw during the Invasion! The only difference is that this temple is gargantuan - much larger and more complete than any of the ones you've previously seen. You start to panic before realizing that whatever lurks in there has a chance to start up a second invasion, and must be dealt with. You must not relent, even if your heart is heavy and your conscience pains you.

After resting at a campfire, you head up and enter the Temple through a secret passage. While lurking around, you locate the pool of viscera and realize that you must collect some keys before you can explore further. You just hope that this expedition turns out to be relatively painless...

There are four main sections of the Temple's interior.

MAIN HALL: This large hallway makes up the majority of the Temple. It contains a throne room, a burial chamber filled to capacity, a bedroom and Zen garden for its long-gone keeper, and a statue chamber containing that pool of viscera. It'd be a beautiful place to visit if your life wasn't in danger. In this area, you'll find mummies of human-like beings wearing old rusty armor, as well as bodies of shadowed beings you've never encountered before. These bodies wear armor that bear the mark of the "Maldurion" that created the mechanical factory under Grossglockner. Could this place be related to them?

THE BURIAL CHAMBER: The western reaches of the Temple contain a burial chamber that is balanced precariously over some shadow slime-filled pits. You'll be locked in here upon entry, and must escape through the other side to proceed. The chamber itself contains murals of snake-like dog demons and an unknown moth entity, covered in robes. This moth entity reminds you of "Honangsura", a being from your species' mythology that bears a resemblance to this mural - hence, the Temple's name. God only knows if the mural actually depicts Honangsura, though. You can find the red key here.

THE GARDEN: The eastern reaches of the Temple are home to some outdoorsy areas, mainly a garden and the crab-like statues that reside on it. You can find the yellow skull here, though it's placed in a very suspicious area. Near the garden are a small panopticon-like room (a prayer hall?) and a small room leading to an iron door that won't budge. How strange.

THE UNDERGROUND: The northern sections of the Temple are very cavernous, making you wonder if it was unfinished by the time it was abandoned. There are two caves in this area; a flooded-with-water chamber to the northeast that houses the blue key, and a flooded-with-shadow-slime chamber to the northwest that houses a large open-air tomb. Could this be the tomb of the moth entity? Who knows. There is a door to the north of this second chamber, though you don't know how to open it and where it leads to...

PROTIP #1: During the excavation, the survivor you met up with made a discovery while messing around in the burial chamber. He threw some rocks into a shadowfall, and instead of bouncing off the wall behind it, they went straight through the shadowfall. Try to find it if you can, and see if any other falls in the Temple hide things behind them.

PROTIP #2: There happens to be a suspicious map right next to the garden area's iron door, marking locations throughout the Temple. Surely, this doesn't indicate anything important...

----

MAP15 Overview: The World Is Damned And Lost
Enemies Introduced - The Lindworm

The Temple of Honangsura was not solely built to be a temple. It was a blockade; a gate; a puzzlebox wall designed to prevent people from discovering what actually lurks beneath it.

After riding a shadow slime river, you find yourself in a location that defies explanation. On the surface, it appears to be a rusted Maldurion factory, similar to the one you explored underneath Grossglockner. After making your way inside, it is anything but a simple factory. This place is centuries ahead of anything you've seen on Earth - it is a unnatural metallic mixture of a cathedral, a library, a fortress, and at least two other things that you can't describe with words known to either humankind or Perchtkind. Maybe the words exist to the Maldurion soldiers whose murals decorate the walls of this sunken divine citadel, as well as the amphibian beings who also happen to have their own murals.

Mortals were never meant to trespass here... and yet here you are, alongside the last remnants of the invading force that attacked your home. As you explore the bowels of this citadel, your objective becomes painfully clear. The baetylus was never in the Temple. It was gaoled in here.

You must find the baetylus and escape this fallen fragment of the heavens.

PROTIP: The olm - a blind cave salamander that call Italy and Croatia home - were believed by locals to be the juvenile offspring of a cave dragon.

----

MAP31 Overview: Canary In A Coal Mine

If you manage to locate the baetylus within the mechanical monstrosity, you'll have to escape with both your life and the stone itself. The denizens of this God-forsaken deep will not let you leave with it, and will die defending their treasure.

I do not wish to spoil anything else about this level. I've already said too much about the previous level...

----

MAP32 Overview: Dämmerung and MAP16: Dunkelheit

These two maps are the endings to this short little expansion. The first one is obtained if you manage to escape the previous level without dying or being "captured", and... the second one occurs if either of those things happen.

For the love of God, do not get the second ending! Escape with your life! You've gone too deep!

---------------------

Levels Overview (Solid Killing Matches):

These three levels are deathmatch-exclusive! Trying to play them in single-player will not work, and the same goes for trying to play single-player levels in deathmatch.

----

MAP10 Overview: Teufelsfelsen Lighthouse
Weapons: Broom, Axe, Model 1887, Mosin
Secret Weapons: Giant Scissors, Elephant Gun

Located 100 miles northwest of Cuxhaven, this lonely rock and its lighthouse is a living relic. It's the only surviving part of a submerged land in the North Sea, where the prehistoric Perchts initially settled before having to move to the Alps. It's a holy site, but also a cursed one where dark energies and apparitions have been rumored to haunt the islet. 

