[{"data":1,"prerenderedAt":1940},["ShallowReactive",2],{"header-menu-libraries:en":3},{"guide":4,"ragdolls":424,"weapons":668,"damage":921,"physics":1174,"obstacles":1432,"loot":1702},[5],{"id":6,"title":7,"author":8,"body":9,"category":393,"coverLabel":394,"coverTone":395,"description":396,"draft":397,"extension":398,"faq":399,"featured":397,"game":29,"h1":16,"keyTakeaways":409,"meta":413,"navigation":414,"path":415,"publishedAt":416,"readTime":417,"seo":418,"sitemap":419,"statCards":420,"stem":421,"tags":422,"updatedAt":416,"__hash__":423},"guide\u002Fen\u002Fguide\u002Fguide.md","Most Realistic Ragdoll Engine Beginner Guide","Realistic Ragdoll Engine Editorial",{"type":10,"value":11,"toc":383},"minimark",[12,17,52,57,60,82,85,89,92,192,195,199,208,211,229,232,236,239,246,249,269,272,276,279,285,288,292,295,334,337],[13,14,16],"h1",{"id":15},"realistic-ragdoll-engine-beginner-guide","Realistic Ragdoll Engine Beginner Guide",[18,19,20,21,25,26,30,31,35,36,45,46,51],"p",{},"If you are looking for the ",[22,23,24],"strong",{},"most realistic ragdoll engine"," route in ",[27,28,29],"em",{},"Realistic Ragdoll Engine",", start with one controlled experiment rather than trying to clear a linear level. The useful loop is to choose a ",[32,33,34],"code",{},"Ragdoll",", place it in a test setup, use one tool or hazard, and compare the physical reaction and damage state. The dedicated ",[37,38,44],"a",{"href":39,"target":40,"rel":41},"\u002Fphysics","_blank",[42,43],"noopener","noreferrer","Physics testing guide"," expands this repeatable setup, while the ",[37,47,50],{"href":48,"target":40,"rel":49},"\u002Fragdolls",[42,43],"Ragdoll guide"," explains how to reset the subject. When a test fails, revive the same subject and retry before changing several variables at once.",[53,54,56],"h2",{"id":55},"start-with-one-repeatable-experiment","Start with one repeatable experiment",[18,58,59],{},"Use this order when you first enter a physics-testing area:",[61,62,63,70,73,76,79],"ol",{},[64,65,66,67,69],"li",{},"Find a ",[32,68,34],{}," and choose where the experiment will happen.",[64,71,72],{},"Pick one interaction: move or throw the ragdoll, use a weapon, or place it near an obstacle.",[64,74,75],{},"Change only one major variable, such as the tool, position, or collision setup.",[64,77,78],{},"Watch the movement and the reported result instead of assuming that every hit is lethal.",[64,80,81],{},"Record what happened, then revive the subject or set up a second trial.",[18,83,84],{},"This approach gives you a useful comparison. For example, a sword, spike, and firearm are all shown as damage tools, but the supplied evidence does not establish a complete ranking for them. Treat each as a different way to test penetration, cutting, impact, or collision rather than as a fixed progression tier.",[53,86,88],{"id":87},"build-your-first-physics-test","Build your first physics test",[18,90,91],{},"The core systems fit together as a simple test bench:",[93,94,95,111],"table",{},[96,97,98],"thead",{},[99,100,101,105,108],"tr",{},[102,103,104],"th",{},"Step",[102,106,107],{},"What to use",[102,109,110],{},"What to observe",[112,113,114,127,140,153,166,179],"tbody",{},[99,115,116,120,124],{},[117,118,119],"td",{},"Subject",[117,121,122],{},[32,123,34],{},[117,125,126],{},"Starting position and movement",[99,128,129,132,137],{},[117,130,131],{},"Interaction",[117,133,134],{},[32,135,136],{},"Physics Tools",[117,138,139],{},"Throwing, moving, shooting, cutting, or crushing",[99,141,142,145,150],{},[117,143,144],{},"Damage option",[117,146,147],{},[32,148,149],{},"Weapons",[117,151,152],{},"Contact, penetration, and whether the action triggers",[99,154,155,158,163],{},[117,156,157],{},"Environment",[117,159,160],{},[32,161,162],{},"Obstacles",[117,164,165],{},"Spikes, crushing setups, and unexpected collisions",[99,167,168,171,176],{},[117,169,170],{},"Result",[117,172,173],{},[32,174,175],{},"Damage States",[117,177,178],{},"Paralysis, blood loss, brain injury, decapitation, or cardiac arrest",[99,180,181,184,189],{},[117,182,183],{},"Retry",[117,185,186],{},[32,187,188],{},"Revival",[117,190,191],{},"Whether the same subject can return to the experiment",[18,193,194],{},"Start with a visible setup and a single subject. Move the ragdoll into position, perform one action, and let the result settle before adding a second weapon or hazard. A controlled setup makes it easier to tell whether a result came from the weapon, the collision, or the environment.",[53,196,198],{"id":197},"read-damage-states-without-guessing","Read damage states without guessing",[18,200,201,202,207],{},"The footage describes several outcomes, including paralysis, blood loss, brain injury, decapitation, and cardiac arrest. Use these as observed result labels, not as a complete medical or damage formula. The ",[37,203,206],{"href":204,"target":40,"rel":205},"\u002Fdamage",[42,43],"damage states guide"," separates those observations from confirmed triggers. A video speaker sometimes guesses why a character died, so the exact cause may not always be confirmed by the available evidence.",[18,209,210],{},"When comparing two trials, note:",[212,213,214,217,220,223,226],"ul",{},[64,215,216],{},"the tool or hazard used;",[64,218,219],{},"the ragdoll's starting position;",[64,221,222],{},"the part or surface that made contact;",[64,224,225],{},"whether the subject was moving, thrown, or stationary; and",[64,227,228],{},"the final visible state or death description.",[18,230,231],{},"This record is more useful than declaring one weapon universally strongest. It also helps separate a successful damage result from a physics reaction that only moved the ragdoll.",[53,233,235],{"id":234},"recover-from-a-failed-test","Recover from a failed test",[18,237,238],{},"If an interaction does not behave as expected, do not immediately rebuild the entire scene. The available footage specifically shows repeated sword attempts described as not working, followed by the idea of reviving the character and trying again.",[240,241],"guide-video-embed",{":segments":242,"description":243,"title":244,"videoId":245},"[{\"start\":498,\"label\":\"Sword attempts fail before revival\"}]","This moment supports the sword troubleshooting flow by showing that the swords may not work as expected and that reviving the character is a possible retry step.","Retrying a failed sword test after revival","EgJOCEqAynA",[18,247,248],{},"Use this troubleshooting route:",[61,250,251,254,257,263,266],{},[64,252,253],{},"Check that the ragdoll is still the intended subject and has not shifted away from the contact point.",[64,255,256],{},"Repeat the same action once so you can distinguish a missed contact from a consistent failure.",[64,258,259,260,262],{},"If the subject is dead, use ",[32,261,188],{}," when available and retry the same setup.",[64,264,265],{},"If the result still differs, change one variable: position, angle, tool, or nearby hazard.",[64,267,268],{},"Compare the new damage state with the first trial rather than assuming the weapon is broken.",[18,270,271],{},"The evidence does not document a universal revival limit, exact controls, or a guaranteed reason for a weapon failure. Those details can depend on the current game implementation, so verify them in the live experience.",[53,273,275],{"id":274},"explore-fights-flight-and-hazards","Explore fights, flight, and hazards",[18,277,278],{},"Once the basic test is clear, add one special interaction at a time. Multiple ragdolls can be made to fight, and the footage also mentions making a subject or player-controlled character fly. These are useful for changing position and testing aerial or character-to-character physics, but the supplied evidence does not specify the exact controls or setup requirements.",[240,280],{":segments":281,"description":282,"title":283,"videoId":284},"[{\"start\":29,\"label\":\"Revive a character and make them fight\"}]","This moment supports the character-interaction section by showing a dead character being revived before the ragdolls are made to fight.","Making ragdolls fight after revival","FM-EXZv8u34",[18,286,287],{},"Exploration adds another layer. The area includes reported spikes, crushing situations, hidden obstacles, and loot to look for. Move slowly when you are testing an unfamiliar route, because a hidden collision can change the result of an experiment before you know what caused it. Loot is an additional exploration objective; its complete count, rewards, refresh behavior, and connection to progression are not confirmed here.",[53,289,291],{"id":290},"choose-your-next-test","Choose your next test",[18,293,294],{},"After your first successful trial, choose the next experiment based on what you want to learn:",[212,296,297,303,309,318,328],{},[64,298,299,302],{},[22,300,301],{},"Compare damage:"," keep the ragdoll and position consistent, then change the weapon.",[64,304,305,308],{},[22,306,307],{},"Compare physics:"," keep the tool consistent, then change the throw, collision, or obstacle setup.",[64,310,311,314,315,317],{},[22,312,313],{},"Test recovery:"," repeat a failed interaction after ",[32,316,188],{}," before replacing the subject.",[64,319,320,323,324,327],{},[22,321,322],{},"Test movement:"," use ",[32,325,326],{},"Flight"," or a fight between ragdolls, then observe how the new position changes contact.",[64,329,330,333],{},[22,331,332],{},"Explore:"," search around obstacles for loot, while treating rewards and progression as unverified until the game confirms them.",[18,335,336],{},"There is no confirmed linear quest route in the supplied evidence. The strongest beginner progression is therefore improving your experiment: isolate one change, observe the