See also: Cheats, Sandbox
The Spawner Arm is a tool which occupies the sixth weapon slot, equipped when the player has the "Spawner Arm" cheat active. This cheat is active by default when entering the
Sandbox, and can be activated in any level in order to equip the arm. The Move variant of the Spawner Arm is also temporarily given to the player in the
Developer Museum as part of the Chess minigame.
The design of the Spawner Arm is V1's right arm colored white, with a floating icon on the back of the hand displaying which variant is currently equipped. Enemies selected with the Prop Arm stand in V1's palm in their idle animations. V1 does a punching motion when spawning entities with the Prop Arm, a grabbing motion with the Move Arm, and a pointing motion with the Alter Arm and Destroy Arm.
Mechanics
The Spawner Arm allows players to spawn in enemies, props or other entities available from its Spawn Menu, accessed when pressing secondary fire on any of its variants. Entities spawned in by the levels themselves cannot be interacted with by the Spawner Arm's variants, except for the chess pieces in the Developer Museum.
Variants
PROP
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Selecting any entry in the Spawn Menu switches the variant to the Prop arm. Primary fire will spawn the selected entity directly against the floor, wall, or ceiling the player is looking at. The range of this function is not infinite and the entity will only spawn if a blue silhouette of it is visible. If the Snapping cheat is enabled, the entity's spawned rotation and position will be fixed to a spot of an invisible grid closest to where the player is looking. If the Spawn with Physics cheat is enabled, objects spawned will fall according to gravity.
The Spawn Menu is divided into different categories depending on the type of entity being spawned. The icons in this menu can be configured to use PITR's drawn versions of the icons through the Sandbox terminal or the settings.
SANDBOX TOOLS :^)
Consists of icons which allow the player to switch to the other Spawner Arm variants, as well as "brushes" exclusive to the Sandbox.
Brushes
The Spawner Arm can create scalable material volumes with various properties. Brushes are affected by the Physics cheat. Regardless of size, they can be pulled with the Whiplash when physics are enabled, but not when they are frozen.
All names listed were taken (and shortened) from the internal names displayed by the Alter menu.
Image
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Name
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Description
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Properties
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Cube
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A white grid, development-like texture
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Metal Cube
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A stone-like surface
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Wood Cube
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Strong destructible, can be ignited.
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- Can be made weak or indestructible.
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Grass
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Same texture as the Sandbox's grass.
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Grass
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Same texture as the Sandbox's grass.
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Water
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Transparent light blue water, behaves like water in the rest of the game.
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Hot Sand
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Sand from the Greed layer. Will burn enemies and players who make physical contact with it.
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- Damage and cooldown between damage dealt can be adjusted.
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Lava
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Damages player and enemies who are inside of it.
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- Damage and cooldown between damage dealt can be adjusted.
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Acid
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Acid from the Gluttony layer. Acts like both Water and Lava combined. Damages players and enemies who are inside of it.
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- Damage and cooldown between damage dealt can be adjusted.
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Armor
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Deflects attacks like Hideous Masses and other armored targets.
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Invisible
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A completely invisible surface.
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- Becomes visible when the player has a
Spawner Arm equipped.
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Sandbox
The Sandbox section contains various miscellaneous props which can only be spawned in the Sandbox.
Image
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Name
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Description
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Properties
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Barrel
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Light brown metal barrel.
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Explosive Barrel
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Bright red barrel with a white label with the word "BOOM" badly scribbled on it.
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- Strong Destructible. Can be made weak and/or unbreakable.
- Changes to "triggered" barrel (Weak) when damaged, exploding when damaged again or after a few seconds.
- Detonates immediately when exposed to an explosion or similar shockwave.
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Crate
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Small wooden box.
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- Weak Destructible. Can be made strong and/or unbreakable.
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Barrier
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Gray stone barricade.
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- Strong Destructible. Can be made weak and/or unbreakable.
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Ramp
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A wooden ramp.
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- Weak Destructible. Can be made strong and/or unbreakable.
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Stone Ramp
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Light gray stone ramp.
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Maurice
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A small inactive version of Malicious Face.
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- Strong Destructible. Can be made weak and/or unbreakable.
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Melon
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A large watermelon.
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- Weak Destructible. Can be made strong and/or unbreakable.
- Breaks in half when damaged; each half is Weak regardless of settings.
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Prop Tree
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A fake tree from Limbo.
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- Strong Destructible. Can be made weak and/or unbreakable.
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JumpPad
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A Bounce Pad.
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- Bounces everything that touches its face in the direction it is aimed.
- Adjustable force.
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Green Hookpoint
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The Green variant of the Hookpoint.
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- Cannot be unfrozen.
- Adjustable force.
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Blue Hookpoint
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The Blue variant of the Hookpoint.
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- Cannot be unfrozen.
- Adjustable force.
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Special
The Sandbox section contains the Checkpoint and Spawn Point which, like the Brushes, can only be spawned in the Sandbox.