This factor, plus the isolation and hardships that come from tending lighthouses, have created the scene you see in this map. The keepers have gone mad, downed a shitton of spirits (the alcohol kind), and have drunkenly opened fire on demonic spirits (the ghost kind) trying to kill them. So... which of the Perchts are ghosts? Are the ghosts even real, or just hallucinations? Could they actually be innocent resuppliers having to defend themselves?

That's for you and your deathmatch buddies to decide.

----

MAP11 Overview: Schattenhundesee
Weapons: Broom, Giant Scissors, Axe, Model 1887, Mosin, Elephant Gun, Flamethrower

West of Grossglockner is the Banishing Mountain, better known as Grossvenediger. Until 1806, the Duchess of Perchta would banish members of her fellow flock to this area for a multitude of reasons; dissidents, criminals, the diseased, and so on. They were originally forced to stay near a tarn until they died from the elements, though the Duchess would relent and build a ramshackle village for the banished to reside in. This village is known as Schattenhundesee.

The village... has gone silent, and you've been sent to investigate. As you arrive, you notice a large, black obelisk on a central island, which weren't there before. Much more alarming, however, is that every citizen is dead, having been attacked by an unknown creature with sharp teeth. Other parties of Perchts arrive, and soon think that the others were involved in the slaying. A gunfight breaks out, and the deathmatch begins. 

However... could the attacker still be lurking, ready to strike a new group of Perchts?

----

MAP12 Overview: Valnire Redoubt
Weapons: Broom, Giant Scissors, Axe, Model 1887, Mosin, Elephant Gun, Flamethrower
Secret Weapons: Maxim Gun, Gauntlet of Frau Perchta

Every culture has a place where one goes after death, and the Perchts are no different. They speak of two places where one goes; the good and orderly go to "Himmelshugel", while the bad and disorganized head to a purgatorial hell called "Dunkles Tal". Depending on one's actions in life, one could escape Dunkles Tal for Himmelshugel after writing their wrongs, dying multiple deaths, and purifying their soul.

This supernatural place is very real. A plane of reality known as the "Dark Cluster" was simultaneously being invaded by the Knochenhundkaiserin's forces, who planned to use it as a new headquarters. The forces began work on the Valnire Redoubt, a facility dedicated to building advanced forces for the invasion. However, after the Kaiserin's death, the plane was abandoned once again. 

A group of recently-deceased Shadow'd Schnabels have taken over the half-finished redoubt. Knowing they won't be going to Himmelshugel anytime soon, they decide to spend their days killing each other for fun.

PROTIP: Try not to fall in the shadow sea surrounding the Redoubt - it's deep enough to drown in, and there's no way out.

---------------------

Information About Our Heroine

Full Name: Maria Katharina Berger
Nickname: Trina (by friends only)
Gender: Female
Age/Birthdate: 55, March 29th, 1842 (Aries)
Species: Schnabelperchten
Height/Weight: 6'11, 330 lbs 

As a young chick, Katharina always had an interest in medicine, anatomy, and other languages. After moving to Innsbruck with her single mother Heidemarie, she attended a nice academy where, among other things, she learned to read and write in German and Hungarian. In addition, Heidemarie taught Katharina medicinal skills so she could eventually take over the family job of "town doctor". In her late teens, Katharina packed up her belongings and went to Vienna, where she pursued a medicine degree in the city's prestigious university. 

After graduating and earning her doctorate, she became a traveling doctor for over a decade, picking up French and basic English along the way. After an incident in Vaduz that resulted in her permanent ban from Liechtenstein and the death of its monarch's son, she returned to her hometown of Perchtam der Rauris. There, Katharina assisted her mother until the latter's sudden death in 1890, after which she took over the clinic.

Katharina spends her time keeping up on the well-being of her fellow flock, as well as writing papers and books on her species' history and biology. She's kind-hearted despite her reluctant addiction to wine and laudanum, and was planning to finish and publish her magnum opus in the spring of '99... well, until the invasion began.

You play the role of this bird. This bird is you. Treat her with respect.

---------------------

Weapon Information

----

Broom (replaces the fists)
Ammo Type: N/A
First Obtained: Katharina always starts with it

No matter what job they have, every Schnabelperchten carries a broom for cleaning. Your cleaning days are long behind you, so you've intertwined razor blades into the broom's straw to increase its lethality. Compared to the vanilla fists, your broom deals double damage, and it gets a modest boost after hitting that medical cocaine.

----

Giant Scissors (replaces the chainsaw)
Ammo Type: N/A
First Obtained: MAP02

The OTHER piece of equipment associated with your species, used for gutting bad cleaners and wrongdoers. The pairs you find are especially rusty, spicing up your attacks with a little bit of tetanus! It's basically a souped-up version of the broom, dealing double damage again (4x overall) with a 10x increase after taking medical cocaine.

----

Throwing Axes (replaces the pistol)
Ammo Type: Axes
First Obtained: Katharina always starts with two
Dropped by Town Watch and Kobolds.