result, and keep the setup that produces a clear comparison.",[338,339,340,350,359,367,375],"details",{},[341,342,343,347],"summary",{},[344,345,346],"span",{},"Sources",[344,348,349],{},"Reviewed October 28, 2026",[18,351,352,355],{},[37,353],{"href":354},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=FM-EXZv8u34",[37,356,354],{"href":354,"rel":357},[358],"nofollow",[18,360,361,364],{},[37,362],{"href":363},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=EgJOCEqAynA",[37,365,363],{"href":363,"rel":366},[358],[18,368,369,372],{},[37,370],{"href":371},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=ke7hKSHzBfM",[37,373,371],{"href":371,"rel":374},[358],[18,376,377,380],{},[37,378],{"href":379},"https:\u002F\u002Fwww.youtube.com\u002Fwatch?v=wYQXeIsRuK8",[37,381,379],{"href":379,"rel":382},[358],{"title":384,"searchDepth":385,"depth":385,"links":386},"",2,[387,388,389,390,391,392],{"id":55,"depth":385,"text":56},{"id":87,"depth":385,"text":88},{"id":197,"depth":385,"text":198},{"id":234,"depth":385,"text":235},{"id":274,"depth":385,"text":275},{"id":290,"depth":385,"text":291},"Guide",null,"amber","Learn the most realistic ragdoll engine beginner route: set up experiments, test tools, read damage states, and recover a ragdoll.",false,"md",[400,403,406],{"question":401,"answer":402},"What should I do first in Realistic Ragdoll Engine?","Enter a physics-testing area, choose a ragdoll, position it near a tool or hazard, and observe one interaction before changing the setup.",{"question":404,"answer":405},"Why might a sword not work?","A sword attempt may not produce the expected result. Try the same test again after reviving the ragdoll, then compare the position and contact with another tool.",{"question":407,"answer":408},"Does loot unlock a confirmed progression path?","Loot and hidden obstacles are reported in the available footage, but their complete rewards, refresh rules, and progression relationship are not documented in the supplied evidence.",[410,411,412],"Treat each ragdoll as the subject of a repeatable physics experiment.","Compare the tool, position, collision, and resulting damage state.","Use revival to retry a failed test instead of replacing the subject.",{},true,"\u002Fguide","2026-10-28","6 min read",{"title":7,"description":396},{"loc":415,"lastmod":416},[],"en\u002Fguide\u002Fguide",[29,24],"dHeJcEwqps8bZNIgH3gsTNOOCHHmJ8ekZPYwV3jruwU",[425],{"id":426,"title":427,"author":428,"body":429,"category":641,"coverLabel":394,"coverTone":395,"description":642,"draft":397,"extension":398,"faq":643,"featured":397,"game":653,"h1":654,"keyTakeaways":655,"meta":659,"navigation":414,"path":48,"publishedAt":416,"readTime":660,"seo":661,"sitemap":662,"statCards":663,"stem":664,"tags":665,"updatedAt":416,"__hash__":667},"ragdolls\u002Fen\u002Fragdolls\u002Fragdolls.md","Realistic Ragdoll Engine Ragdolls Guide","realistic ragdoll engine Editorial",{"type":10,"value":430,"toc":628},[431,434,438,441,473,478,482,503,506,511,515,518,550,554,557,560,565,569,574,577,581,584,588,591,595,598],[18,432,433],{},"Realistic Ragdoll Engine Ragdolls are the core subjects for physics experiments. Start by placing or finding a Ragdoll, adjust its position, and then test one interaction at a time with weapons, obstacles, collisions, or other Ragdolls. The useful decision is not simply whether the body falls: check whether it is paralyzed, injured, losing blood, or actually dead before changing the setup.",[53,435,437],{"id":436},"set-up-a-ragdoll-experiment","Set up a Ragdoll experiment",[18,439,440],{},"Use this repeatable loop when testing a Ragdoll:",[61,442,443,449,455,461,467],{},[64,444,445,448],{},[22,446,447],{},"Prepare the subject."," Find or place a Ragdoll in the physical testing area. The available evidence does not document a fixed spawn count or a specific control for creating one.",[64,450,451,454],{},[22,452,453],{},"Position the body."," Adjust its stance and location so the intended body part can contact a weapon, spike, obstacle, projectile, or crushing surface. Positioning affects whether a collision or attack connects, but exact hitbox rules are not documented.",[64,456,457,460],{},[22,458,459],{},"Choose one test."," Try a weapon, throw, shot, cut, crush, or environmental collision rather than changing several variables at once.",[64,462,463,466],{},[22,464,465],{},"Read the result."," Watch for movement loss, blood loss, visible injury, decapitation, or a confirmed death outcome. A motionless body alone does not establish which state occurred.",[64,468,469,472],{},[22,470,471],{},"Reset the experiment."," If the subject dies or a later attack no longer connects, try the available Revival interaction before rebuilding the whole test. The trigger and cooldown are not documented.",[474,475],"guide-table",{":columns":476,":rows":477},"[{\"key\":\"interaction\",\"label\":\"Interaction\"},{\"key\":\"what_to_test\",\"label\":\"What to observe\"},{\"key\":\"evidence_limit\",\"label\":\"Evidence limit\"}]","[[\"Weapons\",\"Whether the attack connects and which damage state follows.\",\"No complete weapon list, damage values, or hit rules are documented.\"],[\"Obstacles\",\"How contact, impact, or crushing changes the Ragdoll.\",\"The exact obstacle behavior and thresholds are not documented.\"],[\"Fight\",\"Whether two Ragdolls can be made to fight.\",\"The video confirms the behavior, but not its activation steps.\"],[\"Flight\",\"Whether a character enters an airborne physics state.\",\"The video confirms flight, but not controls, duration, or limits.\"],[\"Revival\",\"Whether a dead subject can be restored for another test.\",\"The need for revival after a sword stops working is only suggested in the video.\"]]",[53,479,481],{"id":480},"read-ragdoll-damage-states","Read Ragdoll damage states",[18,483,484,485,488,489,488,492,488,495,498,499,502],{},"Different tests can produce different outcomes. The supplied video evidence mentions ",[22,486,487],{},"paralysis",", ",[22,490,491],{},"blood loss",[22,493,494],{},"brain injury",[22,496,497],{},"decapitation",", and ",[22,500,501],{},"cardiac arrest",". Use those labels as observations of the experiment, not as a complete damage chart: the available Wiki index has no usable entries for this game, and no comprehensive state requirements or timing values are documented.",[18,504,505],{},"The key distinction is between a disabled body and a dead one. If a Ragdoll stops moving, check whether the scene indicates paralysis or an injury before treating it as a death state. If the video or game feedback identifies decapitation, brain injury, blood loss, or cardiac arrest, record that outcome separately from the physical pose.",[240,507],{":segments":508,"description":509,"title":510,"videoId":245},"[{\"start\":154,\"label\":\"Review paralysis, blood loss, and death outcomes\"},{\"start\":498,\"label\":\"Consider Revival after swords stop working\"}]","These moments support the damage-state observations and the suggested Revival troubleshooting step described for Ragdoll experiments.","Check Ragdoll damage and revival states",[53,512,514],{"id":513},"troubleshoot-a-failed-test","Troubleshoot a failed test",[18,516,517],{},"When an experiment stops producing the expected result, use the least disruptive check first:",[212,519,520,526,532,538,544],{},[64,521,522,525],{},[22,523,524],{},"The attack misses:"," reposition the Ragdoll and bring the intended body part into contact with the weapon or obstacle.",[64,527,528,531],{},[22,529,530],{},"The body stops moving:"," check for paralysis or another injury before assuming death.",[64,533,534,537],{},[22,535,536],{},"A sword no longer works:"," try Revival if the interaction is available, then repeat the same attack. The evidence does not prove whether death, revival, or another condition caused the failure.",[64,539,540,543],{},[22,541,542],{},"A fight or flight test cannot be repeated:"," treat the behavior as confirmed but the activation method as unknown; do not infer a keybind or cooldown.",[64,545,546,549],{},[22,547,548],{},"You need a clean comparison:"," change one variable, such as position or weapon, and keep the Ragdoll and environment otherwise consistent.",[53,551,553],{"id":552},"use-fight-and-flight-as-separate-tests","Use fight and flight as separate tests",[18,555,556],{},"Fight and flight expand the Ragdoll sandbox beyond single-target damage. A supplied video shows that characters can be made to fight, while another segment shows a character flying. These are useful experiment goals, but the evidence does not establish whether every Ragdoll can use both behaviors, how they are triggered, or how long they last.",[18,558,559],{},"For a controlled comparison, test fighting with two similarly positioned Ragdolls, then test flight with one subject in an open space. Record the starting position and visible result rather than claiming a universal control scheme. If the behavior does not repeat, return to the basic positioning and single-interaction loop.",[240,561],{":segments":562,"description":563,"title":564,"videoId":284},"[{\"start\":40,\"label\":\"Make the characters fight\"},{\"start\":154,\"label\":\"Observe a character flying\"}]","These moments support the article's separate fight and flight experiments while leaving the exact activation method undocumented.","Test Ragdoll fighting and flight behavior",[53,566,568],{"id":567},"frequently-asked-questions","Frequently asked questions",[570,571,573],"h3",{"id":572},"are-ragdolls-only-cosmetic-characters","Are Ragdolls only cosmetic characters?",[18,575,576],{},"No. They are the central test subjects for the Weapons, Physics, Obstacles, Damage, and Revival interactions described in the supplied