recursal/Fanatic-Fandom huggingface dataset:
Helmut Leberecht von Humboldt-Würtenburg-Hohenstaufen III

Temporary concept art of Helmut and Jorrick boozing it up

### Relatives

Engelbert Diederich (husband), Friedhelm (eldest son), Christophe (middlest son), Elsa (eldest daughter), Hildebrand (sweet baby son), Constanze (middlest daughter), Franziska (sweet baby daughter), Dieter (grandson), Ulrich (grandson), Catherine (granddaughter), Bettina (granddaughter), Waldemer (grandson), Effie (granddaughter), Leberecht (grandson), Freya (granddaughter), Gretta (granddaughter), Bernhard Sigismund (brother), Wenzeslaus (nephew), Brunhildr (travelling companion)

### Affiliation

Hieronymus Reimund von Bentheim-Steinfurt-Augustenberg IV (former liege lord, until his death), Angellico and Jorrick (adventuring buddies), The Northern Coalition, Hypatia and her revolutionaries, The true Chivalric Code, The Spirit of Adventure, the safety of all innocent souls, His Family, His Friends, Winterwood

## Physical description

### Eye color

Grey

> *"... his halberd shattered into pieces, but he didn't give up, he just punched the dragon right in the face, killing it instantly!"*
>
>

> -Gerhard Hildeheim, Böningheim citizen on his account of how Helmut earned the monicker "The Dragonfist"
>
>

> *"AHAHAHAHAAHAHAHAHAAAAAAH! ONWARD!"*
>
>

> -Helmut's rallying cry
>
>

> *"HAFF I EVER SHOWN YOU ZIS PICTURE OF MEIN GRANDKINDER!?"*
>
>

> -Helmut's other rallying cry
>
>

> *"Vhere ist your cooking geode?"*
>
>

> - A battle taunt
>
>

"*Poser, I also totally killed a dragon with one punch!!! Three in a row!! And I've HAD!!! STOP LOOKING AT MY LIVE JOURNAL!!!"*

- Atmos Slibard
World

> *I like the world. It is so...world-y.*
>
>

> - Atmos Slibard in his introduction to his doorstopping book My Life as Atmos: A Tale of My Journeys.
>
>

> *It is the gods who weep. They see us killing each other over and over again since time began. They can't save us from ourselves.* - General Tango, Ran, Akira Kurosawa (1985)
>
>

*Still, you've got to laugh, haven't you?*

- *Red Dwarf*

*AND IN THE DARK IN THE DARK THE RECORDING ANGEL OPENS ITS HUNDRED EYES AND SNAPS THE SPINE OF THE BOOK OF LIFE.*

- Tony Kushner, *Angels in America Part 1: Millenium Approaches*

*After times of great disunity, the land must unite. After times of great unity, the land must divide.*

- *The Romance of The Three Kingdoms*

These are the many locations in the world of Contested Legacy/Lineage including the Northern Coalition, the Orestian Empire , The Empire of Dongxi Lu, Dixie, and the Underdark.

The world is made up of one massive super continent known as Orestes with two subcontinents known as the Dongxi Lu subcontinent and the Northern Subcontinent.

## The Orestian Empire

### Settlements

* Oresteria
* Chateau Hapsberg
* The Grand Fortress
* Kalladan
* Marcandia
* Chateau Lucentio
* Laboratoire Garnier
* The Great Northern Land Bridge
* Apiti-Caprele
* Bageis
* Suburbia
* The Tugboat

## Dixie

* I don't know what's down here
* Dixie?
* Ferntucky
* Da Bayou
* who knows

## The Northern Coalition

### Settlements

* Winterwood
* Böningheim
* The Small Provincial Town
* Harjord
* Mithralbar
* Caledonia Bay
* Pale-Reach
* Freigard

### Areas

* Wounded Pass
* Galas
* The Silver Veil
* The Forest of Westmoreland

## Other Locations

* Honktropolis
* The Land of Giants
CIC

Though not located on the Marine Deck, the CIC is nonetheless a Marine facility.

Additional Information

Location: Deck 1

The CIC is secured at all times with a marine stationed on the bridge at all times guarding the door.

The Marine Commanding officer can monitor and control all aspects of a Marine mission from the CIC and will also use the CIC as a secure conference room should it be deemed necessary.

Access to the CIC is generally limited to the Marine command staff, Marine CIC personnel and the ship's Captain, Executive Officer, Strategic Operations Officer, Chief Tactical Officer and at times the Chief Intelligence Officer.
Duty Shifts

The USS Hawk follows a standard Four-Shift Rotation as detailed below.

* Alpha Shift: 0700-1300 hours
* Beta Shift: 1300-1900 hours
* Gamma Shift: 1900-0100 hours
* Delta Shift: 0100-0700 hours

Bridge Rotation

\*\* The CO and XO are required to be on call at all times. When not directly assigned, the CO and XO have time to handle administrative functions.

\*\*\* The Senior Staff will rotate through Gamma Shift on the bridge. When assigned, their duty rotation will be altered to accommodate the additional duty.

Note that the Engineering and Science stations on the bridge are generally only manned as needed depending on the needs of a specific mission or during emergencies.

All Senior Staff Members work two shifts. One shift will be at their duty station, during the other they will either fulfill administrative functions or command the bridge.