These are regular old woodcutting axes with a bit of blood on them. Instead of using them as intended, you sling them like one of David's rocks, doing a good amount of damage to weak enemies. If you're low on ammo but have a good amount of axes, don't be afraid to use them. They're better than you think.

----

Winchester Model 1887 (replaces the shotgun)
Ammo Type: Buckshot
First Obtained: MAP01
Dropped by Fallen Priests.

A nice scattergun from the United States of America, ordered en-masse by the Duchess of Perchta to give to her soldiers. The Model 1887's honestly not much different from the regular shotgun. It has a faster firing rate due to its lever-action mechanism, but that's about it.

----

Elephant Gun (replaces the super shotgun)
Ammo Type: Buckshot
First Obtained: MAP03

This absolute beast of a shotgun was designed to kill any large game encountered by prospective hunters. Its large barrels require four shells to be loaded and fired at a time, but makes up for it with devastating damage and a not-too-shabby reload time. Recommended for high HP targets such as Knochenhund Majors and Plated Anima, or dangerous ones like Der Ritters.

----

Automatic Mosin-Nagant (replaces the chaingun)
Ammo Type: 7.62mm
First Obtained: MAP02
Dropped by Shadow'd Schnabels.

Upon encountering a shipment of Mosin-Nagant rifles from Russia, one of the invaders' top minds decided to strip out their bolt-fire mechanism with an automatic firing system. Considering that almost every rifle in the known world is semi-automatic, this is a huge game changer. Acquiring and firing one will allow you to stun foes with ease.

----

Flamethrower (replaces the rocket launcher)
Ammo Type: Napalm
First Obtained: MAP05

Ever since the invasion began, these unusual back-mounted weapons have been showing up near Grossglockner. They spit out balls that burst into flame after passing a torch on the weapon's end, not unlike this "Greek fire" you once read about while in Vienna. You have a feeling that this "flame thrower" will be useful for clearing out crowds...

----

Maxim Gun (replaces the plasma rifle)
Ammo Type: 7.62mm
First Obtained: MAP04

Normally, this devastating "machine gun" is mounted onto a tripod for various reasons. However, the forces have modified it to include a rifle grip and a more effective cooling system, allowing strong people to carry it. You are one of them, and you're so glad you are. Compared to the Mosin, the Maxim Gun has a faster fire rate with each shot breaking up into pellets, doing as much damage as your Model 1887 per bullet.

----

Frau Perchta's Gauntlet (replaces the BFG)
Ammo Type: Napalm
First Obtained: MAP07

The ultimate weapon. It's an iron gauntlet, allegedly worn by Frau Perchta when she split her land, the Alpes Caladriusiae, from the Romans in the late-400s. Known as the royal treasure of the Duchess of Perchta, the glove is rumored to disappear whenever the land is in peril, only to reappear in the possession of whoever will save it. One must wonder where its location is now, especially as the Duchess herself is missing...

If you do manage to find the gauntlet, then know this - "it consumes sixteen units of napalm and spits out a skull-shaped projectile that explodes violently, emitting twice as many tracers as a BFG's energy ball." These are the words that Frau Perchta spoke. Definitely.

Something of note is that despite the gauntlet's uniqueness, it is possible to find multiple copies of it in certain levels. You wonder why this is...

---------------------

Item/Powerup Information

----

Ammo 

Axes: Replaces bullets. An axe gives 2 axes (they're bundled together), while a box of axes gives 10.
Buckshot: Replaces shells. A small buckshot box gives 4 shells, while a large box gives 20.
7.62mm: Replaces rockets. A 7.62mm magazine gives 16 bullets, while a 7.62mm box gives 80.
Napalm: Replaces cells. A napalm tank gives 6 units, while a napalm canister gives 30.

Picking up a Big Basket will double your ammo capacity until you die, and also gives some bonus ammo:
 
Axes: 40 to 80.
Buckshot: 60 to 120.
7.62mm: 160 to 320.
Napalm: 80 to 160.

The bonus ammo added is the same as their small pickups, so 2/4/15/6 respectively. Subsequent basket pickups will only have the bonus ammo.

----

Health and Armor

Sausage: Replaces the health bonus. A loaf of processed meat commonly seen at kitchens and stores. Heals varying amounts of health, at a minimum of 1%, and can overflow it to 200.

Sewing Kit: Replaces the stimpak. Useful for stitching up wounds when you have nothing left. Heals 10 health.

Laudanum Bottle: Replaces the medikit. A strong painkilling tincture made from opium. Heals 25 health.

Apple Strudel: Replaces the soulsphere. A delicious little treat for a big girl like you. Heals 100 health, and can overflow it to 200.

Glass of Wine: Replaces the armor bonus. A glass of fine wine seen in houses and places of worship. Adds varying amounts of armor, at a minimum of 1%, and can overflow it to 200.

Leather Armor: Replaces green armor. A hauberk of leather with some extra additions to protect your arms. Adds 100 armor with 33% efficiency.

Plate Armor: Replaces blue armor. An antiquated suit of armor sourced from Grossglockner Castle. Adds 200 armor with 50% efficiency.

----

Powerups and Items

Asbestos Suit: Replaces the radiation suit. A full-body suit made of the healthiest substance known to man - asbestos! Protects you from damaging floors like lava for a whole minute. The green tint has also been changed to a nice light blue.