game evidence.",[570,578,580],{"id":579},"does-every-attack-cause-death","Does every attack cause death?",[18,582,583],{},"No documented rule says that it does. The video describes paralysis and blood loss as well as death outcomes such as decapitation, brain injury, and cardiac arrest, so inspect the resulting state instead of assuming every hit is lethal.",[570,585,587],{"id":586},"how-many-ragdolls-can-i-spawn","How many Ragdolls can I spawn?",[18,589,590],{},"That number is not documented in the available evidence. Do not rely on an assumed spawn limit or a specific placement key.",[570,592,594],{"id":593},"what-is-the-revival-cooldown","What is the Revival cooldown?",[18,596,597],{},"No cooldown or confirmed activation condition is documented. Revival is relevant as a troubleshooting step because a video suggests it after sword attacks stop working.",[338,599,600,606,614,621],{},[341,601,602,604],{},[344,603,346],{},[344,605,349],{},[18,607,608,611],{},[37,609],{"href":610},"https:\u002F\u002Fwww.roblox.com\u002Fgames\u002F81230874545623\u002FRealistic-Ragdoll-Engine",[37,612,610],{"href":610,"rel":613},[358],[18,615,616,618],{},[37,617],{"href":363},[37,619,363],{"href":363,"rel":620},[358],[18,622,623,625],{},[37,624],{"href":354},[37,626,354],{"href":354,"rel":627},[358],{"title":384,"searchDepth":385,"depth":385,"links":629},[630,631,632,633,634],{"id":436,"depth":385,"text":437},{"id":480,"depth":385,"text":481},{"id":513,"depth":385,"text":514},{"id":552,"depth":385,"text":553},{"id":567,"depth":385,"text":568,"children":635},[636,638,639,640],{"id":572,"depth":637,"text":573},3,{"id":579,"depth":637,"text":580},{"id":586,"depth":637,"text":587},{"id":593,"depth":637,"text":594},"Ragdolls","Learn how to position Ragdolls, test weapons and physics, read damage states, and recover when an experiment stops working in Realistic Ragdoll Engine.",[644,647,650],{"question":645,"answer":646},"What are Ragdolls used for in Realistic Ragdoll Engine?","Ragdolls are the main physics test subjects. You can position them, expose them to weapons or obstacles, and observe outcomes such as paralysis, blood loss, brain injury, decapitation, or cardiac arrest.",{"question":648,"answer":649},"Can Ragdolls fight or fly?","The supplied video evidence shows both fighting and flying, but it does not document the exact activation steps, controls, limits, or which objects can use each behavior.",{"question":651,"answer":652},"Why might a sword stop working on a Ragdoll?","One video records the player suggesting that the Ragdolls may need to be revived after the swords stop working. This is an observed troubleshooting idea, not a confirmed revival requirement.","realistic ragdoll engine","Realistic Ragdoll Engine Ragdolls guide",[656,657,658],"Use a Ragdoll as the test subject for weapons, obstacles, collisions, and other physics experiments.","Position the body before testing because its stance and contact points affect collisions, hits, and visible damage.","Treat paralysis and a stopped animation as different from a confirmed death, then try Revival if a later attack no longer works.",{},"5 min read",{"title":427,"description":642},{"loc":48,"lastmod":416},[],"en\u002Fragdolls\u002Fragdolls",[653,666],"realistic ragdoll engine Ragdolls","S-YkmQeDsuaJUxuJB0b0dqz9V-oNefMYs-8kSGG_01E",[669],{"id":670,"title":671,"author":428,"body":672,"category":149,"coverLabel":394,"coverTone":395,"description":899,"draft":397,"extension":398,"faq":900,"featured":397,"game":653,"h1":907,"keyTakeaways":908,"meta":913,"navigation":414,"path":914,"publishedAt":416,"readTime":660,"seo":915,"sitemap":916,"statCards":917,"stem":918,"tags":919,"updatedAt":416,"__hash__":920},"weapons\u002Fen\u002Fweapons\u002Fweapons.md","Realistic Ragdoll Engine Weapons Guide",{"type":10,"value":673,"toc":886},[674,695,699,702,707,710,714,745,751,754,758,761,766,783,786,790,793,796,800,803,807,811,825,829,832,836,839,843,846],[18,675,676,677,680,681,488,684,498,687,690,691,694],{},"The useful way to approach ",[22,678,679],{},"realistic ragdoll engine Weapons"," is as a controlled damage test: place a Ragdoll, choose a hit location, use one weapon type, and read the resulting state before changing the setup. The documented categories are ",[22,682,683],{},"Swords",[22,685,686],{},"Spikes",[22,688,689],{},"Firearms",". For the result labels and recovery steps after a test, see the ",[37,692,206],{"href":204,"target":40,"rel":693},[42,43],". This is a practical comparison of those tests, not a complete list of every weapon or a damage-stat table.",[53,696,698],{"id":697},"choose-a-weapon-test","Choose a weapon test",[18,700,701],{},"Use the weapon category that matches the result you want to observe. The available demonstrations confirm the actions below, but they do not establish item names beyond these categories, damage values, range, ammunition, rarity, or unlock requirements.",[474,703],{":columns":704,":rows":705,"variant":706},"[{\"key\":\"weapon\",\"label\":\"Weapon category\"},{\"key\":\"test\",\"label\":\"Useful test\"},{\"key\":\"watch\",\"label\":\"What to watch\"},{\"key\":\"limitation\",\"label\":\"What is not documented\"}]","[[\"Swords\",\"Move close and repeat a slash against a Ragdoll\",\"Cutting response and damage states such as decapitation\",\"Specific sword names, damage, and reliable activation conditions\"],[\"Spikes\",\"Aim a spike at a chosen body part\",\"Whether placement changes the injury or movement result\",\"Fixed damage, guaranteed kills, and a complete spike list\"],[\"Firearms\",\"Shoot a Ragdoll and observe the aftermath\",\"Hit response, posture, and displayed death result\",\"Gun models, range, ammunition, and damage multipliers\"],[\"Projectiles\",\"Use a flying or piercing object when available\",\"Penetration, impact, and physics movement\",\"Whether every projectile shown belongs to a named weapon category\"]]","comparison",[18,708,709],{},"Treat the last row as a broad test label, not a confirmed inventory item. The available text describes projectiles and shows piercing examples, but it does not provide a reliable formal name or acquisition route for each one.",[53,711,713],{"id":712},"run-a-repeatable-damage-test","Run a repeatable damage test",[61,715,716,722,728,734,739],{},[64,717,718,721],{},[22,719,720],{},"Place a Ragdoll."," Start with one target in a clear position so you can see the hit and its movement.",[64,723,724,727],{},[22,725,726],{},"Choose one variable."," Keep the weapon type the same while changing only the body location or distance. This makes a difference in the result easier to spot.",[64,729,730,733],{},[22,731,732],{},"Apply the hit."," Use a Sword at close range, place a Spike against a selected body part, or shoot with a Firearm. For a Spike test, the recorded demonstration specifically examines the thin nose area and repeats the placement.",[64,735,736,738],{},[22,737,465],{}," Check the target's posture, movement, visible injury, and any displayed damage or death state. Possible states mentioned in the evidence include paralysis, blood loss, brain injury, decapitation, and cardiac arrest.",[64,740,741,744],{},[22,742,743],{},"Reset before comparing."," If the target is already dead or out of position, revive or replace it before trying the next weapon. Otherwise, a failed hit can be confused with a target-state problem.",[240,746],{":segments":747,"description":748,"title":749,"videoId":750},"[{\"start\":18,\"label\":\"Test the Spike against the thin nose area\"}]","This moment supports the repeatable damage test by showing a Spike test focused on the thin nose area and repeated placement.","Testing a Spike against a thin body area","ke7hKSHzBfM",[18,752,753],{},"This route helps separate a weapon effect from physics interference. Movement, flight, obstacles, crushing setups, and collision position can change what happens after a hit, so record the immediate weapon response before combining it with an environmental hazard.",[53,755,757],{"id":756},"fix-a-sword-that-does-nothing","Fix a Sword that does nothing",[18,759,760],{},"Sword failure is specifically shown in a recorded demonstration: the player says the swords are not working several times and considers reviving the target before trying again. Use this recovery sequence:",[240,762],{":segments":763,"description":764,"title":765,"videoId":245},"[{\"start\":498,\"label\":\"Revive the target before retrying the Sword\"}]","This moment supports the Sword troubleshooting section by showing repeated failed sword attempts and the suggested revival retry.","Retrying a Sword test after a failed hit",[61,767,768,771,774,777,780],{},[64,769,770],{},"Stop repeating the same swing on the unchanged target.",[64,772,773],{},"Check that the Ragdoll is still in the intended position and that the blade can reach the target.",[64,775,776],{},"Revive the Ragdoll, or reset the test target if revival is unavailable in the current setup.",[64,778,779],{},"Swing again while watching the contact point.",[64,781,782],{},"If the result still does not change, test another target or weapon category rather than claiming that the Sword has a known damage value.",[18,784,785],{},"The evidence supports revival as a sensible retry, not as a confirmed universal Sword requirement. If the game behaves differently after an update, follow the current in-game interaction and treat that result as decisive.",[53,787,789],{"id":788},"read-the-damage-result-correctly","Read the damage result correctly",[18,791,792],{},"Do not assign one permanent death cause to one weapon. A Sword can be tested for cutting, a Spike for piercing, and a Firearm for shooting, but the final state can depend on the body part, force, target condition, and