Other Station Rotation

Note that the ships counselor maintains their own work schedule. Even though they are also considered to be part of the ships senior staff, they are not required to command the bridge during the Delta Shift Bridge Rotation.
Systems Diagnostics

Diagnostics are engineering and operations analysis programs used on all Starfleet ships, stations, and installations. Starfleet uses a standard diagnostics scale of 1 to 5. 1 being the most comprehensive examination of the system while a level 5 is a fast, automated examination. Diagnostics programs are pre-programmed system analysis programs and carry out an automated determination of system performance and at the same time identifies any malfunctions.

### Level 5 Diagnostic

This is an automated procedure that is mostly intended for routine use to verify system performance. Level 5 diagnostics require usually less the 3 seconds and are typically performed on all systems at least on a daily basis. Level 5 diagnostics are also performed during crisis situations when time and system recourses are carefully managed. During a Level 5 diagnostic, the system may remain On Line.

### Level 4 Diagnostic

A Level 4 diagnostic is an automated procedure used whenever trouble is suspected with a given system. The protocol is similar to a Level 5 but does involve a more sophisticated analysis. A Level 4 diagnostic is also used during a shift change in order to generate an accurate report for the duty officer. During a Level 4 diagnostic, the system may remain On Line and can be performed in under 30 seconds.

### Level 3 Diagnostic

A Level 3 diagnostic is a protocol very similar to a Level 1 and Level 2 diagnostics but also involves crew verification of key mechanics and system readings. This is a complete scan and is only used on computer systems. During a Level 3 diagnostic, the system may remain On Line and can be performed in 10 minutes or less.

### Level 2 Diagnostic

A Level 2 diagnostic refers to a comprehensive system diagnostic protocol which, like a Level 1 diagnostic, involves a very extensive automated routine but also requires crew verification of most operational systems. A Level 2 diagnostics takes around 1.5 to 2 hours and does require the systems to be taken off line before any tests can be performed.

### Level 1 Diagnostic

A Level 1 diagnostic is the most comprehensive type of system diagnostics. Extensive automated diagnostic routines are performed but a team of crew members is required to physically verify the operation of system mechanisms and system readings. A Level 1 diagnostic takes around 2 to 3 hours and requires the systems to be taken off line during the tests.
Crew Manifest

**Player Character**

*Non-Player Character*

## **Command**

* **Captain Scot Harvath** - Commanding Officer
* **Lieutenant Commander Camryn Sheppard** - Executive Officer
* **Lieutenant Commander Isla McAines** - Second Officer

## **Operations Department**

* **Lieutenant Commander Isla McAines** - Chief Operations Officer
* **Lieutenant Etana Hiroto** - Operations Officer (Secondary Bridge Station)
* *Ensign Kala Pren - Operations Officer*

## **Security and Tactical Department**

* **Lieutenant Owen Murtaugh** - Assistant Chief Tactical/Security Officer

## **Flight Control Department**

* **Lieutenant Etana Hiroto** - Flight Control Officer (Primary Bridge Station)
* *Lieutenant Junior Grade Keval - Flight Control Officer*

## **Engineering Department**

* **Lieutenant Commander Kasey Huxley** - Chief Engineering Officer

## **Science Department**

* Master Warrant Officer Elspeth Deblin - Assistant Chief Science Officer

## **Medical & Counseling Department**

* **Commander Aldus Paedric O'Flynn** - Chief Medical Officer
* *Cadet Sophmore Grade Rebecca Bremer - Medical Cadet Trainee*
* *Lieutenant Junior Grade Danielle Clair - Medical Officer*

## **187th Marine Raider Company**

* *Marine Captain Jason Torino - Marine Commanding Officer ~ KIA*
* *1st Lieutenant Jaxon Amolyae - Marine Executive Officer ~ KIA*
* *1st Lieutenant Storr Garlake - Company Intelligence Officer*
* *Staff Sergeant Domingo de la Rosa - 4th Platoon, Platoon Sergeant*
* *Private Gotal - 4th Platoon, Rifleman*
* *Private Miyan - 4th Platoon, Rifleman*
* *Private Lakshmanan - Corpsman*

## **Attached Civilians**

* **Roxy Dane**
* **Jackson Weaver**

« *Last Edit: July 14, 2017, 10:27:34 PM by SymonDrayson* »

Report to moderator     120.17.200.121 (?)
Quiz Questions

This section (Quiz Questions) of the Quizcover Wiki discusses

* the Question Cycle (the sequence of screens related to a question),
* the Question Types (PickOne, PickSome, MatchTwo),
* the nature and relevance of topics,
* bookmarks (a convenient feature for augmenting your knowledge or just satisfying your curiosity),
* the history of questions you played, and
* the ability to skip questions.
Flight Control

The Flight Control console, often referred to as CONN, is responsible for the actual piloting and navigation of the spacecraft. Although these are heavily automated functions, their criticality demands a human officer to oversee these operations at all times. The Flight Control Officer (also referred to as Conn) receives instructions directly from the Commanding Officer.

There are five major areas of responsibility for the Flight Control Officer:

• Navigational references/course plotting
• Supervision of automatic flight operations
• Manual flight operations
• Position verification
• Bridge liaison to Engineering department

During impulse powered spaceflight, CONN is responsible for monitoring relativistic effects as well as inertial damping system status. In the event that a requested maneuver exceeds the capacity of the inertial damping system, the computer will request CONN to modify the flight plan to bring it within the permitted performance envelope. During Alert status, flight rules permit CONN to specify maneuvers that are potentially dangerous to the crew or the spacecraft.