Divine Armor: Replaces the megasphere. An ornate and mysterious suit of armor that, when worn, rejuvinates its wearer and protects them from danger. Sets Katharina's health and armor to 200, the latter having a efficiency of 50%.

Horn of Krampus: Replaces the invuln sphere. A piece of the horns that were attached to the very first Krampus. It protects against all damage for 30 seconds. The blinding inverted B&W tint has been changed to a much better sepia tone.

Lantern: Replaces the light amp goggles. It's just a regular old oil-powered lantern. Not much to write about. It lights up all dark areas for two whole minutes - perfect for any caverns you may or may not enter.

Map Scroll: Replaces the computer area map. An amateur cartographer was hired by the invading forces to draw maps of the Rauris region, and hid them in various secret areas. Picking one up fills out your automap.

Medical Cocaine: Replaces the berserk pack. This miracle powder makes you feel alive, though its aggression-inducing effect isn't ideal... or, is it? Ingesting it adds 100 health (but doesn't overflow like apple strudel) and makes your Broom and Giant Scissors much stronger.

Smoke Bomb: Replaces the blur sphere. A magician's classic, used to deceive fools into believing their tricks are 100% real, no fake. Letting one off results in enemies being unable to accurately hit you for a whole minute.

----

Keys and Skulls

These are identical in function and purpose to their Doom equivalents, though the keycards are regular keys and all of them have colored borders. That's all.

Rusted Key: Replaces the blue keycard.
Winding Key: Replaces the yellow keycard.
Noble Key: Replaces the red keycard.

Giant's Skull: Replaces the blue skull.
Demon's Skull: Replaces the yellow skull.
Krampus Skull: Replaces the red skull.

---------------------

Enemy Information

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Town Watch (replaces Zombieman)

Health: 45
Drops: One Axe

These fallen humans are the grunts of the invading forces. Once locals who volunteered to police and protect their villages (including yours during estivation), they've been possessed and brainwashed into following the commands of whoever leads them. Fortunately, they're weak and don't wield any guns - only woodcutting axes.

Short Range Attack: Strikes you with his axe. Deals the same damage as an Imp's claw scratch.

Long Range Attack: Throws his axe at you. Deals as much damage as your thrown axes.

----

Hunter (replaces Imp)

Health: 30
Drops: N/A

These shambling, hooded fellows are the end result of the forces injecting cemetery corpses with a mysterious dark substance which brought them back to life. Equipped with a pistol, these zombies tend to hide in places you cannot reach and snipe down at anything they see below. Their biggest downside is that they're incredibly fragile - even your axes can gib them!

Attack: Fires at you twice with his pistol. Deals as much damage as a volley from your Mosin-Nagant.

----

Fallen Priest (replaces Shotgunner)

Health: 55
Drops: Model 1887

When the invasion began, the Emperor of Austria-Hungary sent priests to the local area, hoping the power of God would dissuade and weaken them. This did not work, as said priests were turned into fast-moving, dual shotgun-wielding blasphemers. They are still human, however, and can only take light fire before expiring.

Attack: Fires at you with his lever-action shotgun. Very similar to the Shotgunner's attack.

----

Kobold (replaces Wolfenstein SS)

Health: 70
Drops: One Axe

It wasn't just humans who fell victim to the recent invasion - the communities of kobolds hidden within the earth were also attacked. From what you can tell, these green goblins were given a large supply of axes in an attempt to replace the Town Watch with better, stronger soldiers. And, for the most part, it worked.

Short Range Attack: Constantly strikes you with an axe. Deals the same damage as an Imp's claw scratch.

Long Range Attack: Constantly throws axes at you. Deals as much damage as your thrown axes.

----

Rogue Krampusling (replaces Demon)

Health: 200
Drops: N/A

For the most part, the local Krampus communities were able to evacuate when the Perchtam der Rauris matriarch gave her orders. But some weren't able to and/or were captured beforehand, and these fallen goats were the result. They now possess pyrokinetic properties and wield a mace instead of their birch rods... but prefer to attack with their open hand. Idiots.

Short Range Attack: Scratches you up. Similar to a hell noble's melee attack.

Long Range Attack: Throws a ball of fire at you. Similar to a hell noble's fireball attack.

----

Harpy (replaces Cacodemon)

Health: 150
Drops: N/A

For many years, these Percht predecessors were believed to have gone extinct during the reign of Charlemagne. But this is not the case, as they were part of the initial invading forces to come out of Grossglockner... and they are pissed! Their large wings allow them to glide over obstacles that you can't surmount.

Short Range Attack: Scratches you up. Similar to a Cacodemon's bite.

Long Range Attack: Screams psionic blasts at you. Similar to a Cacodemon's electicity ball.

----

Knochenhund Minor (replaces Spectre)

Health: 300
Drops: N/A

This amalgamation of skeleton and shadow also came down from Grossglockner, bearing a striking resemblance to wolves and dogs. Its back legs are severely underdeveloped compared to its front ones, suggesting it's either a young member of its species or malnourished in some way. This creature reminds you of an old folk story known among your species, "The Astral Wolf". Could that old fairy tale have some truth after all?