surrounding physics. Compare the result shown by the game with the test setup instead of turning one demonstration into a guaranteed rule.",[18,794,795],{},"For example, a Spike placed against a thin area such as the nose is useful for testing placement sensitivity. It does not prove a fixed multiplier or an instant kill. Likewise, a shooting demonstration confirms that shooting occurs and that a Ragdoll can fly afterward; it does not establish a firearm's range or projectile speed.",[53,797,799],{"id":798},"what-the-current-weapon-evidence-does-not-cover","What the current weapon evidence does not cover",[18,801,802],{},"There is no reliable complete weapon catalog, shop location, price list, rarity system, unlock path, ammunition system, or numerical damage chart in the supplied evidence. An external Update 2 page mentions new weapons and tools without naming them, so it should not be used to fill those missing fields. Recheck the live game when you need an item name or a current availability answer.",[53,804,806],{"id":805},"faq","FAQ",[570,808,810],{"id":809},"what-weapons-are-documented-in-realistic-ragdoll-engine","What weapons are documented in Realistic Ragdoll Engine?",[18,812,813,814,488,816,498,818,820,821,824],{},"The available evidence names ",[22,815,683],{},[22,817,686],{},[22,819,689],{},". ",[22,822,823],{},"Projectiles"," are discussed as a broader piercing or flying type, but a complete list of projectile items is not documented.",[570,826,828],{"id":827},"why-is-my-sword-not-working","Why is my Sword not working?",[18,830,831],{},"Check the target's position and revive or reset the Ragdoll before trying again. Repeated Sword failures and a suggested revival retry are shown in the recorded demonstration, but the evidence does not prove that revival is always required.",[570,833,835],{"id":834},"do-spikes-always-kill-a-ragdoll","Do Spikes always kill a Ragdoll?",[18,837,838],{},"No. The documented test emphasizes the hit location, including a thin nose area, rather than a guaranteed outcome. Use the current damage or death result shown in the game.",[570,840,842],{"id":841},"are-weapon-damage-numbers-or-unlock-requirements-available","Are weapon damage numbers or unlock requirements available?",[18,844,845],{},"Not from the supplied evidence. It does not establish numerical damage, weapon prices, ammunition, rarity, range, or unlock requirements, and the Update 2 article does not name the new weapons or tools it mentions.",[338,847,848,854,857,864,871,878],{},[341,849,850,852],{},[344,851,346],{},[344,853,349],{},[18,855,856],{},"The weapon categories and test procedures are based on recorded gameplay demonstrations. The Update 2 article is used only for its general mention of additional weapons and tools; it does not supply a complete named catalog.",[18,858,859,861],{},[37,860],{"href":363},[37,862,363],{"href":363,"rel":863},[358],[18,865,866,868],{},[37,867],{"href":371},[37,869,371],{"href":371,"rel":870},[358],[18,872,873,875],{},[37,874],{"href":354},[37,876,354],{"href":354,"rel":877},[358],[18,879,880,883],{},[37,881],{"href":882},"https:\u002F\u002Fallthings.how\u002Frealistic-ragdoll-engine-events-schedule\u002F",[37,884,882],{"href":882,"rel":885},[358],{"title":384,"searchDepth":385,"depth":385,"links":887},[888,889,890,891,892,893],{"id":697,"depth":385,"text":698},{"id":712,"depth":385,"text":713},{"id":756,"depth":385,"text":757},{"id":788,"depth":385,"text":789},{"id":798,"depth":385,"text":799},{"id":805,"depth":385,"text":806,"children":894},[895,896,897,898],{"id":809,"depth":637,"text":810},{"id":827,"depth":637,"text":828},{"id":834,"depth":637,"text":835},{"id":841,"depth":637,"text":842},"Compare the documented swords, spikes, and firearms in Realistic Ragdoll Engine, then troubleshoot hits and read the resulting ragdoll states.",[901,903,905],{"question":810,"answer":902},"The available evidence names Swords, Spikes, and Firearms. Projectiles are also discussed as a broad type, but specific projectile names and a complete catalog are not documented.",{"question":828,"answer":904},"Check that the Ragdoll is positioned for a hit and still usable for the test, then revive it and try again. A recorded demonstration reports repeated Sword failures and suggests revival as a retry.",{"question":835,"answer":906},"No fixed outcome is supported. The spike demonstration focuses on placing hits, including on the thin nose area, so use the displayed damage or death result rather than assuming a guaranteed effect.","Weapons & damage tests",[909,910,911,912],"The documented weapon categories are Swords, Spikes, and Firearms; a complete item list is not available.","Test each weapon against a living Ragdoll and record the hit location, movement, and resulting damage state.","If a Sword does nothing, revive the target and retry after checking its position.","Do not infer weapon damage, range, ammunition, rarity, or unlock requirements from the available demonstrations.",{},"\u002Fweapons",{"title":671,"description":899},{"loc":914,"lastmod":416},[],"en\u002Fweapons\u002Fweapons",[653,679],"PnsSQgGDdyBhfwBy4K-AlysgvP9__1LJ08Ds2Gywk4s",[922],{"id":923,"title":924,"author":8,"body":925,"category":1148,"coverLabel":394,"coverTone":395,"description":1149,"draft":397,"extension":398,"faq":1150,"featured":397,"game":653,"h1":1160,"keyTakeaways":1161,"meta":1166,"navigation":414,"path":204,"publishedAt":416,"readTime":660,"seo":1167,"sitemap":1168,"statCards":1169,"stem":1170,"tags":1171,"updatedAt":416,"__hash__":1173},"damage\u002Fen\u002Fdamage\u002Fdamage.md","Realistic Ragdoll Engine Damage Guide",{"type":10,"value":926,"toc":1137},[927,936,941,949,953,956,961,974,978,981,1019,1022,1026,1029,1034,1045,1048,1065,1069,1072,1075,1077,1081,1084,1088,1091,1095,1098],[18,928,929,932,933,935],{},[22,930,931],{},"Realistic Ragdoll Engine Damage"," is best understood as a set of observable injury and death outcomes rather than a confirmed numerical health system. To test it, choose a ",[22,934,34],{},", place it near a weapon or hazard, apply one force or attack, and watch whether it becomes paralyzed, loses blood, suffers a brain injury, or dies.",[240,937],{":segments":938,"description":939,"title":940,"videoId":245},"[{\"start\":150,\"label\":\"Paralysis followed by blood loss\"}]","This moment supports the article's reported paralysis and blood loss outcomes during a Ragdoll damage experiment.","Video moments for testing damage states",[18,942,943,944,948],{},"The useful decision is not “which weapon always causes which result?” The evidence does not support a fixed weapon-to-outcome chart. Instead, use the ",[37,945,947],{"href":914,"target":40,"rel":946},[42,43],"weapon testing guide"," to choose one controlled attack, then treat the visible result as the answer for that attempt.",[53,950,952],{"id":951},"damage-states-and-death-causes","Damage states and death causes",[18,954,955],{},"These are the player-facing states and results currently supported by the available evidence:",[474,957],{":columns":958,":rows":959,"title":960,"variant":706},"[{\"key\":\"state\",\"label\":\"State or result\"},{\"key\":\"meaning\",\"label\":\"What it means\"},{\"key\":\"reported_setup\",\"label\":\"Reported setup\"},{\"key\":\"practical_response\",\"label\":\"What to do next\"}]","[[\"Paralysis\",\"The Ragdoll becomes paralyzed during the experiment.\",\"An attack or physical test; the exact trigger is not documented.\",\"Keep observing before changing the setup so you can separate paralysis from death.\"],[\"Blood loss\",\"A bleeding state that may lead to death.\",\"Cutting, piercing, or another attack that causes bleeding.\",\"Record the visible result; no confirmed bleed rate or treatment is documented.\"],[\"Brain injury\",\"A brain injury that is also reported as a death cause.\",\"A weapon or physical-impact experiment.\",\"Repeat the same position and attack if you are comparing outcomes.\"],[\"Decapitation\",\"A fatal result in which the Ragdoll is decapitated.\",\"A sword or other cutting experiment is reported.\",\"Replace or revive the subject before running another trial.\"],[\"Cardiac arrest\",\"A reported cause of death.\",\"The triggering setup is not confirmed.\",\"Treat the cause as unresolved rather than assigning it to a specific weapon.\"],[\"Death\",\"The current Ragdoll no longer continues the normal experiment.\",\"Shooting, crushing, hazards, or the listed damage outcomes.\",\"Use Revival when available, or begin a new subject.\"]]","Realistic Ragdoll Engine damage states",[18,962,963,964,966,967,969,970,973],{},"The rows separate an injury state from a final result. For example, ",[22,965,491],{}," and ",[22,968,494],{}," may be described as causes of death, while ",[22,971,972],{},"death"," is the outcome that ends the current test. The game evidence does not provide health values, state timers, hit-location rules, or confirmed resistances, so do not infer them from one successful or failed attempt.",[53,975,977],{"id":976},"how-to-run-a-controlled-damage-test","How to run a controlled damage test",[18,979,980],{},"Use this route when you want to compare damage without mixing several variables:",[61,982,983,989,995,1001,1007,1013],{},[64,984,985,988],{},[22,986,987],{},"Choose one Ragdoll."," Spawn or select a subject and move it away from other hazards where possible.",[64,990,991,994],{},[22,992,993],{},"Pick one source of damage."," Start with a weapon, projectile, spike setup, or crushing area. Do not combine a weapon and obstacle in the first trial.",[64,996,997,1000],{},[22,998,999],{},"Set the position."," Place the Ragdoll where the attack can make contact, then keep the angle and distance similar for later attempts.",[64,1002,1003,1006],{},[22,1004,1005],{},"Apply the test."," Use the selected weapon or Physics Tool once, then pause long enough to identify the visible state. Shooting, cutting, throwing, crushing, and moving a subject through hazards are all reported experiment types.",[64,1008,1009,1012],{},[22,1010,1011],{},"Record the result."," Note paralysis, blood loss, brain injury, decapitation, another death cause, or no visible result. “No result” is useful evidence that the setup may not have connected.",[64,1014,1015,1018],{},[22,1016,1017],{},"Repeat before concluding."," Run the same setup again, then change only one variable—position, timing, or tool—if the outcome differs.",[18,1020,1021],{},"This method is especially important for swords. Repeated sword attempts were described as “not working” in the reviewed footage, so a failed swing does not prove that swords cannot damage a Ragdoll. Reposition the subject, check contact, and retry before switching to a different explanation.",[53,1023,1025],{"id":1024},"weapons-hazards-and-recovery","Weapons, hazards, and recovery",[18,1027,1028],{},"Damage can come from both equipment and the environment. Weapons shown or discussed include swords, spikes, and firearms. Environmental tests include spike areas, crushing setups, and hidden obstacles. These categories tell you where to experiment, not what result is guaranteed.",[240,1030],{":segments":1031,"description":1032,"title":1033,"videoId":284},"[{\"start\":103,\"label\":\"Crushing and shooting damage experiment\"}]","This moment supports the article's controlled testing examples involving crushing, shooting, and observing whether the Ragdoll dies.","Video moments for weapon and hazard damage tests",[18,1035,1036,1037,1039,1040,1044],{},"If an experiment kills the subject, use ",[22,1038,188],{}," when it is available so you can continue testing without immediately replacing the Ragdoll. The ",[37,1041,1043],{"href":48,"target":40,"rel":1042},[42,43],"Ragdoll recovery guide"," covers the same reset decision, but the evidence does not establish whether revival clears blood loss, paralysis, brain injury, or another prior state. Check the revived subject before treating it as a clean trial.",[18,1046,1047],{},"If an attack does nothing, use this recovery order:",[61,1049,1050,1053,1056,1059,1062],{},[64,1051,1052],{},"Move the Ragdoll into a clearer position.",[64,1054,1055],{},"Repeat the same attack once to rule out a missed contact.",[64,1057,1058],{},"Change one variable, such as distance or angle.",[64,1060,1061],{},"Try another tool or hazard only after recording the failed attempt.",[64,1063,1064],{},"If the subject died, revive it or select a fresh Ragdoll for a clean comparison.",[53,1066,1068],{"id":1067},"what-the-evidence-does-not-establish","What the evidence does not establish",[18,1070,1071],{},"There is no supported numeric damage model here. The reviewed material does not confirm a health-bar value, damage-per-hit amount, bleed speed, state duration, treatment action, hit location, armor or resistance system, or a universal order in which injuries occur. It also does not confirm the trigger for cardiac arrest or whether Revival resets every injury.",[18,1073,1074],{},"That boundary changes how you should play: compare visible outcomes under repeatable conditions, but do not build a precise damage calculator from a single clip. When you need to know whether an attack works, the current in-game result is more useful than assigning an undocumented number to it.",[53,1076,806],{"id":805},[570,1078,1080],{"id":1079},"can-every-weapon-cause-every-damage-state","Can every weapon cause every damage state?",[18,1082,1083],{},"That relationship is not documented. The evidence shows several weapons and hazards producing damage or death during experiments, but it does not provide a complete weapon-to-state matrix. Test the exact setup instead of assuming that a sword, firearm, spike, or crusher always produces one named outcome.",[570,1085,1087],{"id":1086},"is-decapitation-always-fatal","Is decapitation always fatal?",[18,1089,1090],{},"The reviewed footage explicitly describes death by decapitation, so it is supported as a fatal outcome in those experiments. The evidence does not define every cutting interaction or prove that every similar contact uses the same result.",[570,1092,1094],{"id":1093},"what-should-i-do-when-a-ragdoll-is-paralyzed","What should I do when a Ragdoll is paralyzed?",[18,1096,1097],{},"Continue observing it and record the state before applying another variable. Paralysis is reported, but its duration, recovery conditions, and relationship to later death are not documented well enough to promise a cure or a fixed sequence.",[338,1099,1100,1106,1113,1120,1127,1134],{},[341,1101,1102,1104],{},[344,1103,346],{},[344,1105,349],{},[18,1107,1108,1110],{},[37,1109],{"href":610},[37,1111,610],{"href":610,"rel":1112},[358],[18,1114,1115,1117],{},[37,1116],{"href":363},[37,1118,363],{"href":363,"rel":1119},[358],[18,1121,1122,1124],{},[37,1123],{"href":354},[37,1125,354],{"href":354,"rel":1126},[358],[18,1128,1129,1131],{},[37,1130],{"href":371},[37,1132,371],{"href":371,"rel":1133},[358],[18,1135,1136],{},"The Roblox page establishes the experience identity. The reviewed video evidence directly records paralysis, blood loss, brain injury, decapitation, death, shooting, crushing, Revival, and failed sword attempts; a separate spike experiment supports using spikes as an environmental test. The sources do not establish numerical damage values, state durations, exact triggers for every state, or independent in-game testing by this article.",{"title":384,"searchDepth":385,"depth":385,"links":1138},[1139,1140,1141,1142,1143],{"id":951,"depth":385,"text":952},{"id":976,"depth":385,"text":977},{"id":1024,"depth":385,"text":1025},{"id":1067,"depth":385,"text":1068},{"id":805,"depth":385,"text":806,"children":1144},[1145,1146,1147],{"id":1079,"depth":637,"text":1080},{"id":1086,"depth":637,"text":1087},{"id":1093,"depth":637,"text":1094},"Damage","Learn how to test damage in Realistic Ragdoll Engine, recognize paralysis, blood loss, brain injury, and decapitation, and recover when an experiment fails.",[1151,1154,1157],{"question":1152,"answer":1153},"What damage states are reported in Realistic Ragdoll Engine?","The reviewed evidence reports paralysis, blood loss, brain injury, decapitation, and cardiac arrest, followed by death in some experiments. Exact triggers and durations are not fully documented.",{"question":1155,"answer":1156},"What is the most reliable way to test damage?","Place a Ragdoll in a controlled position, apply one weapon or hazard at a time, and observe the state before changing the setup. Use repeated trials because a sword attack may fail to connect or produce the expected result.",{"question":1158,"answer":1159},"Does Revival remove damage states?","Revival is reported as a way to bring a dead Ragdoll back for more testing, but the reviewed evidence does not confirm whether it clears every injury or preserves a previous state.","Damage states & death",[1162,1163,1164,1165],"Use a Ragdoll as the test subject, then apply a weapon or environmental hazard and watch the resulting state.","Paralysis, blood loss, brain injury, decapitation, and cardiac arrest are reported damage or death states, but their exact triggers are not fully documented.","Do not treat a weapon as a guaranteed result: repeated sword attempts were reported as not working, so reposition and retry before changing your conclusion.","Revival can let you continue an experiment, but the evidence does not confirm which injuries it clears.",{},{"title":924,"description":1149},{"loc":204,"lastmod":416},[],"en\u002Fdamage\u002Fdamage",[653,1172],"realistic ragdoll engine Damage","jdQtXWuK6dH8goAdXg6KLlhYWsgfw8ZnJFe6yD3NQg0",[1175],{"id":1176,"title":1177,"author":8,"body":1178,"category":1408,"coverLabel":394,"coverTone":395,"description":1409,"draft":397,"extension":398,"faq":1410,"featured":397,"game":653,"h1":1420,"keyTakeaways":1421,"meta":1425,"navigation":414,"path":39,"publishedAt":416,"readTime":660,"seo":1426,"sitemap":1427,"statCards":1428,"stem":1429,"tags":1430,"updatedAt":416,"__hash__":1431},"physics\u002Fen\u002Fphysics\u002Fphysics.md","Realistic Ragdoll Engine Physics Guide",{"type":10,"value":1179,"toc":1390},[1180,1186,1190,1228,1231,1235,1239,1242,1245,1249,1252,1255,1260,1264,1267,1272,1276,1279,1289,1293,1301,1307,1311,1317,1320,1324,1327,1329,1333,1336,1340,1343,1347,1350,1354,1357],[18,1181,1182,1183,1185],{},"Realistic Ragdoll Engine Physics is best approached as a controlled sandbox experiment, not as a fixed weapon or damage list. Start with one ",[32,1184,34],{},", choose one interaction, and change only the position, force, angle, or surrounding object you are testing. This makes it easier to tell whether a different result came from the tool or from the setup.",[53,1187,1189],{"id":1188},"set-up-a-repeatable-test","Set up a repeatable test",[61,1191,1192,1204,1210,1216,1222],{},[64,1193,1194,1197,1198,1200,1201,1203],{},[22,1195,1196],{},"Place one target."," Select or generate a ",[32,1199,34],{}," and put it in a clear area. Check for nearby ",[32,1202,162],{},", since hidden objects can change its route and collision result.",[64,1205,1206,1209],{},[22,1207,1208],{},"Choose one interaction."," Begin with throwing, a projectile, a blade, a spike, crushing, or a movement test. Do not combine several forces on the first attempt.",[64,1211,1212,1215],{},[22,1213,1214],{},"Record the setup."," Note the target's position, the contact point, the approach angle, and whether it is already injured or dead.",[64,1217,1218,1221],{},[22,1219,1220],{},"Repeat