Warp flight operating rules require Conn to monitor subspace field geometry in parallel with the Engineering department. During warp flight, the Flight Control console continually updates long-range sensor data and makes automatic course corrections to adjust for minor variations in the density of the interstellar medium.

Because of the criticality of Flight Control in spacecraft operations, particularly during crisis situations, Conn is connected to a dedicated backup flight operations subprocessor to provide for manual flight control. This equipment package includes emergency navigation sensors.

#### SPECIFIC DUTIES

• Navigational references/course plotting. The Flight Control console displays readings from navigational and tactical sensors, overlaying them on current positional and course projections. Conn has the option of accessing data feeds from secondary navigation and science sensors for verification of primary sensor data. Such cross-checks are automatically performed at each change-of-shift and upon activation of Alert status.

• Manual flight operations. The actual execution of flight instructions is generally left to computer control, but Conn has the option of exercising manual control over helm and navigational functions. In full manual mode, Conn can actually steer the ship under keypad control.

• Reaction control system (RCS). Although the actual vector and sequence control of the system is normally automated, Conn has the option of manually commanding the RCS system or individual thrusters. Conn also serves as a liaison to the Engineering department in that he/she is responsible for monitoring propulsion system status and providing system status reports to the commanding officer in the absence of an engineering officer's presence on the bridge.
Medical Tricorder

Medical TR-580s used were essentially similar in design to that of the standard TR-580, with the same available features and interface. The major difference was the addition of a deployable hand scanner. While some standard TR-580s also had removable scanners, the medical TR-580s were much more advanced and could provide detailed scans of an entire individual, or give focus to a single area. It was not necessary to use the scanner for the TR-580 to function. The scanner could be separated from the tricorder, either to feed data to another source or not be attached to the tricorder at all.

The medical sensor unit was also equipped with additional sensor ports. The TR-580 medical tricorder was capable of recording audio. This medical tricorder is apparently incapable of performing accurate scans on deceased people. This can be learned during the first year of Starfleet Medical Academy. The 24th century versions of the medical TR-580 were equipped with holographic imaging diodes. While the suite of sensors installed on medical TR-580s

   was advanced, it was generally no substitute for the advanced and specialized equipment in a sickbay facility. Genetically-engineered microviruses were not generally detected by a standard medical TR-580 scan.

TR-580s could communicate with many Starfleet devices, including PADDs and starship library computers. They were also designed to work closely with the surgical support frames attached to biobeds. In conjunction with a neural pad, a medical TR-580 could be used to link the nervous system of a healthy individual to that of an injured individual in order to stabilize the injured for transport.
Code of Conduct

* I am a Member of Starfleet, fighting in the forces which guard the United Federation of Planets and are way of life. I am prepared to give my life in its defense.
* I will never surrender of my own free will. if in command, I will never surrender the members under my command while they still have the means to resist.
* If I am captured I will continue to resist, by all means available. I will make every effort to escape and aid others to escape. I will accept neither parole nor special favors from the enemy.
* If I become a prisoner of war, I will keep faith in my fellow prisoners. I will give no information or take part in any actions which might be harmful to my comrades. if I am senior, I will take command, if not, I will obey the lawful orders of those appointed over me and will back them up in every way.
* When questioned, should I become a prisoner of war, I am required to give, name, rank, serial number, and date of birth. I will evade from answering further questions to my up most ability. I will make no oral or written statements disloyal to the Federation or its allies or harmful to there cause.
* I will never forget I am a Member of Starfleet, fighting for freedom, responsible for my actions and dedicated to the principles of which made the Federation free. I will trust in my god and the United Federation of Planets.

 Starfleet Members Creed

* I am a Member of Starfleet
* I will support and defend the Constitution of the United Federation of Planets, and obey the orders of those appointed over me.
* I represent the fighting spirit of the Federation, like those who have gone before me, to defend freedom and prosperity in the galaxy.
* I proudly serve my Starfleet Combat Team with honor, courage and commitment.
* I am committed to excellence and the fair treatment of all.
Ships Mess

Summary

The ships main communal dining area. There are other smaller versions of the ships mess located on other decks, however the large mess on Deck 7 is the main communal dining area on board the Valhalla.

Additional Information

Location: Deck 7

Description:

Usually host to meals and socialization, the Mess Hall is one of the largest and most popular spaces aboard the ship. It is host to an open kitchen that operates from 0700-1830 hours, whose civilian cooking staff offers a menu of varying day-to-day specials. If the menu doesn't suit your taste buds, there's nothing to fear - the replicators work 24/7.

The Mess Hall is a versatile space that can easily be converted into an extra space during crises. A triage center, an expanded sickbay, temporary housing for refugees, extra storage, or a command post are just a few of the Mess Hall's auxiliary functions. It is also used for more relaxed functions, such as a space for crew performances, ceremonies, receptions, and lectures.
Gameplay Preferences

## Question Types

For now, the Question Types feature isn't related to preferences. At a later stage, it will be possible to deactivate certain question types here.

What is already available there is an overview of the available question types (animations that explain the concept of each).