Interestingly, one of these creatures was found and showcased by the Siedlwinkl Circus, though it's no longer alive. Could this have been the invasion's inciting incident...?

Attack: Tries to bite you. Deals twice as much damage as a pinky's bite.

----

Der Ritter (replaces Revenant)

Health: 300
Drops: N/A

You're not sure what this creature is, exactly, but its dark skeletal form indicates it was cut from the same cloth that brought Hunters into this world. When angered, it summons screeching skulls from God-knows-where, and it casually blends into the shadows permeating the landscape. It reminds you of a certain woodcut from "The Dance of Death" by Hans Holbein, hence the name.

Short Range Attack: Throws a left hook at you. Very similar to a Revenant's punch.

Long Range Attack: Spawns one Das Kinder, which flies towards the player.

When a Ritter dies, it explodes like a barrel and spawns three Das Kinders.

----

Das Kinder (replaces Lost Soul)

Health: 40
Drops: N/A

Much like Der Ritter, these floating skulls have an unknown origin. Could they be tied to wherever those dark shrines came from? Unfortunately, you don't have enough evidence to prove anything, though what you DO know is that these shrieking skulls are persistant in their chase to destroy you. Thankfully, they're fragile and only tend to show up when Der Ritter is nearby.

Attack: Constantly charges at the player, laughing along the way. Stunning it won't break it out of its chase. Deals the same damage as a Lost Soul's charge.

----

Shadow'd Schnabel (replaces Chaingunner)

Health: 90
Drops: Automatic Mosin-Nagant

You had a feeling that the lost Schnabelperchten guards were possessed just like the other "weak" soldiers, so seeing these gals wasn't shocking in the slightest. They're the toughest gun-wielding opponent by far, though their pool of health leaves something to be desired. Plus, you can take their automatic rifles when they bite the dust. 

Attack: Fires at the player with her rifle. Slightly slower than a Chaingunner's average volley.

----

Tatzelwurm (replaces Pain Elemental)

Health: 400
Drops: N/A

The third and last faction of monster to come down from Grossglockner, these serpentine snakes barely resemble the cat/dragon hybrids of legend. But then again, those stories have always been a bit fantastical. Tatzelwurms have a good amount of health and the ability to fire homing fireballs, making them quite dangerous in the field of battle.

Attack: Fires two homing fireballs at the player. Similar to a Revenant's missile attack, though these do half the damage.

----

Plated Anima (replaces Hell Knight)

Health: 600
Drops: N/A

These gestalt figures confuse and horrify you. From what you can tell, these are suits of plate armor stuffed to the brim with ground meat from various local species - human, percht, kobold, and krampus, among others. Despite this mismatch of raw meat, the... thing that lies within the suit is still alive. Worse, it can prove itself capable of fighting, and can take a huge beating to boot. Disgusting.

Short Range Attack: Slams its greatsword down onto your head. It deals a crippling amount of damage, so try to stay away.

Long Range Attack: Launches a volley of two fireballs in a row. They're the same ones flung by the Rogue Krampusling.

----

Knochenhund Major (replaces Mancubus)

Health: 700
Drops: N/A

It appears that your theory on Knochenhund Minors was right, as these dark wolves appear to be fully-grown versions of them (whether through age or nourishment). They're faster, much more resilient, and have traded in their bite attack for the ability to breathe fireballs. If you happen to stumble into one, take it out as soon as possible or - if you lack the munitions - run away! You'll be glad you did.

They don't leave a corpse upon death; instead, they vanish into thin air. This is interesting to you, as your own species' mythology mentions black wolf-like creatures that vanishes upon death...

Attack: Spits out two volleys of twin fireballs, all of which are identical to the Mancubus' flame attack.

----

Troglobite Krampus (replaces Arch-Vile)

Health: 1250
Drops: N/A

Local legends speak of a subset of overgrown Krampuses who live underground and lack any fur whatsoever. You brushed those rumors off as pure fantasy... until you actually ran into one in the flesh. These giants are the toughest regular enemy you'll fight in the game, and have mastered their pyrokinetic abilities into a nightmarish homing attack. Oh, and they can resurrect dead enemies by getting close to their corpses. Have fun!

Short Range Attack: Swings wildly at you in an attempt to get you away. Similar to the Rogue Krampusling's attack.

Long Range Attack: Does the arch-vile's flame burst attack. It has a shorter charge-up time than what you'd expect.

----

Acrochordon (replaces Commander Keen)

Health: 120
Drops: N/A

Recently, these pods have started to sprout near Grossglockner. A mixture of flesh and shadow, it appears that these things are used to recycle any bodies the invading forces find after they conquer a settlement. They're sort of like Hunters and - maybe - Der Ritters, but on an industrial scale. No matter what, they have to be destroyed just like the rest of the forces. Allowing these pods to complete their task is a bad idea indeed.

When killed, the Acrochordon lets out a flying soul which, after reaching a fixed location, metamorphs into a random enemy. It can range from a regular Hunter to a terrifying Troglobite Krampus. There have even been rumors of tall, crab-like creatures spawning from an Acrochordon, though this is unconfirmed. Much like Knochenhund Majors, the pods disappear on death.

----

Knochenhund Kinder (replaces Arachnotron)

Health: 120
Drops: N/A

In the great magma chambers underneath Grossglockner and its castle, these flying Knochenhunds can be found wandering the premises. These appear to be a brand-new breed of Knochenhund as, even in its infancy, it possesses offensive capabilities rivaling that of a Major. You dread to think what will happen when the Kinders reach full adulthood...

Short Range Attack: A series of short, weak bites.

Long Range Attack: A series of weak fireballs. Don't underestimate either attack - they're much faster than you think.

----

Der Knochenhundkaiserin (replaces Cyberdemon)

Health: 9500
Drops: N/A

This leviathan is the mastermind behind the invasion of your country. A humanoid mesh of shadow and bone, she created the Knochenhunds and used powerful magic to get the Harpies and Tatzelwurms on her side. Residing in a fleshy pillar in the middle of a dark citadel, her advanced intellect allows her to control every single soldier in her forces with ease. All this time, you've been fighting her in an advanced game of chess!

Something of concern is that Roswita II, the Duchess of Perchta, went missing around the time the invasion began. She also funded the mining project at Grossglockner that resulted in this invasion, of which Lambert Descombes was a part of (and was later turned into a Town Watch). C-Could it be...?

Short Range Attack: Stabs you with her severed left arm bone. Deals moderately high damage.

Long Range Attack: Leaps into the air and summons a flurry of Knochenhund Major fireballs and Tatzelwurm projectiles.

When in pain, she screams, fires two fireballs, and unleashes a flying soul much like an Acrochordon. Her death will bring down the dark citadel she's in, ending the invasion once and for all.

----

Maldurion Doppelsoldner

Health: 700
Drops: N/A

Now this enemies are fascinating. You might have encountered these entities during the Invasion, where they had a small chance to hatch from an Acrochordon. However, you weren't able to properly identify their origins or behaviour until your expedition to the Temple.

On the surface, these creatures appear to be highly-evolved fusions of crabs and lobsters, able to walk upright and live outside of water. Furthermore, they appear to have enough intelligence to utilize their firearms - a metallic shotgun that they use to pacify anyone that dares to intrude their nesting grounds. However, you have doubts about their organic nature, as you can see electrical sparking and mechanical parts within their corpses. Could these creatures be an unholy fusion of organic and mechanical fragments?

While you are unsure of their names, you've given them the nickname "Maldurion Doppelsoldners" as they have ties to the Maldurion and appear to be mercenaries that they've hired to guard their settlements and bases. Given that they're still around and the Maldurion aren't, they appear to be very good at their job! (Too good, in fact.)

Short Range Attack: A sluggish yet powerful crush with its large right claw. Deals twice as much damage as a Pinky bite.

Long Range Attack: A repeating cycle of blasts with its shotgun. Has the chance to be very deadly, but is quite slow in its RPM.

----

The Lindworm

Health: Unknown
Drops: Unknown

This cold-blooded entity is believed to guard the baetylus hidden underneath the Temple. While you've had doubts about the entire baetylus thing, the discovery of the Temple itself has left you questioning if it's real or not.

But that's impossible! We don't know of any natural creatures on Earth that fit the description of the Lindworm!

...

Right?

Short Range Attack: Unknown

Long Range Attack: Unknown

---------------------

Changelog

v1.3.1 (idgames candidate) - Released April 4th, 2024

General
-Added a new lump, AAABONUS, which is bunch of text containing tidbits about the total conversion's development, inspirations, and other fun facts.

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v1.3.1 - Released March 15th, 2024

General:
-Removed unused textures, patches, and flats to reduce filesize and make it small enough for an easy idgames archive upload. As a result, the WAD has shrunken from ~115 MB to 67.5 MB (a 41% decrease!)
-Fixed minor visual and alignment issues with certain sprites.

MAP10:
-Added two extra deathmatch starts.

MAP11:
-Added two extra deathmatch starts.

MAP13:
-Fixed two softlocks that can occur in the Italian restaurant. The demo of this map has been redone as a result.

MAP14:
-Fixed a softlock that could happen in the burial chamber to the west.

MAP31:
-Added two Maldurion Doppelsoldners on Hard difficulty, located in the final chamber.

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v1.3 "Post-Mortem" - Released March 7th, 2024

General:
-Added a brand-new four-level epilogue with two endings named "Post-Mortem", featuring a new enemy and boss. (It starts at MAP13 and ends at either MAP32 or MAP16.)
-Added three new deathmatch-exclusive maps labeled as "Solid Killing Matches!", as well as the custom graphics needed for that mode. They can be found at MAP10, MAP11, and MAP12.
-Added UMAPINFO support, mainly consisting of episode definitions. The original mapset can be found underneath the name "Frozen Hell".
-Added some new decorations - regular trees, lampposts, and whatnot.
-Revamped the BFG replacement - the Reini-whatever - into Frau Perchta's Gauntlet. It's more or less the same weapon, just with better graphics and lore.
-Speaking of the Gauntlet, the weapon now does double the amount of BFG sprays (it did the regular amount before).
-Made further refinements to a whole bunch of GFX - menus, weapon/item/HUD sprites, textures, and so on. Of note is that the shotguns, Mosin, and Maxim Gun now eject casings!
-Made new sound effects for gibbing and the Mosin firing.
-Improved the Flamethrower projectile's explosion effect.
-Boosted Napalm pickups from 6/30 to 8/40 to tweak difficulty and fix Gauntlet ammo issues.
-Added a Cacoward to the background of the credits screen. (Widescreen GFX only)
-Cooler blood splats!
-Made it no longer possible to break single-enemy teleporters by standing in the teleport spot.
-Changed Katarina's name to Katharina. Why? While I was working on the WAD, I misspelled her name and forgot it was spelled with a H. Yet the title screen had the correct spelling??? Whatever, it's fixed now.
-Various tweaks and fixes.
 
MAP04:
-Made the enemy conveyors less likely to break.

MAP06:
-Added a new secret area next to the dungeon.

MAP07:
-Flipped the Knochenhund Major and Kinder near the exit temple, so that they face toward the player.
-Made the enemy conveyors less likely to break.

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V1.2 - Released July 10th, 2023

General:
-Added quite a few custom textures for paintings, flags, and banners seen throughout the levels, as well as finer Doomcute details. There's too many changes in this category to list here.
-Added a couple more Boom features such as transparent midtextures and ice physics.
-Added some graphics for (G)ZDoom such as cursors and console backgrounds.
-Reduced Das Kinder HP to 40 (from 50).
-The final boss' HP has been bumped up to 9500 (from 6000).
-Tweaked the broom so it's affected by cocaine (though not as much as the scissors).
-Made a new sound for the general explosion sound (used by barrels, the Flamethrower, etc).
-Added an ENDOOM screen.
-Made a new (comfy) pause graphic.
-Various tweaks and fixes.

MAP01: 
-Replaced most of the Hunter snipers in the forested valley with Town Watch.

MAP02:
-Added extra ammo in the exterior and circus tent areas.
-Fixed a softlock involving the two trees next to the photo stand by the circus tent.

MAP03:
-Added small amounts of extra ammo around the map.

MAP04:
-Added a third Leather Armor near the starting area.
-Added extra ammo around the map.
-Added slight delay before the Maxim Gun/yellow key ambushes go off.

MAP05: 
-Moved the Leather Armor in the boat hire to outside, behind the building.

MAP06: 
-Beefed up the final fight by increasing the teleporting foes to 53, from 29. Small ammo pickups near yellow symbols are now large versions to compensate for increased enemy count, as well as some new walls to block tracers/Krampus flames.
-Removed the annoying teleport spam when hitting the blue key switch in the final fight.
-Made the northeastern Acrochordon more obvious.

MAP07: 
-Added a hint to the primary objective of the level.
-Increased the enemy count to 206 from 163. Most of them are in the two teleport ambushes. Ammo amounts have been increased, too.

MAP08: 
-Added six more teleporter foes during the boss fight. Ammo has been increased to deal with them and the stronger final boss.

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V1.1 - Released May 27th, 2023

General:
-Widescreen-compatible graphics! The extended weapon sprites come with the base game, while the ones for the HUD and menus are in a new file, AAA_WS.wad.
-Updated the Rogue Krampusling sprites to give them the iconic Krampus basket.
-Updated the Tatzelwurm sprites to give them cat-like features.
-Added version info to the title screen (and also touched it up a bit)
-Very slightly increased 7.62mm pickup amounts from 15 to 16 and capacity from 150/300 to 160/320. This was done to increase ammo per level and also fix negative ammo issues when using the Maxim Gun w/ odd ammo amounts. (Elephant Gun still suffers from the same issue, though this can be blamed on how every compat setting from Boom to PrBoom 2.2.X broke the CheckReload action. Thanks guys!)
-Reduced the Reinigendestulpen's napalm ammo usage to 16 from 20.
-Gave Der Ritter a new punch impact sound.
-Minor tweaks and fixes.

MAP01:
-Fixed a softlock that can occur at the western side of Katharina's house, and added a small ammo stash there.

MAP04:
-Fixed the graphical issues with the sky over the red key hill. (I did this to every map's skybox, but this is the most apparent case by far.)

MAP06:
-Added a sign at the top of the castle's main hall to point out the map's secondary objective.
-Fixed a softlock involving the guest room's exit door.
-Lightened up the table housing the dungeon's cell door switches.
-Fixed the text screen's background not showing up in (G)ZDoom.

MAP07:
-Moved the red key switch so that it's visible from the Leviathan skeleton room.
-Added brightness property transfers to the ceilings of the lava river rooms.
-Fixed a pass use action issue with the Factory map scroll secret. (I didn't need to do this as both linedefs can be activated separately, but it looks cooler if they go off at the same time.)

MAP08:
-Added brightness property transfers to the ceilings of the final arena.

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V1.0 - Released May 21st, 2023
-Initial release.

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Credits

The following assets were created by MundyC:

-All levels
-DeHackEd patch
-Schnabelperchten/Knochenhund/Doppelsoldner/Lindworm sprites
-Giant Scissors/Maxim Gun weapon sprites
-Schnabelperchten/Possessed Human/Hunter sounds
-Various menu/status bar graphics

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Graphics:

For the most part, this WAD uses the OTEX texture pack by ukiro, along with the ColdPal custom palette by ReaperAA.

Other sources for GFX include:

-Blood
-Chill Manor
-Doom 64
-Doom (PlayStation)
-Doom (Press release beta)
-Doom (Romero asset dump and Lostres)
-Doom RPG
-Duke Nukem 3D
-The Elder Scrolls II: Daggerfall
-Exhumed
-Equinox
-Grove
-H2H-Xmas
-Heretic
-Heretic Minor Sprite Fixing and Widescreen-Friendly Project
-Hexen
-I.M. Meen
-Icarus: Alien Vanguard
-Ion Fury
-Link: The Faces of Evil
-Perdition's Gate
-The Plutonia Experiment
-Quake
-Scythe II
-Strife: Quest for the Sigil
-Zelda's Adventure

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Custom Content:

The following Realm667 repository assets (and lone sprite sheet that wasn't taken from Realm667) were used for this mod:

-Axe (TheMightyHeracross), with bloody sprite modifications by MundyC
-Bearkiller (Batandy)
-Burning Corpse (Doom) (zrrion the insect)
-Death Incarnate (Eriance and co.)
-Evil Knight (Mr. Green and Bullfrog)
-Flamer (Xim and The Innocent Crew)
-Harpy (whirledtsar)
-Hell Rose (Neoworm)
-Magic Gauntlet (fletcher')
-Model 1887 (JoeyTD)
-Mosin-Nagant (Br0leg and Gothic)
-Satyr (Vader), with Krampus sprite modifications by MundyC
-Skeleton Statues (Captain Toenail)
-Shadow Hunter (DoomedArchvileDemon and HorrorMovieGuy)
-Super Demon (Xim and co.), with Krampus sprite modifications by MundyC
-Undead Priest (Captain Toenail)
-Wicked (Eriance and co.), with cat sprite modifications by MundyC

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Sound:

Excluding sounds sourced from the custom content section, the following sources were used:

-"Crazy Sounds" by Crazy Frog
-"Diamond Head" by The Beach Boys
-Five Nights at Freddy's series
-I.M. Meen
-The Last Revenger
-PSX Doom
-Sinistar
-"The REAL Hell on Earth sounds" (hoe.wad)

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Music:

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OGG
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Title - Unnamed desert ambience from Zelda's Adventure
Intermission - "Winds of Fjords" by Minomus (MIDI)

MAP01 - "Shrine of Earth" from Zelda's Adventure
MAP02 - "Shrine of Illusion" from Zelda's Adventure
MAP03 - "Shrine of Air" from Zelda's Adventure
MAP04 - "Shrine of Destiny" from Zelda's Adventure
MAP05 - "Shrine of Water" from Zelda's Adventure
MAP06 - "Shrine of Strength" from Zelda's Adventure
MAP07 - "Shrine of Fire" from Zelda's Adventure
MAP08 - Zelda "Boss Theme" from VGMusic that's misattributed to the CD-i Zelda games (MIDI)
MAP09/MAP32 - "Harlequin Bazaar (Odranoel's Observatory)" from Link: The Faces of Evil

MAP10 - "Tykogi Tower (Showdown with Iron Knuckle)" from Zelda: The Wand of Gamelon
MAP11 - "Lupay (Frozen Cavern)" from Link: The Faces of Evil
MAP12 - "Reesong Palace (A Fiery Climb)" from Zelda: The Wand of Gamelon

MAP13 - "Bile" From LISA: The First
MAP14 - "Acolytes of the New God" from Fallout 
MAP15 - "Blood For Sex" from LISA: The Painful
MAP31 - "Rando March" from LISA: The Painful
MAP16 - Nothing

Text - "MM_05" from Daedalus: Alien Defense (MIDI)

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MIDI
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Title - "Sail On, Sailor" by The Beach Boys
Intermission - "Winds of Fjords" by Minomus

MAP01 - "Theme from Antarctica" by Vangelis
MAP02 - "Dark Carnival" from Blood
MAP03 - MAP02 music from Equinox
MAP04 - "Ghost Town" from Blood
MAP05 - "Floghorn" from Duke Nukem 3D
MAP06 - "Triangle of Fear" from Memento Mori
MAP07 - "Deep Darkness" from Earthbound
MAP08 - Zelda "Boss Theme" from VGMusic that's misattributed to the CD-i Zelda games
MAP09/MAP32 - MAP01 music from Awaken

MAP10 - "Hellero" from Rise of the Triad
MAP11 - "Atcoty" from Heretic
MAP12 - "Culture Shock" from Fortress 2 Blue

MAP13 - "Gorrister's Theme (phase 1)" from I Have No Mouth, And I Must Scream
MAP14 - Slowed-down version of "Silence of Sand" from Breath of Fire 2 from Deus Vult II
MAP15 - "Shhh, The Shadows Are Near" from the Alien Vendetta MIDI Pack
MAP31 - "Dracoid Ruins Battle" from Lands of Lore 2
MAP16 - Nothing

Text - "MM_05" from Daedalus: Alien Defense