Image
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Name
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Description
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Properties
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Checkpoint
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A translucent magenta bar with thin white lines going across the top and bottom. Centered white text reads in all caps: "CHECKPOINT"
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- Changes your respawn location when interacted with.
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Spawn Point
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A translucent blue bar with thin white lines going across the top and bottom. Centered white text reads in all caps: "SPAWN POINT"
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- Determines where the player spawns when loading a Sandbox Save.
- If multiple Spawn Points are present, you will be sent to the nearest one when the save is created.
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Enemies
This section allows the player to spawn almost every enemy in the game. Enemies which the player has not encountered yet in the main campaign are replaced with a question mark icon, and cannot be spawned.
The following enemies cannot be spawned with the Spawner Arm:
Bosses spawned by the Spawner Arms do not have their intros or death dialogues, and have shortened death animations.
Items
This section includes Skull keys and the Torch alongside empty variations of their altars, the Soap, the red and gold Soul Orbs, the Landmine, and the exclusive Crystal of Madness.
When looking at walls or ceilings, altars will align themselves accordingly. They are also affected by the Snapping cheat.
Unlockables
Image
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Name
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Description
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How to unlock
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Florp
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A large rodent. Can be picked up and violently tossed aside.
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Can be found in a nest inside one of the smokestacks of the Ferryman's ship in 5-2: WAVES OF THE STARLESS SEA or at the end of the Agnes Gorge Trail in 7-S: HELL BATH NO FURY. The spawn option will unlock once the player picks up Florp.
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KITR
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A masterfully modeled cat that follows the player around and kills enemies.
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Can be found in the Developer Museum under the staircase before the garden. The spawn option will unlock once the player approaches KITR and she begins to follow them.
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MOVE
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The Move Arm allows the player to move entities spawned by player. Using primary fire will target the entity in front of the player and force it to follow where the player is looking. The entity being moved will glow blue and will ignore collision with map geometry until the player lets go. Entities being moved will also maintain their horizontal rotation relative to the player's point of view. The player themselves still has collision with the entity being moved and can interact with it with Arms or slamming. Entities with the Disallow Manipulation property set to true cannot be moved with the Spawner Arm.
Pressing secondary fire while an entity is being moved will freeze its position, until interacted again with the Move arm. Using the scroll wheel while moving an entity will move it away or towards the player.
With the Experimental Arm Rotation debug cheat enabled (which can only be enabled with external tools), the moved object will rotate to face the player when looking up and down.
With the Sandbox Arm Debug debug cheat enabled, an extra UI panel will appear over the Move Arm's view model which will display the held entity's name, layer, and tag.
ALTER
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The Alter Arm alters the properties of spawned entities. Using primary fire on a spawned entity freezes it and opens a menu to the right side of the screen, displaying the entity's internal name and properties which can be altered.
If the entity is destroyed while in the Alter Arm's menu, the following prompt will appear:
Altered object was destroyed.
Size
Allows the selected entity to have its size changed on the X, Y, and Z axis. The Uniform toggle allows the entity to be scaled in all three dimensions uniformly by a given decimal or by pressing the Bigger and Smaller buttons. Disabling this toggle allows it to be stretched differently per axis.
Prop
- Frozen entities are suspended mid-air and have their AIs disabled. Entities can also be frozen with the Move arm by using secondary fire while being moved.
- Disallow Manipulation protects the entity from the functions of the Move and Destroy arms.
- Disallow Freezing prevents the entity from being frozen via the Move arm, however entities can still be frozen via the Alter arm menu.
Radiance
Radiance can be enabled and scaled from 0.5x up to 10x. Individual health, damage, and speed values can also be scaled from 0.0x to 10x. Values larger than 10x cannot be inputted through the Alter arm and must be changed via the Debug menu instead.
Enrage
Enemies which have an enraged state can have it toggled through this property. The Eternal Rage property forces the enemy to remain in its enraged state regardless of how much time has passed.
Enemy
- Boss Health Bar display's the enemy's health bar at the top of the screen as if it were a boss. Enemies such as V2 and Flesh Prison have their corresponding smaller bars displayed as well. The health bar will always display the enemy's total health in red and is not divided into phases like in the main campaign.
- Sandified toggles whether the enemy will be sanded, and Puppeted toggles whether an enemy will have Puppeted stats and visuals. Enabling Sandified on Puppeted enemies will destroy them.
- Enemy behavior can be modified to ignore the player or target other enemies.
DESTROY
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The Destroy arm deletes spawned entities the player is directly looking at. Deleted entities disappear instantly with a black hole effect. If the Disallow Manipulation property is on, then spawned entities cannot be deleted with the Destroy arm. The distance over which this arm can delete items is the same as the Prop Arm's range. Malicious Face and Gutterman corpses can also be deleted.
Destroyed entities disappear with a visual black hole effect.
Media