## Sound & Music

Music is played before a question comes up. Sounds mostly give feedback, such as to a correct or incorrect answer (or a correct or incorrect part of an answer).

## Screen Recording

This is unrelated to Quizcover's built-in video player that is part of the Solution Display. The feature you can activate in the Gameplay Preferences is an iOS system-level feature. The recordings are stored on your device (separately from Quizcover).

## Ad Mode

For details on this feature (which gives you free access to one booster per question), check out the related page.
187th Raider Company

## 187th Marine Raider Company (Blood Ravens)

Motto: Valeria Victri (Valiant and Victorious)

The Starfleet Marines assigned to the USS Valhalla, known as the "Sanguinem Corvus" (Blood Ravens), belong to the 187th Raider Company of Starfleet's Marine Special Operations Commands' (MARSOC) 3rd Marine Raider Battalion. The Company is comprised of 4 Platoons and a command team totaling 125 men and women. Due to circumstances surrounding the 'Event' and the resulting manpower shortage, this is considered an 'under strength' company The Company is commanded by a Marine Captain and his Executive Officer a 1st Lieutenant. Most other command positions have been delegated to Senior Non-Commissioned Officers since all available officers have been spread out between other Marine Units.

In addition to normal Marine operations, the First Platoon has been trained for special operations missions including but not limited to:

* Direct action missions. (Covert raids, Direct Assaults, etc)
* Special reconnaissance and information gathering missions.
* Counter-terrorism operations.
* Hostage rescue and Search and rescue missions.
* Sabotage.
* Other unconventional operations.

They are highly trained, having undergone a long selection and training process, including but not limited to:

* Survival, Evasion, Resistance and Escape (SERE) training.
* Advanced Combat Marksmanship
* Zero-G Operations and Demolitions.

The Second and Third Platoons are primarily assigned to more conventional duties and missions but are able to supplement the First Platoon when necessary. They also work closely with ships security as the need arises.

The Fourth Platoon (along with the Command team) is primarily responsible for supporting the activities of the other three platoons, this includes staffing the CIC, filling any logistical needs, etc. They are also tasked with the security of all Marine facilities aboard ship and can supplement the ship's security personnel should the ship be boarded.

## **Company Organizational Chart**

### **Headquarters Element**

* Company Commander
* Company Executive Officer
* Company Armory Officer
* Company Master Gunnery Sergeant or Master Sergeant
* Company Intelligence Officer
* Company 'Surgeon'

### **First Platoon - 30 Men**

* Platoon Leader

* Platoon Sergeant

* Medic

#### **1st Squad**

* Squad Leader

* (8) Marines

#### **2nd Squad**

* Squad Leader

* (8) Marines

#### **3rd Squad**

* Squad Leader

* (8) Marines

### **Second Platoon - 30 Men**

* Platoon Leader

* Platoon Sergeant

* Medic

#### **1st Squad**

* Squad Leader

* (8) Marines

#### **2nd Squad**

* Squad Leader

* (8) Marines

#### **3rd Squad**

* Squad Leader

* (8) Marines

### **Third Platoon - 30 Men**

* Platoon Leader

* Platoon Sergeant

* Medic

#### **1st Squad**

* Squad Leader

* (8) Marines

#### **2nd Squad**

* Squad Leader

* (8) Marines

#### **3rd Squad**

* Squad Leader

* (8) Marines

### **Fourth Platoon - 30 Men**

* Platoon Leader

* Platoon Sergeant

* Medic

#### **1st Squad**

* Squad Leader

* (8) Marines

#### **2nd Squad**

* Squad Leader

* (8) Marines

#### **3rd Squad**

* Squad Leader

* (8) Marines
Marine Bay

Additional Information

Location: Deck 6 - Engineering Section

Description:

The Marine Shuttle Bay, also located on Deck 6, next to the Main Shuttlebay supports two Marine Transport Shuttles (converted Type-31 Shuttles)(each capable of landing two squads of marines). This shuttle bay is reserved for Marine flight operations.

All shuttle maintenance is performed in the Shuttle Storage and Maintenance hanger which is located on deck 7.
Ships Lounge

Summary

This is the main lounge aboard the U.S.S. Valhalla.

Additional Information

Location:   Decks 4 and 5

Description:

Mainly a gathering place for the crew during off-hours, the Elysian Fields lounge can at times be used for official functions, such as weddings performed by the captain.

The main level on Deck 5 features two bar areas with tables and bar seating. A small kitchen provides light foods and snacks. There is also a large area with various games and other activities available.

The upper level which is accessed via a stairway up from the main level or from its entrance on Deck 4 is used almost exclusively by Senior staff for relaxation or casual meetings. It is also often used for different ceremonies and receptions.

Like the mess Hall, this space can easily be converted into an extra space during crises. A triage center, an expanded sickbay, temporary housing for refugees, extra storage, or an emergency command post are just a few of the Elysian Fields auxiliary functions.

The Elysian Fields usually operates between 1000 hours and 0200 hours.
Main Hanger

Additional Information

Location: Deck 6 - Engineering Section

Description:

The main Shuttlebay supports the Valhallas complement of small craft:

* four Type-9 shuttlecraft

* two Type-11-A shuttle craft

* two maintenance Workbees.

​**Visiting shuttles are also housed here when necessary.**

The Hanger decks are under the jurisdiction of the Chief Flight Control Officer, and most flight and flight support personnel report to Shuttle Operations for their duty shifts.