once."," Run the same setup again before changing it. A single impact is not enough to establish a fixed damage value or guaranteed reaction.",[64,1223,1224,1227],{},[22,1225,1226],{},"Change one input."," Move the contact point, alter the angle or distance, or replace the environmental object. Compare the motion, collision, and damage state after each change.",[18,1229,1230],{},"This method is useful because the supplied evidence supports a relationship between force or hit location and the dummy's reaction, but it does not provide a numerical physics formula, a complete tool list, or fixed damage values.",[53,1232,1234],{"id":1233},"test-the-main-physics-interactions","Test the main Physics interactions",[570,1236,1238],{"id":1237},"throwing-and-impact","Throwing and impact",[18,1240,1241],{},"Use a clear floor or open area to observe momentum, flight, landing, and follow-up collisions. The supplied video evidence explicitly mentions throwing a ragdoll, but it does not establish the key, force levels, unlock condition, or a maximum range. Treat the throw as an observed interaction rather than a documented ability with fixed settings.",[18,1243,1244],{},"For a useful comparison, keep the target and starting position the same, then compare a changed direction or contact point. Watch whether the dummy travels, stops, falls, or hits another object. Nearby walls, spikes, and other dummies can become part of the result.",[570,1246,1248],{"id":1247},"spikes-projectiles-and-blades","Spikes, projectiles, and blades",[18,1250,1251],{},"Repeat collision tests with one contact surface at a time. The available material shows spike and piercing experiments, including projectiles passing through a ragdoll. The practical decision is where to place the target and how to keep the approach reproducible—not which undocumented weapon has the highest damage.",[18,1253,1254],{},"If a sword or another tool fails after the target dies or changes state, reset the setup instead of assuming the weapon is permanently ineffective. Try revival where available, reposition the target, and test again with a different angle or tool. The evidence records this failure pattern but does not identify a definitive cause.",[240,1256],{":segments":1257,"description":1258,"title":1259,"videoId":245},"[{\"start\":486,\"label\":\"Throw a ragdoll and check the swords\"}]","This moment supports the section's advice to reset or change the setup after throwing a ragdoll and finding that the swords no longer work.","Reset a ragdoll after a sword failure",[570,1261,1263],{"id":1262},"crushing","Crushing",[18,1265,1266],{},"Move the target into the area shown or described as a crushing setup, then observe the pressure and resulting movement or damage. The experiment is documented, but the formal device name, exact location, trigger, and operating controls are not. Do not present a guessed location or activation method as a walkthrough.",[240,1268],{":segments":1269,"description":1270,"title":1271,"videoId":284},"[{\"start\":103,\"label\":\"Ragdoll about to be crushed\"}]","This moment supports the crushing section by showing a ragdoll about to be crushed without establishing an exact device, location, or control method.","Observe a ragdoll crushing experiment",[570,1273,1275],{"id":1274},"flight-and-obstacles","Flight and obstacles",[18,1277,1278],{},"Flight can extend a physics test into the air: use it to compare airborne position, unusual movement, and high or long collisions. The evidence confirms flight appears in the game, but not how to activate it, how long it lasts, or whether it requires a condition.",[18,1280,1281,1282,1288],{},"Before comparing results, inspect the route for ",[37,1283,1286],{"href":1284,"target":40,"rel":1285},"\u002Fobstacles",[42,43],[32,1287,162],{},". Hidden obstacles can redirect or stop a ragdoll, making two apparently identical tests produce different outcomes. Clear the path when measuring a throw; include the obstacle deliberately when testing collision behavior.",[53,1290,1292],{"id":1291},"connect-physics-to-damage-states","Connect Physics to damage states",[18,1294,1295,1296,1300],{},"Physical contact can lead to damage states such as paralysis, blood loss, brain injury, decapitation, or cardiac arrest. Use the ",[37,1297,1299],{"href":204,"target":40,"rel":1298},[42,43],"damage guide"," to record these as outcomes to observe, not as guaranteed results for a named tool. The supplied evidence does not give probabilities, thresholds, or a damage chart.",[18,1302,1303,1304,1306],{},"When a target dies, ",[32,1305,188],{}," can support another test if the game allows it. Recheck the target's state after recovery: the recorded sword failure shows that a revived or otherwise changed target may not behave like the original test subject. Keep the first result and the recovery result separate in your notes.",[53,1308,1310],{"id":1309},"ragdoll-versus-ragdoll-tests","Ragdoll-versus-ragdoll tests",[18,1312,1313,1314,1316],{},"Multiple dummies can fight each other, so Physics is not limited to player-versus-target experiments. Place two or more ",[32,1315,34],{}," entities apart, start with a clear arena, and then introduce one environmental object or weapon. This isolates whether the observed movement comes from another dummy's collision, the tool, or the environment.",[18,1318,1319],{},"Use the same repeat rule here: reset the positions, repeat the interaction, and change only one variable. The evidence confirms the interaction exists, but does not document a separate fighting mode, combat rules, or a complete roster of entities.",[53,1321,1323],{"id":1322},"what-is-not-documented","What is not documented",[18,1325,1326],{},"No usable entity pages are documented for this topic. As a result, this guide does not claim specific control keys, unlock requirements, force levels, timers, exact device locations, weapon statistics, collision numbers, or a complete list of interactive objects. In-game behavior should take priority if it differs from a recorded video observation.",[53,1328,806],{"id":805},[570,1330,1332],{"id":1331},"is-physics-a-weapon-category","Is Physics a weapon category?",[18,1334,1335],{},"No. The evidence describes it as a broader framework covering force, collisions, movement, environmental devices, weapons, and ragdoll states.",[570,1337,1339],{"id":1338},"why-did-the-same-tool-produce-a-different-result","Why did the same tool produce a different result?",[18,1341,1342],{},"Change in hit location, force, contact angle, target state, or nearby objects can change the reaction. Repeat the setup and vary one of those inputs at a time.",[570,1344,1346],{"id":1345},"can-i-use-flight-for-a-guaranteed-high-impact-test","Can I use flight for a guaranteed high-impact test?",[18,1348,1349],{},"No guaranteed impact or flight control is documented. Flight is confirmed as an observed interaction, while its activation and limits remain unknown.",[570,1351,1353],{"id":1352},"where-is-the-crushing-setup","Where is the crushing setup?",[18,1355,1356],{},"Its exact location and formal name are not established by the supplied evidence. Use the described crushing experiment as a lead, not as a confirmed map route.",[338,1358,1359,1365,1387],{},[341,1360,1361,1363],{},[344,1362,346],{},[344,1364,349],{},[18,1366,1367,1369,1372,1374,1377,1379,1382,1384],{},[37,1368],{"href":882},[37,1370,882],{"href":882,"rel":1371},[358],[37,1373],{"href":354},[37,1375,354],{"href":354,"rel":1376},[358],[37,1378],{"href":363},[37,1380,363],{"href":363,"rel":1381},[358],[37,1383],{"href":371},[37,1385,371],{"href":371,"rel":1386},[358],[18,1388,1389],{},"The guide uses the supplied summary and its referenced video observations. The videos document examples of throwing, crushing, spikes, obstacles, flight, ragdoll fighting, and a sword failing after a state change; they do not independently establish controls, numerical values, unlock requirements, or complete mechanics. The Roblox metadata identifies the game record but does not document the Physics interactions, so it is not used for gameplay claims.",{"title":384,"searchDepth":385,"depth":385,"links":1391},[1392,1393,1399,1400,1401,1402],{"id":1188,"depth":385,"text":1189},{"id":1233,"depth":385,"text":1234,"children":1394},[1395,1396,1397,1398],{"id":1237,"depth":637,"text":1238},{"id":1247,"depth":637,"text":1248},{"id":1262,"depth":637,"text":1263},{"id":1274,"depth":637,"text":1275},{"id":1291,"depth":385,"text":1292},{"id":1309,"depth":385,"text":1310},{"id":1322,"depth":385,"text":1323},{"id":805,"depth":385,"text":806,"children":1403},[1404,1405,1406,1407],{"id":1331,"depth":637,"text":1332},{"id":1338,"depth":637,"text":1339},{"id":1345,"depth":637,"text":1346},{"id":1352,"depth":637,"text":1353},"Physics","Learn how to test force, collisions, throwing, crushing, flight, and ragdoll damage in Realistic Ragdoll Engine Physics.",[1411,1414,1417],{"question":1412,"answer":1413},"What affects a physics result in Realistic Ragdoll Engine?","The available summary identifies hit location, force, contact angle, the target's current state, and nearby objects as important variables.",{"question":1415,"answer":1416},"Are the controls for throwing and flight documented?","No. The supplied evidence confirms that throwing and flight appear in experiments, but it does not document stable keys, unlock requirements, duration, or control schemes.",{"question":1418,"answer":1419},"What should I do if a weapon stops working?","Reposition or revive the target, then repeat the test with a changed angle or another tool. The evidence specifically records swords failing after state changes, so do not treat one failed attempt as a fixed damage rule.","Physics experiments",[1422,1423,1424],"Change one variable at a time when testing a ragdoll interaction.","Hit location, force, angle, target state, and nearby objects can change the result.","The available evidence confirms throwing and flight, but not their controls or unlock conditions.",{},{"title":1177,"description":1409},{"loc":39,"lastmod":416},[],"en\u002Fphysics\u002Fphysics",[653,1408],"u2DFeOtojnGn7QoJbzys0zb8QaHSk-OuWF8wSXggOX0",[1433],{"id":1434,"title":1435,"author":8,"body":1436,"category":162,"coverLabel":394,"coverTone":395,"description":1677,"draft":397,"extension":398,"faq":1678,"featured":397,"game":29,"h1":1688,"keyTakeaways":1689,"meta":1693,"navigation":414,"path":1284,"publishedAt":416,"readTime":1694,"seo":1695,"sitemap":1696,"statCards":1697,"stem":1698,"tags":1699,"updatedAt":416,"__hash__":1701},"obstacles\u002Fen\u002Fobstacles\u002Fobstacles.md","Realistic Ragdoll Engine Obstacles Guide",{"type":10,"value":1437,"toc":1666},[1438,1441,1445,1494,1497,1502,1507,1511,1547,1550,1554,1557,1571,1574,1578,1604,1607,1609,1613,1616,1620,1623,1627,1630],[18,1439,1440],{},"Realistic Ragdoll Engine obstacles are best approached as controlled physics tests and careful exploration hazards. Start with one Ragdoll, place it near a confirmed hazard, and change only one variable at a time. This lets you compare contact results without assuming that every collision has the same damage rule.",[53,1442,1444],{"id":1443},"confirmed-obstacle-types","Confirmed obstacle types",[93,1446,1447,1460],{},[96,1448,1449],{},[99,1450,1451,1454,1457],{},[102,1452,1453],{},"Obstacle",[102,1455,1456],{},"What the evidence supports",[102,1458,1459],{},"Practical use",[112,1461,1462,1472,1483],{},[99,1463,1464,1466,1469],{},[117,1465,686],{},[117,1467,1468],{},"A spike setup can contact a Ragdoll and produce a dangerous piercing interaction. Another set of spikes is mentioned during testing.",[117,1470,1471],{},"Move, throw, or place a Ragdoll near the spikes, then observe the result.",[99,1473,1474,1477,1480],{},[117,1475,1476],{},"Crushing setups",[117,1478,1479],{},"A character can be positioned where it is about to be crushed. The available record does not identify the device or its trigger.",[117,1481,1482],{},"Treat the area as dangerous and use it to test crushing and damage reactions.",[99,1484,1485,1488,1491],{},[117,1486,1487],{},"Hidden obstacles",[117,1489,1490],{},"An area contains a few obstacles that are not readily visible. Their positions, count, and appearance are not documented.",[117,1492,1493],{},"Slow down while exploring and check the route before moving a Ragdoll or yourself farther.",[18,1495,1496],{},"This is a scoped list, not a complete map catalog. The evidence does not confirm obstacle names beyond these examples, nor does it establish whether crushing setups are fixed map objects or deployable tools.",[240,1498],{":segments":1499,"description":1500,"title":1501,"videoId":750},"[{\"start\":145,\"label\":\"Encounter another set of spikes\"}]","This moment supports the article's confirmed Spikes example by showing another set of spikes encountered during testing.","Check a Spikes obstacle during testing",[240,1503],{":segments":1504,"description":1505,"title":1506,"videoId":284},"[{\"start\":103,\"label\":\"Place a character near crushing\"}]","This moment supports the confirmed crushing-setup example by describing a character positioned where it is about to be crushed.","Test a crushing setup with a character",[53,1508,1510],{"id":1509},"how-to-test-a-hazard","How to test a hazard",[61,1512,1513,1519,1525,1535,1541],{},[64,1514,1515,1518],{},[22,1516,1517],{},"Prepare a test subject."," Generate or select a Ragdoll before approaching the hazard. Keep the experiment focused on one obstacle type.",[64,1520,1521,1524],{},[22,1522,1523],{},"Choose a controlled approach."," Move, place, or throw the Ragdoll toward the Spikes or crushing area. Avoid changing its position and movement at the same time if you want a useful comparison.",[64,1526,1527,1530,1531,1534],{},[22,1528,1529],{},"Observe the Damage State."," Record whether the contact causes a visible injury, a severe result, or a death state. The ",[37,1532,206],{"href":204,"target":40,"rel":1533},[42,43]," explains how to keep those observations separate from guessed formulas. The sources do not provide numeric damage, timing, or a guaranteed outcome for a particular body part.",[64,1536,1537,1540],{},[22,1538,1539],{},"Repeat from a different position."," Compare contact angle, placement, and movement rather than treating one attempt as a universal rule.",[64,1542,1543,1546],{},[22,1544,1545],{},"Use Revival when needed."," If the test ends in death, revive the experiment subject before trying the next setup. This keeps separate trials from being confused with one another.",[18,1548,1549],{},"Spikes can also appear in weapon-oriented examples, so distinguish a hazard that is part of the environment from an item you actively equip or place. The same visual idea does not prove that both versions share damage, activation, or repeat-use behavior.",[53,1551,1553],{"id":1552},"navigating-obstacle-areas","Navigating obstacle areas",[18,1555,1556],{},"When an obstacle area also contains a possible Loot route, prioritize visibility and recovery over speed:",[61,1558,1559,1562,1565,1568],{},[64,1560,1561],{},"Move downward in short sections instead of rushing through the whole area.",[64,1563,1564],{},"Pause after each collision or unexpected stop and check whether the problem is a visible hazard or a hidden one.",[64,1566,1567],{},"Approach remaining Loot only after the nearby route is clear enough to recover a Ragdoll if it is damaged.",[64,1569,1570],{},"Treat first, second, and third collection references as observed targets rather than confirmed item names or rewards.",[18,1572,1573],{},"The available evidence does not show that collecting Loot unlocks the area, completes an objective, or grants a specific reward. It also does not confirm a fixed route, obstacle count, or completion condition. Use exploration as a search-and-test process rather than following an assumed map order.",[53,1575,1577],{"id":1576},"what-is-still-unknown","What is still unknown",[212,1579,1580,1586,1592,1598],{},[64,1581,1582,1585],{},[22,1583,1584],{},"Exact damage:"," No numeric damage values, body-part multipliers, or guaranteed death thresholds are documented.",[64,1587,1588,1591],{},[22,1589,1590],{},"Activation rules:"," The trigger for a crushing setup and whether it can be reused are unverified.",[64,1593,1594,1597],{},[22,1595,1596],{},"Layout:"," The location and number of Spikes and hidden obstacles are not established by the available records.",[64,1599,1600,1603],{},[22,1601,1602],{},"Progression:"," The connection between obstacle areas and Loot rewards or unlocks remains unknown.",[18,1605,1606],{},"These limits matter when comparing attempts: a different result may come from placement, movement, or an undocumented collision condition rather than from a confirmed difficulty tier.",[53,1608,806],{"id":805},[570,1610,1612],{"id":1611},"can-i-use-obstacles-for-ragdoll-experiments","Can I use obstacles for Ragdoll experiments?",[18,1614,1615],{},"Yes. The supported workflow is to place, move, or throw a Ragdoll into a hazard and observe the resulting physics or Damage State. Revival lets you continue after a fatal test.",[570,1617,1619],{"id":1618},"are-spikes-guaranteed-to-kill-a-ragdoll","Are Spikes guaranteed to kill a Ragdoll?",[18,1621,1622],{},"No guaranteed threshold is documented. The evidence supports piercing contact and potentially severe injury or death, but it does not justify a universal kill claim.",[570,1624,1626],{"id":1625},"where-are-the-hidden-obstacles","Where are the hidden obstacles?",[18,1628,1629],{},"Their exact locations are not documented. The practical response is to move slowly through the referenced area and check unexpected collisions instead of assuming the route is clear.",[338,1631,1632,1638,1645,1652,1659],{},[341,1633,1634,1636],{},[344,1635,346],{},[344,1637,349],{},[18,1639,1640,1642],{},[37,1641],{"href":371},[37,1643,371],{"href":371,"rel":1644},[358],[18,1646,1647,1649],{},[37,1648],{"href":354},[37,1650,354],{"href":354,"rel":1651},[358],[18,1653,1654,1656],{},[37,1655],{"href":379},[37,1657,379],{"href":379,"rel":1658},[358],[18,1660,1661,1663],{},[37,1662],{"href":610},[37,1664,610],{"href":610,"rel":1665},[358],{"title":384,"searchDepth":385,"depth":385,"links":1667},[1668,1669,1670,1671,1672],{"id":1443,"depth":385,"text":1444},{"id":1509,"depth":385,"text":1510},{"id":1552,"depth":385,"text":1553},{"id":1576,"depth":385,"text":1577},{"id":805,"depth":385,"text":806,"children":1673},[1674,1675,1676],{"id":1611,"depth":637,"text":1612},{"id":1618,"depth":637,"text":1619},{"id":1625,"depth":637,"text":1626},"Learn how to test spikes, crushing setups, and hidden obstacles while exploring safely in Realistic Ragdoll Engine.",[1679,1682,1685],{"question":1680,"answer":1681},"What obstacles are confirmed in Realistic Ragdoll Engine?","The available evidence confirms Spikes, crushing setups, and hidden obstacles. It does not establish a complete list of every hazard in the experience.",{"question":1683,"answer":1684},"Do obstacles have known damage values or safe distances?","No. The available evidence shows dangerous contact and possible severe injury or death, but it does not provide numeric damage values or a reliable safe-distance rule.",{"question":1686,"answer":1687},"Are hidden obstacles tied to a fixed map or loot reward?","That relationship is not documented. Evidence only places hidden obstacles in an area where the player is moving downward and looking for remaining Loot.","Realistic Ragdoll Engine Obstacles",[1690,1691,1692],"Use a Ragdoll and Physics Tools to test environmental hazards one interaction at a time.","Spikes and crushing setups are confirmed hazard examples, but their exact damage rules are not documented.","Move slowly through obstacle areas because hidden collision hazards and nearby Loot may share the route.",{},"4 min read",{"title":1435,"description":1677},{"loc":1284,"lastmod":416},[],"en\u002Fobstacles\u002Fobstacles",[29,1700],"realistic ragdoll engine Obstacles","QHsuL4Qg_ducU4TdtIY7TV5wFETu6s-DrC5hlLc-znE",[1703],{"id":1704,"title":1705,"author":8,"body":1706,"category":1916,"coverLabel":394,"coverTone":395,"description":1917,"draft":397,"extension":398,"faq":1918,"featured":397,"game":29,"h1":1705,"keyTakeaways":1928,"meta":1932,"navigation":414,"path":1933,"publishedAt":416,"readTime":1694,"seo":1934,"sitemap":1935,"statCards":1936,"stem":1937,"tags":1938,"updatedAt":416,"__hash__":1939},"loot\u002Fen\u002Floot\u002Floot.md","Realistic Ragdoll Engine Loot Guide",{"type":10,"value":1707,"toc":1909},[1708,1711,1718,1722,1725,1742,1745,1751,1755,1758,1818,1825,1829,1832,1849,1852,1856,1864,1881,1884,1888,1891,1894],[13,1709,1705],{"id":1710},"realistic-ragdoll-engine-loot-guide",[18,1712,1713,1714,1717],{},"If you are searching for ",[22,1715,1716],{},"Realistic Ragdoll Engine loot",", treat it as an exploration task rather than a confirmed checklist. Move out from the main physics-testing area, follow reachable routes into other spaces, and test suspected collectibles one at a time. The available footage confirms a player looking for “the rest of the loot” and attempting a first, second, and third target, but it does not name the items or prove that three is the total.",[53,1719,1721],{"id":1720},"start-the-loot-search","Start the loot search",[18,1723,1724],{},"Use this route when you want to look for collectibles without confusing ordinary physics objects with loot:",[61,1726,1727,1730,1733,1736,1739],{},[64,1728,1729],{},"Begin in the area where you are already testing ragdolls, tools, or hazards.",[64,1731,1732],{},"Look for a route into another part of the map instead of staying inside the initial test space.",[64,1734,1735],{},"Move downward or into the next reachable area when the environment allows it.",[64,1737,1738],{},"Scan the path and nearby spaces for a target that appears collectible.",[64,1740,1741],{},"Try the pickup, then record whether the target disappears, produces a visible result, or remains unchanged.",[18,1743,1744],{},"The evidence supports moving into another area and moving down before the player attempts the reported targets. It does not provide a named room, coordinate, exact control, or guaranteed route, so use the live layout as the authority for navigation.",[240,1746],{":segments":1747,"description":1748,"title":1749,"videoId":1750},"[{\"start\":0,\"label\":\"Move into another area and attempt three loot targets\"}]","This moment supports the route into another area and the attempts to reach the first, second, and third loot targets described in this section.","Explore another area and attempt loot targets","wYQXeIsRuK8",[53,1752,1754],{"id":1753},"track-the-first-second-and-third-targets","Track the first, second, and third targets",[18,1756,1757],{},"The footage is useful for organizing a search, but not for turning an observation into a full loot list:",[93,1759,1760,1772],{},[96,1761,1762],{},[99,1763,1764,1767,1769],{},[102,1765,1766],{},"Search checkpoint",[102,1768,1456],{},[102,1770,1771],{},"What remains unknown",[112,1773,1774,1785,1796,1807],{},[99,1775,1776,1779,1782],{},[117,1777,1778],{},"Remaining loot",[117,1780,1781],{},"The player is looking for additional loot beyond what was already found or expected",[117,1783,1784],{},"The number already collected and the complete total",[99,1786,1787,1790,1793],{},[117,1788,1789],{},"First target",[117,1791,1792],{},"The player attempts to get a first suspected loot target",[117,1794,1795],{},"Its name, appearance, and pickup result",[99,1797,1798,1801,1804],{},[117,1799,1800],{},"Second target",[117,1802,1803],{},"The player attempts to get a second suspected loot target",[117,1805,1806],{},"Whether it is a separate collectible or the same target revisited",[99,1808,1809,1812,1815],{},[117,1810,1811],{},"Third target",[117,1813,1814],{},"The player attempts to get a third suspected loot target",[117,1816,1817],{},"Whether more targets exist afterward",[18,1819,1820,1821,1824],{},"Use these as notes for your own search, not as item names. If a target does not respond, mark it as ",[22,1822,1823],{},"unconfirmed"," and continue exploring rather than assuming the route or pickup requirement.",[53,1826,1828],{"id":1827},"handle-an-uncertain-pickup","Handle an uncertain pickup",[18,1830,1831],{},"When a suspected collectible does not clearly register, isolate the problem before changing the whole route:",[61,1833,1834,1837,1840,1843,1846],{},[64,1835,1836],{},"Stop near the target and try the interaction again from a slightly different position.",[64,1838,1839],{},"Check whether your character is actually in the target area rather than looking at it from a distance.",[64,1841,1842],{},"Move around the object or approach it from another side if the environment permits.",[64,1844,1845],{},"Note any visible change, sound, disappearance, or counter update.",[64,1847,1848],{},"If nothing confirms the pickup, leave the target unresolved and search the next reachable area.",[18,1850,1851],{},"This process avoids claiming that a target was collected when the supplied evidence only shows an attempt. The local materials do not document a universal pickup control, a required tool, an interaction range, or a retry limit.",[53,1853,1855],{"id":1854},"search-around-obstacles-safely","Search around obstacles safely",[18,1857,1858,1859,1863],{},"Loot exploration can overlap with the game's obstacle and physics spaces. The ",[37,1860,1862],{"href":1284,"target":40,"rel":1861},[42,43],"obstacle guide"," covers the hazard-aware route in more detail. A route may lead downward or through an area where collisions affect movement, so keep the search separate from experiments when you need a clear result:",[212,1865,1866,1869,1872,1875,1878],{},[64,1867,1868],{},"Move slowly through unfamiliar sections so a collision does not make you skip a target.",[64,1870,1871],{},"If a ragdoll, weapon, or other physics object blocks the view, reposition it before deciding that loot is absent.",[64,1873,1874],{},"Test one suspected collectible at a time and note its location relative to a recognizable part of the environment.",[64,1876,1877],{},"Do not label every movable object as loot; the evidence does not define the appearance of the collectibles.",[64,1879,1880],{},"Revisit an unresolved spot after checking the next area, but do not count a revisit as a new item.",[18,1882,1883],{},"The evidence does not establish that loot changes damage, physics behavior, progression, or access to a specific area. Those relationships should be treated as unverified until the live game displays a result.",[53,1885,1887],{"id":1886},"what-the-current-evidence-does-not-confirm","What the current evidence does not confirm",[18,1889,1890],{},"There is no reliable local list of loot names, exact locations, total count, respawn behavior, rewards, completion counter, or achievement tied to collecting it. The phrase “the rest of the loot” indicates that multiple targets may exist, while the separate first, second, and third attempts show how the search unfolded in one piece of footage. Neither observation proves a complete route or final total.",[18,1892,1893],{},"For a dependable checklist, record each target only after the game visibly confirms the pickup. Keep the result tied to the area where you found it, and recheck the live experience after updates because collection behavior can change.",[338,1895,1896,1902],{},[341,1897,1898,1900],{},[344,1899,346],{},[344,1901,349],{},[18,1903,1904,1906],{},[37,1905],{"href":379},[37,1907,379],{"href":379,"rel":1908},[358],{"title":384,"searchDepth":385,"depth":385,"links":1910},[1911,1912,1913,1914,1915],{"id":1720,"depth":385,"text":1721},{"id":1753,"depth":385,"text":1754},{"id":1827,"depth":385,"text":1828},{"id":1854,"depth":385,"text":1855},{"id":1886,"depth":385,"text":1887},"Loot","Learn how to search for loot in Realistic Ragdoll Engine, test uncertain pickups, and track what remains without relying on an unverified item list.",[1919,1922,1925],{"question":1920,"answer":1921},"How do I find loot in Realistic Ragdoll Engine?","Move through the available areas beyond the main physics setup, look for collectible targets, and test each suspected pickup in the live game.",{"question":1923,"answer":1924},"How many loot items are in Realistic Ragdoll Engine?","The available evidence does not confirm a total. It shows attempts at a first, second, and third target and mentions remaining loot, but that does not establish the complete count.",{"question":1926,"answer":1927},"What rewards do loot collectibles give?","Loot rewards are not documented in the supplied evidence, so check the in-game result rather than assuming that a pickup unlocks an item, area, or achievement.",[1929,1930,1931],"Move beyond the main physics area and search connected spaces for remaining loot.","Treat the first, second, and third targets as observed attempts, not a confirmed total.","Verify a pickup in the live game because item names, rewards, and collection rules are not documented here.",{},"\u002Floot",{"title":1705,"description":1917},{"loc":1933,"lastmod":416},[],"en\u002Floot\u002Floot",[29,1716],"g6noB9Fax4Zz22uHKlLg4PLzc03N-kTQQyCubWaR4UY",1793118953964]