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Scape and Run: Parasites Mod Wiki

The definitive guide to Scape and Run: Parasites, a hardcore horror mod adding evolving, adaptive parasitic lifeforms that consume and transform the Minecraft world.

7 sections · 1,010 words

Overview#

Scape and Run: Parasites is a comprehensive horror mod for Minecraft that introduces a terrifying parasitic faction. These creatures do not just spawn; they evolve, adapt to your weapons, and terraform the environment into a fleshy, alien landscape. The mod is inspired by fictional horrors like The Thing, The Flood (Halo), and Necromorphs (Dead Space).

Key Features

  • Evolution System: Parasites gain points by killing and infecting mobs, advancing through 11 distinct phases that change the world's difficulty.
  • Adaptation: Higher-tier parasites learn from damage. If you hit them with a sword repeatedly, they will eventually become immune to it.
  • Infection: Vanilla mobs like Cows, Sheep, and Villagers can be infected, turning into horrific 'Assimilated' versions of themselves.
  • World Transformation: Beckons and Nodes spread 'Infested Blocks' and 'Residue,' eventually creating a dedicated Parasite Biome.

Evolution Phases#

The mod operates on a global Evolution Phase system. Parasites earn points through various tasks, and as the phase increases, new mobs spawn and world-wide penalties apply.

Phase Points Required Key Effects
Phase 0 0 Only Buglins spawn. Infection begins.
Phase 1 400 Rupters unlock. Parasites spawn in groups.
Phase 2 1,500 Assimilated mobs (Humans, Cows, etc.) spawn naturally.
Phase 3 100,000 Dispatchers and Beckons appear. Passive point gain starts.
Phase 4 1,000,000 Primitive Parasites unlock. Parasites can break blocks.
Phase 5 10,000,000 Parasite Biome begins to form. Adapted Parasites unlock.
Phase 6 30,000,000 Pure Parasites (Vigilante, Marauder) spawn naturally.
Phase 7 100,000,000 Preeminent Parasites unlock. Crops grow 30% slower.
Phase 8 500,000,000 Feral Parasites unlock. Experience drops are disabled.
Phase 9 1,000,000,000 Total Slaughter: Parasites hunt everything. Crops stop growing.
Phase 10 1,800,000,000 Non-parasites stop spawning naturally. Stats increased by 7%.

Point Acquisition

  • Killing a Mob: 1 Point
  • Assimilating a Mob: 6 Points
  • Merging (Moving Flesh): 9 Points
  • Infesting a Block: 6 Points
  • Sleeping: Adds 3 to 18,000 points (depending on phase).

The Parasite Hierarchy (Mobs)#

Parasites are divided into tiers based on their strength and role in the hive.

1. Inborn & Lesser Parasites

The scouts and infectors of the hive. They are weak but fast.

  • Buglin: Small, green insects. They are the first to appear and can infect passive mobs.
  • Rupter: The primary infector. They use tentacles to lash out and can climb walls.
  • Mangler: Evolved from Rupters (30 kills). They inflict Slowness IV and can teleport short distances.

2. Assimilated Mobs

Vanilla creatures that have been taken over by the parasite. They often drop their 'disguise' when damaged.

Mob HP Attack Special Ability
Assimilated Human 30 6 Can wear player armor; spawns from infected players.
Assimilated Cow 25 8 High knockback; splits into a 'Walking Head' on death.
Assimilated Big Spider 30 5 Shoots temporary webbing to trap players.
Assimilated Enderman 60 12 Teleports frequently; extremely aggressive.

3. Primitive & Adapted Parasites

Purely parasitic forms that do not resemble vanilla mobs. They possess the Adaptation System.

  • Primitive Longarms: A tall, multi-armed creature with high reach. Its Adapted form has even greater range.
  • Primitive Yelloweye: A flying parasite that shoots poisonous projectiles.
  • Primitive Summoner: Can summon Rupters and clones of killed parasites.
  • Adapted Forms: These occur when a Primitive parasite gets 10 kills. They have doubled stats and can puke 'Residue' to spawn Beckons.

4. Pure & Ancient Parasites (Bosses)

The elite forces and massive titans of the mod.

  • Vigilante: A territory defender that shoots poison clouds.
  • Overseer: A flying pure parasite that summons Seizers.
  • Ancient Dreadnaught: A massive flying boss that shoots 'Reinforcement Pods' which spawn more parasites.
  • Ancient Overlord: A ground-based titan with massive HP and AoE attacks.

Items & Equipment#

To survive, players must craft specialized gear from parasite remains.

Living & Sentient Weapons

Living weapons are powerful tools that 'grow' as you use them. After dealing 50,000 damage, a Living weapon evolves into its Sentient counterpart.

Weapon Ingredients Special Effect
Living Sword Hardened Bone Handle, Infectious Blade Fragment, Living Core Inflicts Bleeding (damage over time).
Living Axe Hardened Bone Handle, Vile Shell, Living Core Inflicts Corrosion (destroys armor).
Living Cleaver Hardened Bone Handle, Infectious Blade Fragment, Living Core Inflicts Viral (increases damage taken).
Living Scythe Hardened Bone Handle, Infectious Blade Fragment, Living Core Massive AoE sweep attack.
Living Bow Hardened Bone Handle, Dried Tendons, Vile Shell, Living Core Damage increases the longer it is drawn.

Living Armor

Crafted from Longarms Armor Fragments, Yelloweye Bones, and Infected Flesh.

  • Full Set Bonus: Grants the player access to the Adaptation System, allowing them to adapt to up to 7 damage types (reducing damage taken from those sources).

Utility Items

  • Bloody Clock: Displays the current Evolution Phase and point progress.
  • Lures: Blocks that, when right-clicked, halt point gain for a duration.
  • Biome Purifier: Used to cleanse the Parasite Biome and revert blocks to their original state.

Core Mechanics#

The Merge System

When an infected mob reaches its kill count (usually 5) and is near 3 other infected mobs, they will melt into Moving Flesh. If two pieces of Moving Flesh meet, they fuse into a Primitive Parasite.

Adaptation System

Parasites of Primitive tier or higher can adapt to damage.

  • Detection: A red particle effect indicates they are learning a damage type. A specific sound indicates full adaptation.
  • Counter: Use Fire (quadruple damage) or hit their Weak Points/Tendrils to reset their adaptation.

Reinforcement System

Triggered when parasites are killed.

  • Beckons: Stationary 'spawners' that evolve through 4 stages. Stage IV Beckons can create the Parasite Biome.
  • Dispatchers: Large, multi-headed entities that buff nearby parasites and teleport them to the player.

World & Structures#

Parasite Biome

A biome made of flesh, bone, and 'Hivestone.' It features unique flora like Bladder Sacs and Alveoli Blocks. The air itself may be toxic, and the ground is covered in Residue which applies the Call of the Hive (COTH) effect.

Colony

A massive, procedurally generated structure that serves as a hive hub. It contains Colony Cores and high-tier loot but is guarded by the most dangerous parasites.

Meteor

A rare celestial event where a parasite-infested rock crashes into the world, instantly infesting the area and spawning a Node to accelerate evolution.

Commands#

Administrators can use these commands to manage the parasite threat:

  • /srpevolution getphase - Shows the current phase and points.
  • /srpevolution setphase <number> - Manually sets the evolution phase.
  • /srpevolution addpoints <number> - Adds points to the system.
  • /srpnodes viewall - Lists the coordinates of all active Nodes.
  • /srparasites readconfigurationfile - Reloads the mod's config without restarting.
  • /srpguide unlockall - Unlocks all entries in the in-game Compendium.