All shuttle maintenance is performed in the Shuttle Storage and Maintenance hanger which is located on deck 7.
Probes

Starfleet standard general use probes, are divided into nine classes, arranged according to sensor types, power, and performance ratings. Probes are automated spacecraft used to gather information remotely and feed that information back to a ship. Probes are often used for tasks that star ships are not suited to handle or to minimize the risk to the ship when gathering information. These tasks might include:

* Collecting information in environments that are too small for starships to examine.
* Collecting information in environments that are too dangerous for starship to examine.
* Extreme long-term deep space exploration.

A microprobe is a type of probe carried aboard Federation starships, that are used in cases where conventional probes are too large to be effective.

 Range
 Speed
 Engine
 Sensors
 Telemetry

 Range
 Speed
 Engine
 Sensors
 Telemetry

 Range
 Speed
 Engine
 Sensors
 Telemetry

 Range
 Speed
 Engine
 Sensors
 Telemetry

 Range
 Speed
 Engine
 Sensors
 Telemetry

 Range
 Speed
 Engine
 Sensors
 Telemetry

 Range
 Speed
 Engine
 Sensors
 Maximum Loiter Time
 Telemetry

 Range
 Speed
 Engine
 Sensors
 Telemetry

 Range
 Speed
 Engine
 Sensors
 Telemetry
Records

Records are your personal

* maximum number of points ever scored on a question and
* minimum amount of time for correctly answering a question of a particular type.

In order to qualify, those records must meet minimum thresholds. After you've set a record, you can improve it, though at some point you'll be so good you can't even beat yourself anymore...

 PickOne Speed
 PickSome Speed
 MatchTwo Speed
Ad Mode

Many games show ads, and some of them offer an "opt-out": you can deactivate ads if you pay (by means of an in-app purchase or upgrade). Quizcover does the opposite: it offers an advertising **opt-in**: if you accept that Quizcover shows ads between the questions you play, your first booster per question is free.

Similarly, the free Daily Booster offers an opt-in (if you view an ad, you get to choose the booster type).

Ad Mode is not mutually exclusive with subscriptions or booster package purchases: any combination is allowed.

After you've run out of boosters of a given type, the booster icon gets a badge with a plus sign, and when you hit it, a purchase popup comes up. In that popup, you can switch to Ad Mode if you haven't already:

After you've activated Ad Mode, a miniature ad stand appears near the top of the Answering Interface:

Tapping on the ad stand has no effect; it's just an informational icon, not a button.

If you wish to turn the Ad Mode off again, you can do so in the Gameplay Preferences:

There's a toogle on the Ad Mode screen. However, once you've activated Ad Mode, you must leave it on for at least five questions, and the Ad Mode screen tells you how many you have remaining:
Ready Room

Summary

The Ready Room is where the captain can perform administrative work duties when not on the bridge.

Additional Information

Location: Deck 1 - Adjacent to Bridge

Description:

Spacious, yet efficient; the Captains Ready Room offers all the amenities of the captain's living quarters and serves as the preferred place to hold private discussions, receive classified communications, and simply take a break.

The office portion of the room features a large desk with an integrated computer terminal, work area, and three chairs. Behind the desk are a half-height bookshelf and two wall mounted shelves.

The lounge area consists of a large couch, a large table, a pair of bookcases and several shelves as well as a food replicator. This area is where the captain usually prefers to meet with crew members informally, while more formal encounters are reserved for the desk area.

Often various items of a personal nature will be located around the room as well, especially items that were presented to the Captain by visiting VIPs, etc.
Enlisted Quarters

Enlisted Crew Quarters

Location: Decks 6 - 9

These two person living quarters are provided for the ships enlisted crew. Accommodations include a bunk bed and a small living area comprised of a desk with a computer terminal, lounge chair, shelves, two small closets, a food replicator and a small lavatory with sonic shower. Pets are not allowed.
Timeline

> **It is the year 1420 EY in the Orestian Empire. This is the year the world will burn. This is the year the world will burn.**
>
>

## The Alpha Timeline

The character page of Lucentio Hapsberg currently contains the longest and most accurate timeline of the Early Heroes.

.BEHOLD A COMPREHENSIVE LIST OF ARCS

.

## The Beta Timeline

The character page of Thea Silversprout currently contains the longest and most accurate timeline of the Late Heroes.

.

.
Enlarged Question Text

After the Countdown Screen, Quizcover firstly displays the question text without the elements you need for answering the question (such as buttons, movable objects, and boxes), but with a large topic icon:

The Home and Skip buttons, if available, work the same way as on the Countdown Screen but, if you exit at this point, you will be deemed to have failed to score on the question.

The timer at the top is frozen until you can actually answer. Its purpose in connection with the Enlarged Question Text is just to indicate to you how much time you'll have to answer this question.

The timer will start (and the objects you need for answering the question will appear) either after the shrinking blue frame around the green "Play immediately" button has disappeared completely or if you tap on that button.

Whether you hit the "Play immediately" button or let the timer expire, the next screen provides the Answering Interface.

## Benefits of the Enlarged Question Text

1. Most question texts are short, but sometimes they must be long in order to be precise. In those cases, it helps to read the question text in a larger font.
2. Seeing the question text before the timer actually starts will help you set a speed record on a question.
3. Future upgrades will allow switching from one question type to another in some situations. Certain type switches wouldn't make sense after the answer objects have already appeared.
4. Future upgrades will introduce a question type that needs so much space for the answer objects that it sometimes scrolls out the question text as part of the animation. It will be possible to bring it back at any time, but it helps to read the text first.
5. Some of the topic icons look better with more space than they get on the Countdown Screen :-)
CommBadge

By the 24th century, these communication devices were integrated into the standard uniform badges and became known as comm-badges. Users no longer had to speak directly into the communicator, but rather could activate and deactivate them with the touch of a finger. The comm-badge came into general use by 2344. The Mk2 Comm-Badge were composed of a crystalline composite of silicon, beryllium, carbon-70, and gold and come into service in the early 2360s.

Communicators were also often used to allow transporter locks for beaming, thus acting as homing transponders. When accessing a computer, the communicator of the person at the terminal logged in the user information, thereby making it possible to trace back who accessed the computer.
Mlock

The MiniDayz2 Mlock Pistol is most likely based on the Glock 19 9mm pistol. The Mlock in game holds 16 rounds of 9mm ammo while the Glock 19 holds 15 rounds in the magazine and one in the chamber.

The Pistol can be found on following locations:

* gun store

For the price of 10 BM, 2 cogs and an oil filter it can be upgraded to a Silenced Mlock Pistol after an 8 hour wait at a level(amount) Crafting Workshop.

The Item can be repaired at a (amount) level Repair Station for BM according to its degradation.
Engineering Station

The Engineering Station located on the bridge next to the Flight Control station utilizes the Engineering systems monitor which duplicates, in simplified form, the Chief Engineer's primary status displays from Main Engineering. These displays include the warp propulsion system, impulse propulsion system, and related subsystems.

The purpose of this station is to permit the Chief Engineer to maintain supervision over engineering systems while on the bridge. This is particularly critical during Alert situations that may require the Chief Engineer's presence on the bridge while simultaneously requiring that officer to maintain a close watch over the status of key systems. During most routine Cruise Mode operations, bridge monitoring of these systems is the responsibility of the Flight Control Officer and the Operations Manager.

Although this station is normally configured for passive systems status display, priority access by the Chief Engineer or senior staff can provide full control of virtually all engineering systems.

The console is linked to the engineering systems through the bridge's dedicated optical data network (ODN) trunks, but an additional measure of redundancy is provided by dedicated optical hardlines, which permit direct control of key systems in the event of major control systems failure. In such a case, the main computer cores would be assumed to be unavailable or unreliable, so manual control of systems would be enabled with support from the bridge Engineering subprocessor.

In Full Enable Mode, this station is capable of individually addressing each control and servo device (as well as Engineering command software) in all propulsion systems (subjectto safety restrictions), giving the Chief Engineer enormous flexibility to reconfigure system operations in response to unforeseen situations. This station is normally unattended, except by the Chief Engineer or key Engineering personnel, although most of its displays are readily accessible to both Ops and CONN through their respective control programs
BK-43

The BK-43 in MiniDayz2 is most likely based on the real life IZh-43 formerly known under the name MP-43. Its real life counterpart comes in many calibres but the one in game uses 12.Gauge ammunition and as a double barrel shotgun it holds 2 shells obviously.

The BK-43 can be found in following locations:

* add locations

The BK-43 can perform a special attack "doubled" giving a zed what for with both barrels.

In exchange for 20BM, 5 cogs and a 8hour wait at a Crafting Workshop level(amount) the BK-43 can be upgraded into BK-43 with Bandolier.

The BK-43 can be repaired at a Repair Station level(amount) for BM according to its degradation.
Hint Booster

The Hint booster is the third booster to be activated (Overall Level 4), the last one to be activated in Quizcover's initial release, and the one that costs the highest number of coins because, unlike the Remove and Reveal boosters, it doesn't merely address a part of the challenge: whatever hint you get always relates to the question as a whole. That's why it's typically not available more than once on the same question.

The Hint booster is available on all PickSome questions and all MatchTwo questions with at least four pairs as well as all on a PickOne question if there is at least one other question that leads to the same answer without a major factual overlap.

## Effects

The Hint booster, if and when available, has the following effects (by question type):

 **MatchTwo** | color-code all boxes and movable objects: different colors can't go together

## Using the Hint Booster

On a **PickOne** Question, you just tap on the lightning bulb icon if it is available. If you've run out of Remove boosters, you need to purchase another package of 3, 9, or 18 units. The effect of the Hint booster on that question type is that an ***additional*** question text leading to the same answer is displayed in the question text area:

In the example above, the additional question text leading to the same answer (Donald Trump) appears. The old one is still available: you just need to swipe in the area where the question text is displayed. Multiple alternative question texts are possible, but for some questions there isn't even a single alternative.

On a **PickSome** question, the Hint booster informs you, in a popup, of the number of correct answers:

Thereafter, the Hint button gets a dark gray badge that displays the number of correct answers:

If you hit it again, it doesn't cost you anything, but the same popup as last time will come up.

On a **MatchTwo** question, the Hint booster is arguably most powerful and visually most attractive:

As the example above shows, the Hint button gets a dark gray badge with a question mark once it has been used on a given MatchTwo question. If you hit it again (at no cost), you get a popup that explains the meaning of the colors: blue and orange items can't possibly form a pair; two items of the same color may--but don't necessarily--belong together.

 Purchasing Cost

 9
 18

## Comparison to Other Boosters

The Hint booster works in ways that are fundamentally different from the Remove and Reveal boosters.

A standard four-pair MatchTwo question can be solved entirely with boosters if you firstly color-code everything with the Hint booster, then use the Reveal booster on one item per color.
Ship and Station Specs

U.S.S. Valhalla Ship SpecificationsStarbase Unity Specifications
**Living Quarters**

**Enlisted QuartersJunior Officer QuartersSenior Officer QuartersCivilian QuartersCaptain, Executive Officer, Marine Staff Officer and VIP Suites**
**Deck One**

Main BridgeMarine CICCaptains Ready RoomBriefing Room**Deck Four**

Transporter Room'*Deck Five*

***Medical Suite / Sick BayShips LoungeScience Lab***
'*Deck Six*

***Marine DeckMain Hanger BayMarine Shuttle Bay***
**Deck Seven**

Ships\_MessOperations Center
**Deck Eight**

Security SectionMain Engineering
Science Stations

#### Science

Science stations I and II are the first two aft stations located directly behind the Tactical station on the upper level of the Main Bridge. They are used by bridge personnel to provide realtime scientific data to command personnel.

These stations are not assigned full-time technicians, but are available for use as needed. In some cases, the science stations are used by personnel attached to secondary missions including researchers, science officers, mission specialists, and others who need to coordinate operations closely with the bridge.

A typical example might be an ongoing study of stellar composition, normally handled down in the stellar spectroscopy lab, but which has occasional periods of large-volume observations better managed from the bridge. Another example would be the control of an automated probe, gathering interstellar dust samples from a hazardous area, later requiring specific ship maneuvers in order to successfully recover the probe and its samples.

Science I and II are generally configured for independent operation, but can be linked together when two researchers wish to work cooperatively. The aft Science stations have priority links to Conn, Ops, and Tactical. During Alert status, science stations can have priority access to sensor arrays, if necessary overriding ongoing science department observations and other secondary missions upon approval by the Operations Manager.

The Science I station incorporates an isolinear chip matrix panel that permits specialized mission profile programs to be loaded as needed, and also permits investigators to accumulate data for later study.

#### Science Station Functions

Primary functions of Science stations include:

• The ability to provide access to sensors and interpretive software for primary mission and command intelligence requirements and to supplement Ops in providing realtime scientific data for command decisionmaking support.

• The ability to act as a command post for coordination of activities of various science laboratories and other departments, as well as for monitoring of secondary mission status. • The ability to reconfigure and recalibrate sensor systems at a moment's notice for specific command intelligence requirements.
Silenced IJ-70

The Silenced IJ-70 is the silenced version of the IJ-70 and uses the same 9mm ammunition.

This weapon cannot be found it can only be crafter at a level(amount) Crafting Workshop from a IJ-70 with 5BM, an oil filter and a 4 hour wait.

It can be repaired at a level(amount) Repair station for BM according to degradation and 1 cog.

It has slightly worse accuracy but is silenced in exchange and doesnt alert nearby enemoes other than the target if hit.

<noinclude>{{Delete}}</noinclude>
Canimals 2: Ato's Return/Opening credits

(The Paramount logo which has a lot of cans, the Nickelodeon Movies logo with Orange paint on the I, The Cookie Jar Logo pops up with Cookies got spilled, And the Cookie Jam logo that children say "COOKIE JAR!")

Paramount Pictures Presents

In Association With Nickelodeon Movies and BRB International

A Vooz film

In Co-operation with EBS, ITV Studios, Aardman Animations
The Tank

**The Tank** is an special infected that was added in 1.3.1

The Tank is a very dangerous type of infected. Despite its bulky looks, it can keep up with the player and other survivors.

The Tank has the same speed of the **Sprinter** perk. Players without the Sprinter perk will fall victim to it.

It deals the same damage as normal infected. **(Not confirmed)**

It'll spawn at some military bases and fire stations, however spawning chance is very low. **(Confirmed)**

### **Combat Tips**

If you are inside a building, the Tank will run around the building, occasionally hitting it. It will wait for you to come out. Sometimes, it will stop and rest, giving you a chance to attack it while it's down.

When engaging the Tank on the move, you can try shooting him, but it is not entirely recommend unless it's your only alternative. You can hide in any available shelter (including a bus) and use melee weapons. A Hatchet or the Fire Axe are most effective. When the Tank is near the door, charge at him and then go back and wait, letting you save your bullets

## Trivia

• The appearances might be resembles to the Tank from Left 4 Dead with the same name, except it doesn't throw concrete/rocks at the player.

• As even the enemy itself is strong and looks like a bullet-sponge, it is surprisingly weak. .45 ACP and 9mm pistols can take out a good chunk of its health away

• When you kill it with a firearm/sidearm, it will sometimes drop ammo for that gun.
LCARS Database

## General Files

TF Unity Organizational ChartRank ChartStarfleet General OrdersStarfleet Code of ConductStarfleet TreatiesSample Holo Deck ProgramsStarfleet Positions and DutiesP.A.D.D. Personal Access Display DeviceCustoms and ProtocolComm Badge MK IITR-580 Tricorder Mk7
## Command Branch / Starfleet Intelligence

Command ProtocolsDisciplinary ActionsThe Omega DirectiveThe Consortium
## Security / Tactical / Marine Departments

Alert ConditionsCommand Codes / Clearance LevelsSecurity ProceduresEmergency Course of ActionSecurity and Tactical Department187th Marine Raider CompanyStarfleet Marine Corp History
## Operations / Engineering Departments

Operations Department OverviewSystems DiagnosticsDuty ShiftsCommunications ProtocolsSensor Masking SystemStandard TransportersPropulsion SystemsEngineering Station (Bridge)
## Flight Control Department

Attack ManuversFlight ControlGuidance and NavigatonType 9 Shuttlecraft
## Medical / Sciences Departments

Standard Medical EquipmentTR-580 Medical Tricorder Mk7Science StationsMedical AlertsThe Omega ParticleStarfleet Probes
Chapter Three

Start: November 4th, 2388, Mission Day 3

 With the Valhalla once again in route to the Sigma Epsilon system the crew receives a faint distress signal originating from a Dominion listening post just over the border. Upon arrival, the crew finds the station heavily damaged and operating on backup power and with minimal life support.

Locations: USS Valhalla (various locations), Dominion Listening Post

Beginning Alert Status: Yellow

Beginning Ship Damage: Some damage. Most major systems are operational.

Beginning Crew Injuries: Several injured crew members.

Ships Assisting: None

Possible Obstacles: Damaged and encrypted computer systems, injuries, tension due to mistrust among the crew, possible conflict between the outpost survivors and the ship's crew.

Possible Antagonists: The Consortium

Events: (Bold = Event critical to chapter / story)

Scans of the station reveal three weakened life signs, a single Vorta and two Jem'Hedar soldiers. Power levels are low and defenses are all offline.

 Sickbay has several wounded of varying degrees. Three survivors are found aboard the Dominion Outpost and beamed aboard, one of whom eventually dies from wounds shortly after the ship arrives.

 **An away team searches the station and its various logs giving clues as to the Consortium vessel and some of its specifications / abilities. Other intelligence can also be found.**

 The surviving Vorta and Jem'Hedar are skeptical of the claims that the Federation did not attack the outpost and blame the Federation for the attack as well as accuses it of developing a new ship with which to attack the Dominion.
PADD

"PADD" is an acronym for Personal Access Display Device, a hand-held computer interface, used as early as the 22nd century and well into the 24th century. PADDs are used by such space-faring organizations as Starfleet, the Andorian Imperial Guard, Bajoran Militia, Cardassian Union, Klingon Empire, Romulan Star Empire, and Vulcan High Command. They are common to cultures even as distant as the Delta Quadrant. Consisting of a large touchscreen display and minimalist manual interface or control panel (generally only one or two buttons), the typical PADD is used for a variety of functions including logging manifests, compiling duty rosters or diagnostic reports, entering personal data, and/or accessing library computer systems using the LCARS Interface.

Varying in size, shape, and specification, PADDs are often distinguished by the species of their manufacturer or user. United Earth and Federation Starfleet PADDs are generally flat and rectangular in shape, while Klingon and Cardassian PADDs are often more angular. Standard issue during the 22nd century, PADDs utilized by Starfleet were rectangular in shape, dominated by a large display screen taking up much of the surface area of the device. Small buttons were located just below the screen, most often grouped in two, at the lower right-hand side of the interface. Varying control button arrangements were used. Most often PADDs are used to display schematics, or subspace transmissions and are capable of wireless computer networking as well as playing movies, recording logs and audio playback.

By 2364, PADDs had taken on a smaller profile and, while some models still included one, the stylus was replaced by simple, touch-sensitive controls, generally located beneath a small, square-shaped display screen. Generally small and light-weight, the PADDs of the 2360s and 2370s are basically rectangular in shape and varied in size, proportion, and even color – ranging from gray and muted blue colors, to red. When struck with enough force, the screen of a PADD could be shattered resulting in shards sharp enough to cut Human skin. While the common function of Federation PADDs is most often straightforward data entry or data retrieval, some PADDs are capable of more artistic tasks. Some PADDs, often larger in size than most of their counterparts, are used to draw up schematics or to create composite images or artwork. PADDs are also capable of predictive text functions, allowing users to enter a small amount of data to achieve full words or even sentences. In addition, a stylus could be used for text entry. PADDs can also be used to order a site-to-site transport, sending text messages to other PADDs, and a wide range of other uses.
Green Dragon

"What is your wish?"

### Aliases

The Magic Boy, Shrenon, The Immortal Dragon, The Mighty Shenron, The Eternal Dragon

## Physical description

### Eye color

Red

*I AM THE ETERNAL DRAGON! SPEAK YOUR WISH AND I SHALL GRANT IT!*

This sweet boy gives out the wishes, whenever someone has some wishing to do.

Gave Atmos Slibard a cool spell once. However, like most things in life, it backfired spectacularly for him.
History

The History is a list of the last questions you played. It is unrelated to bookmarks. In fact, the History cannot be used to access post-solution information. Its purpose is to replay the solution display animation based on the answer you chose to submit.

You can access the History via the Settings & More item on the home screen:

In the second section, "Progress & History", you can find "History" on the right side of the middle row:

After tapping on "History", you get a scrollable list of your most recently-played questions, and by tapping on any of the items you can replay your solution animation: