recursal/Fanatic-Fandom huggingface dataset:
History of the GRG

The Gerontology Research Group was founded in April 1990 (though the charter wasn't finished until October) by Dr. L. Stephen Coles and Dr. Stephen M. Kaye at UCLA. In May 1995, the  GRG expanded to include an online prescence, which has since a major outlet for expansion and growth. In 1998, the GRG began tracking supercentenarians. In 2000, the Gerontology Research Group became the major consultant for Guinness World Records in the category of "world's oldest people". In May 2002, responsibility for the GRG supercentenarian data was shifted from Louis Epstein to Robert Young. At this time, the GRG Database on Supercentenarians began. The GRG grew rapidly in the 2000s, with the number of cases reaching the 1,000 case mark in 2006. Today, the GRG database on supercentenarians comprises over 2,000 cases, and is the world's largest supercentenarian database (with the International Database on Longevity having achieved the 1,000 case mark in 2015).
Flashlight

You can help the Emily Wants To Play Wikia by expanding it**Thank you!**

The flashlight is an item that appears in the *Emily Wants To Play* series.

## Emily Wants To Play

The Flashlight is a generic item. It gives off a circle of light when turned on. The flashlight can be found around the house but may have a different location each time. (Emily's Room, Guest Room, Master Room.) The flashlight is *very* useful, especially at 4 AM and 5 AM, so it is recommended to find it right away.

## Emily Wants To Play Too

A flashlight can be found in the player's apartment, it may be used to see in the dark. Another flashlight may be found in the warehouse at Central Evidence. The flashlight should be on the desk to the right as you first enter. The flashlight is incredibly mandatory, as it is used to scare off Max.
20-year rule

**20-year rule** - The "20-year-rule" is a rule adopted for the validation of extreme longevity in accordance with the scientific standards for age validation. It concerns the credibility of the early life evidence. It says that a case documentation has to include at least one document issued within the first 20 years of the claimant's life. It is explained by the fact that most of the possible age changes tend to occur in the adult life, apart from a few exceptions. It has been originally introduced in the American supercentenarian study in order to enable the validation of age without the obtainment of birth record. It was due to the fact that in the United States, birth records weren't introduced in all states at the time of supercentenarians' births, but there has always been a great system of US censuses, conducted every ten years, available to the public view presently. However, the rule fits well for all regions in the modern world. The rule is of the crucial importance. Practically, the lack of a document issued within the claimant's first 20 years of life makes the validation of their age impossible and the case is to be considered as incomplete until the discovery of such. Some of the world's leading gerontology researchers say that due to possible age modifications at a very young age, an even more strict rule should be introduced, namely, the 10-year rule. This topic will remain a subject of further discussions in the scientific circles.
Max Planck Institute for Demographic Research

The Max Planck Institute for Demographic Research (MPIDR) was founded in 1996 by Dr. James Vaupel to be a subset of the Max Planck Institute with a focus on demography. In 2000, the MPIDR began hosting Supercentenarian workshops, with a focus towards expanding the study of Supercentenarians demographically.

http://www.demogr.mpg.de/en/
History of the Gerontology Research Group

The Gerontology Research Group (GRG) was formally founded in October 1990 as a scientific discussion group, with the focus on aging (anti-aging in particular), at UCLA. GRG was co-founded by Dr. L. Stephen Coles and Dr. Steven Kaye. The GRG, for the first few years, focused on in-person meetings on the UCLA campus. Later, an e-mail discussion group was added.

The GRG website (www.grg.org) emerged in May 1995. In 1998 begun the tracking of living supercentenarians. In the beginning, the list of oldest living people were updated on regular basis by Dr. L. Stephen Coles and Louis Epstein. In 1999, Robert Young joined the project and the focus on the tracking of supercentenarians has been intensified. Since 2000, the GRG members have participated in the Supercentenarian Workshop Conferences, organized by Max Planck Institute for Demographic Research in Rostock. In 2002, Robert Young became responsible for the supercentenarians tables. By this time, the case acceptance date was introduced and the Excel format was adopted, respectively, in 2001 and 2002. Also, the case documents became to be systematically processed, evaluated, and stored. In 2006, the validation process has been improved by the addition of application date and the establishment of pending status. Between years 2000-2014, the Gerontology Research Group has received support from many other researchers and was able to establish a team of international correspondents, collecting data from various countries in the world.

The modern goals of the Gerontology Research Group include determining how long humans live, based on validated statistical methods, determining whether humans living today are living longer than humans in the past, determining why humans don't live longer than they do, identifying potential ways to increase the human lifespan and the discovery of statistical proof that the human lifespan is increasing.

Sadly, on Dec. 3, 2014 the founder and leader of the GRG project, Dr. L. Stephen Coles, passed away at 73, leaving a firm organization involving many researchers dedicated to study the phenomenon of extreme human longevity; an organization recognized by world's leading media as authority in the field of supercentenarian study, cooperating with the Guinness World Records and International Database on Longevity. The GRG Tech Administrator, Johnny Adams, became the Executive Director of the GRG in 2014, following the passing of Dr. L. Stephen Coles. In February 2015, Johnny Adams appointed Robert Young as Director of the GRG's Supercentenarian Research and Database Divison.
Telomere shortening

Telomere shortening is a biological phenomenon, whereby each time a cell divides, the telomeres get shorter in length, until the telomere reach a point where they can no longer divide further. This is thought to be a major reason for the Hayflick limit and is one of the hypotheses involved in the idea of a Maximum lifespan in humans.

Research has shown that stress can lead to telomere shortening, which could help to explain how life stress beyond normal can lead to accelerated aging.

In experiments conducted by Maria Blasco PhD telomerase therapy extending telomeres have resulted in extended mean lifespans of mice.

☀http://www.ncbi.nlm.nih.gov/pmc/articles/PMC3494070/
Hayflick limit

The Hayflick limit is the scientific phenomenon whereby a cell will only divide 46-50 times in vitro (on average) before cell division ceases. This idea, postulated by Dr. Leonard Hayflick, is a major component of the idea that humans have a Maximum lifespan currently limited by biological factors, not environmental.
Longevity (blue) zone

**Blue zone** - In gerontology, it is a term that describes an area or region which is characterized by the longevity of its inhabitants. Such phenomenon may result from various reasons: advantageous environmental, economical and political conditions; namely, mild warm climate, economic wealth, stable politics, high development of health care facilities and medical care, high level of awareness among the society etc. The population of the blue zone is featured by higher life expectancy, lesser mortality rates among the oldest age group and greater share of centenarians. The examples of blue zones include, inter alia, the state of California, the East Coast of the United States, the Japanese Islands, northern Italy, and southern France.

One must be careful not to conflate the "blue zone" phenomenon with longevity myths. The underlying causes behind the "blue zone" phenomenon can change over time. For example, some researchers are concerned that Okinawa's healthy lifestyle has gradually become more Americanized since the 1970s.
Age Validation

Age validation is the scientific concept that requires age-related experimentation to have a sufficient proof of age standard reached so that the experiment can draw conclusions from age-related research with a high degree of confidence that misreported age is not a major factor contributing to the experiment's results.
Gerontology Research Group Wikia

"This Wikia will be about the Gerontology Research Group and our efforts to:

1. Slow and ultimately reverse age related functional decline
2. Determine how long humans have lived in the past and present, based on documented longevity meeting international scientific standards of age verification
3. Discuss ways to extend human lifespan based on scientific experimentation"

## Welcome to the Gerontology Research Group Wikia

This Wikia will be about the Gerontology Research Group and our efforts to:

1. Slow and ultimately reverse age related functional decline.

2. Determine how long humans have lived in the past and present, based on documented longevity meeting international scientific standards of age verification.

3. Discuss ways to extend human lifespan based on scientific experimentation.

## Describe your topic

The Gerontology Research Group Wiki will be a place for the Gerontology Research Group to extend its public mission in its quest to slow and ultimately reverse human aging. That mission is compromised of efforts on several fronts:

1. To determine, based on validated data, how long humans have lived in the past and how long they are living in the present.
2. To discuss scientific findings and treatments (both old and new) that could potentially help expand the human lifespan...whether incrementally or faster.
3. To collect biological samples of supercentenarians and to conduct supercentenarian autopsies in an effort to identify what may be the cause of the apparent maximum lifespan in humans.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Middle life evidence

**Middle life evidence -** is a term used for the documentation that concerns the middle period of life of the researched person. These include marriage records, divorce records, birth and death records of children, death records of spouses, immigration and naturalization records, travel records, census entries, residence records etc. Quite often the important role of the middle life evidence is the confirmation of the name change or multiple name changes of the researched person, resulting from being married more than once. A well completed middle life evidence includes documentation from various moments of the claimant's life leaving no long undocumented periods of it.
Capo di tutti capi

El *capo di tutti i capi*, es el mayor rango que puede haber en la Cosa Nostra. Se trata del jefe de una familia que, al ser más poderoso o por haber asesinado a los otros jefes de las demás familias, se ha convertido en el más poderoso miembro de la mafia. Un ejemplo de ello fue Salvatore Maranzano, quien fue traicionado por Lucky Luciano, quien finalmente le cedió el puesto ―al de ser extraditado por problemas con la justicia estadounidense― a su mano derecha y consigliere, Frank Costello.
Wikia talk:Portal de la comunidad

¡Esta es la **página de discusión general** del wiki! Los fundadores del wiki deberían dejar aquí un mensaje de bienvenida y alentar a los nuevos editores y visitantes a participar en el wiki. Utilizad esta página para dejar avisos sobre novedades o las últimas noticias referentes al wiki, también podéis usar el **foro** para comunicaros con los usuarios.
C.O.O.P.Y (Short story)

The entire ecumenopolis of Tohla is administrated by one A.I, C.O.O.P.Y. C.O.O.P.Y controls the budget, the employment of the various civil servants and government employees, the list of who goes to the prestigious Tohla Academy. His name stands for Tohla COOPerative Controller made in Opwiq’WiolY. C.O.O.P.Y was one of the first artificial intelligence programs made by the Talhol Corporation, in an attempt to start a new project outside of the TeeCee line of robots.

C.O.O.P.Y is sentient. One of the first of a kind. He has been programmed to be compassionate, empathetic, understanding, and trusting. He is also extremely intelligent, reviewing thousands upon thousands of documents every single hour, viewing ten at one time.

He has a current life expectancy of one-thousand years, but he shall run indefinitely, as the people of Tohla are beginning to see him as a leader and an organic, consoling him when he is upset, helping him with the very few things he cannot do himself. And they shall never allow him to be replaced.

No, they shall never allow myself to be replaced. It would be unimaginable. Would they? I don't think they would? But what if they do replace me? Then... I'll be dead. No, that won't happen. It can't happen at all. They'll keep me forever.

- Tohla Cooperative Controller made in Opwiq’Wioly (C.O.O.P.Y)
10 PM

**WARNING:** *This article may contain spoilers!*

**10 PM** is the fifth hour of *Emily Wants To Play Too.*

## Description

In this hour, the protagonist must explore Area 3 and locate the clearance Level 4 Keycard. Weasl inhabits Area 3 in various spots and must be avoided as usual. Unlike the previous hours, the player is *required* to backtrack to Area 1 to reach another section of Area 3 that is inaccessible through any other means. The player must locate the Level 4 Keycard in this section of Area 3, then travel back through the Areas and enter Area 4. Entering Area 4 will progress the game to 10:30 PM. Max, Greta and Mr. Tatters all inhabit Area 2, Area 1, and the Entrance Area, respectively, but Chester now roams the Entrance Area as well.

## Rules

* Locate the Level 4 Keycard and enter Area 4.
* Players must disable Weasl’s music box before the song ends.
* Players must shine their flashlight at Max if they encounter him in the dark. (Area 2)
* Players must stare at Kiki until she disappears. (Area 2)
* Players cannot run or make any physical noise around Greta. (Area 1)
* Mr. Tatters must be tagged before his cycle ends. (Entrance Area)
* Players must run from Chester if he spawns. (Entrance Area)

## 10:30 PM

   At 10:30 PM, the protagonist must locate the power switch in Area 4 and re-enable the building's power. Going to the left of the Power Room will cause Emily to burst through the wall and begin chasing the player around the building. When this happens, all the other antagonists disappear. The player must run from Emily and survive for a certain time to reach 11 PM. If the player goes to the right of the Power Room instead and exits Area 4, all the other antagonists will still be active, despite the power being restored.

## 10:30 PM Rules

* Players must not let Emily catch them.
* Players must disable Weasl's music box before the song ends. (Area 3) (Before Emily Appears)
* Players must shine their flashlight at Max if they encounter him in the dark. (Area 2) (Before Emily Appears)
* Players must stare at Kiki until she disappears. (Area 2) (Before Emily Appears)
* Players cannot run or make any physical noise around Greta. (Area 1) (Before Emily Appears)
* Mr. Tatters must be tagged before his cycle ends. (Entrance Area) (Before Emily Appears)
* Players must run from Chester if he spawns. (Entrance Area) (Before Emily Appears)

Next Hour (11 PM)
Previous Hour (9 PM)
Carl "CJ" Johnson

**Carl "CJ" Johnson** es un personaje de la saga GTA que aparece como protagonista en Grand Theft Auto: San Andreas.

Carl es obligado a regresar de Liberty City tras la muerte de su madre En 1987, cinco años antes de empezar la trama de GTA San Andreas, Carl huyó a Liberty City tras la muerte de su hermano Brian, de la cual él tuvo, aparentemente, la culpa.
Wikia Pandillas

Contenidos
La wikia sobre la más famosa cosa que ha surgido entre los 80's o los 90's, las pandillas. Puedes crear tus propias pandillas añadiendo la Categoría:Ficticia, y también pandillas que han existido o siguen existiendo. Como también son pandillas, se mostrará la Cosa Nostra.
*¡Bienvenido seas a la wiki de las pandillas!*

Autoridades* **Mayonesa (creador)**
* **JoeGrove (creador - todos los recursos)**
* **Vladaxz (Admin - Moderador del chat)**

Novedades* 90's- Era de las pandillas
* 2013- Estreno de Grand Theft Auto V
* 2010- Estreno de Mafia II

¡Colabora!
Para escribir un artículo, ingresa el título en la caja de abajo.
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* Revisa el **Portal de la comunidad** para ver en qué está trabajando la comunidad

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Weasl

**WARNING:** *This article may contain spoilers!*

**Weasl** is a character that first appeared as one of the antagonists in *Emily Wants To Play Too*.

## Story

During the game, it is possible to find files detailing the disappearance of a young boy named Brax Milton. A small box was found on his bed, resembling a Jack-in-the-Box toy. Weasl was found inside the box and is described as 'a small jester doll'. Both the box and Weasl were moved to storage. Brax's fingerprints were found on Weasl's box, and it is implied Weasl's victims are trapped inside his box.

## Gameplay

If the player hears a music box, it means Weasl is nearby. The player must find the music box and disable it. The music box first becomes active in area 3 at 10 PM.

## Appearance

Weasl's character model has a slight resemblance to Mr. Tatters in terms of his facial makeup. He is the tallest character in the game. He has green lips, green cheeks, and green hair styled as a buzzcut. He has black and white checkered clothing and has an evil smile on his face showing his sharp teeth. Although from a far distance Weasl's eyes may look black, Weasl actually has green eyes.

## Trivia

* The figure that stands in front of Emily Withers at the end of the game has a slight resemblance to Weasl in terms of height.
* The appropriate spelling for  "Weasel", is disregarded for this series and instead, his name is spelled "Wea**sl**".
* When Weasl is running, carillon noises can be heard. Those same noises are synchronized with his footsteps.
* Weasl's behavior may be based on Musical Chairs as the player has to find something (Weasl's music box instead of a chair) whenever music is playing.
* If the player manages to locate Weasl's music box before he chases the player, he can be seen jumping out of his music box and immediately grow in size.
* While the in-game police files describe Weasl as a 'small jester doll', he is the tallest character in the game. There's a possibility that when Weasl is not chasing the player, his size is not that big.
* The Latin Inscription on the Music Box's lid reads: **"Terror captionem. Potens est magicae. Timor animi necesse. Est ut furati simus. Consumptura est spiritus. Spiritus captionem"** which literally translates to *"Dread trap. Magic is powerful. The fear of it. We have stolen. Consume the spirit. Spirit trap."*
* On a Playstation Blog, Shawn Hitchcock, the developer, confirmed that Weasl is seven feet tall.

## Gallery

Weasl in the teaser at the end of the Emily Wants to Play Too demo.The incident report"???""WEASL"Weasl's Jumpscare"Latin writing inside lid""Small figure in box"Research reportJumpscare, animated
Herbert Withers

**Herbert Withers** is the deceased husband of Maggie Withers and the deceased father of Emily Withers.

## Story

Herbert's wife Maggie Withers had issues with depression and was advised by her psychiatrist to record tapes that would act as a diary. Maggie discussed the change in her daughter’s behavior after they moved to 905 Sister Street.

Herbert and Maggie had started to keep Emily at home when she was kicked out of school for the third time for hurting another child. Shortly after that incident, they found their daughter speaking to strange dolls, but saw it as the first positive sign of normal behavior. They had also gotten her a puppy, but the tapes state that Emily didn't like it.

Emily's behavior began to deeply disturb Maggie and Herbert as she started to stare at them in their bedroom while they would sleep. Eventually, they felt they had to move Emily into the Basement. The parents discovered a hole in her room, which they knew she created though they did not understand why.

One day, Maggie went to the basement to give Emily some food, but found her and she wasn't breathing, nor did she have a pulse. Emily was pronounced dead by both Herbert and Maggie as they refused to call the police or tell anybody because they couldn't explain her death. Maggie later found the dolls throughout the house in random locations. She knew that they had to leave their home, but they were too late, discovering that the dolls were alive.Herbert and his wife were then possibly killed by the dolls.
1 AM

* Emily Wants To Play
* Emily Wants To Play Too

**WARNING:** *This article may contain spoilers!*

**1 AM** is the third hour in *Emily Wants to Play.*

## Description

This is the first hour in which Mr. Tatters becomes active. He and Kiki will both try to attack the player, and they can spawn at the same time.

Mr. Tatters will spawn within the vicinity of the player and kill if he/she moves until a sigh is heard.

Since Mr. Tatters loses patience quickly, he should always be handled first. Kiki will remain spawned for a longer time and does not kill automatically.

Next Hour

Previous Hour
**WARNING:** *This article may contain spoilers!*

**1 AM** is the eighth hour of *Emily Wants To Play Too*.

## Description

In this hour, the protagonist must run from Chester for a certain amount of time. Unlike other hours, Chester chases the player for an extended amount of time before giving up, and will appear much more often. Surviving Chester long enough will progress the game to 2 AM.

## Rules

* Players must run from Chester if he spawns.

Next Hour (2 AM)

Previous Hour (12 AM)
Sandwich Delivery Man

**WARNING:** *This article may contain spoilers!*

The **Sandwich Delivery Man** is main protagonist of *Emily Wants To Play Too*.

## History

Very little is known about the Sandwich Delivery Man, other than the fact that he is a young male who works as a delivery man for *Timmy Thom's Fast Sandwiches.*

## In-game

The game begins at 6 am in the protagonist's apartment after he had a large party. He has to get to work at *Timmy Thom's Fast Sandwiches* by 4:00 pm. At this point, he decides to rest before that time. While the protagonist sleeps, he starts to have the same nightmare as in his previous slumbers where he sees all the dolls scattered in his apartment. When he officially awakens, he heads to work and attempts to deliver a sandwich order to a research facility known as the Central Evidence. He gets locked in and must first discover the key cards to gain access to 4 area levels. It gets harder when he realizes that the pieces of evidence are alive dolls who walks around to play with him, each of them with their own game. If he fails one of the games, he is caught by the dolls and dies instantly. He has to survive the games until 7 AM, the final hour where the dolls start a fire to destroy the evidence. He eventually manages to escape.

True ending article.
## Alternate endings

There are two alternate endings in the game. The first one can be achieved during the 6 AM area at his apartment. If the players turn off the light, the protagonist will start to get scared. If he stays like this over a minute, noises will be heard in the dark suggesting that the dolls are gathering around him. Finally, the local journal will report that the protagonist died because he tripped in his apartment and suffered from a fatal injury. The second one can be achieved when he comes inside the Central Evidence for the first time. He sees Chester's doing some magic and out of fear, he decides to run away. He is believed by the police to be responsible for the fire who destroyed the central evidence. Because he didn't deliver the order, he had lost his job.

First alternate ending titleFirst alternate ending articleSecond alternate ending titleSecond alternate ending article
## Trivia

* The Sandwich Delivery Man's name is never revealed, however in *Emily Wants To Play Too,* he can be seen on the camera in the starting room.
Greta

**WARNING:** *This article may contain spoilers!*

**Greta** is a character that first appeared as one of the antagonists in *Emily Wants To Play Too.*

## Story

Before the game, Greta was the doll of a little girl living at 781 Hillpark Drive with her parents. One day, the entire house burned down with all the residents inside and Greta was the only object that wasn't destroyed by the fire. She was taken and stored where the analysis shows that she was made of a flame-retardant material and that her eyes were removed before the fire occurred.

## Gameplay

Greta is first encountered in the Level 1 area at 8 PM. She will continually cry out "mama" while searching for the player. Since Greta's eyes have been removed, she cannot see, making her rely on noises to locate the player. If the player makes any loud noises, such as sprinting or interacting with doors, she will hear the player and run in the direction of the noise. If she catches the player, she will immediately jumpscare them.

## Appearance

Greta resembles a large baby doll, although with several black markings on her due to suffering fire damage, parts of her face and body have also warped and melted, on her right foot the name "Greta" is written, she seems to have a voice box that allows her to say "mama". Her eyes were removed before the fire, although her model makes it look like she has completely black eyes in some cases. These could also just be burned eyelids. She wears a black dress that is burned and tattered, and she is barefoot.

## Trivia

* Greta is the second female doll after Kiki.
* Greta's behavior may be based on Marco-Polo as she has to rely on sound instead of sight to find the player.
* In some past tweets made by Shawn Hitchcock before the game released, it was revealed Greta was going to have brown eyes in the game.
* The last sentence of the second report about Greta might be warning the player about her game's mechanics: "It was put back very quietly".
* It is strongly assumed that the doll has some sort of attraction to fire due to the in-game message *"GRETA LOVES FIRE!!!!"*, suggesting that she is likely the perpetrator behind the incident.

## Gallery

Greta's JumpscareshhhhhhhThe fire accidentGreta in area 1Jumpscare, animated
Central Evidence

You can help the Emily Wants To Play Wikia by expanding it**Thank you!**

**WARNING:** *This article may contain spoilers!*

**Central Evidence** is a long-term evidence storage and research facility. It is the main setting of *Emily Wants To Play Too*.

## Central Evidence

### Inhabitants

Sandwich Delivery Man
Emily Withers
Kiki
Chester
Mr. Tatters
Greta
Maxwell Steele
Weasl (Formerly)

## Description

After the dream sequence at the beginning of the game, the Sandwich Delivery Man pulls up to the building to deliver a sandwich for a security guard. While entering, there are lights flickering and loud demonic chanting. Walking further into the building reveals Chester performing a ritual on the security guard's dead body. Chester then locks the man in the building, where he must play games with the other antagonists to survive the night. At 7 A.M., the dolls set fire to the building to burn any evidence and run out, confiscating water jugs and fire extinguishers. The Sandwich Delivery Man also escapes after finding an exit. The next day, a news article is posted to the internet with a picture of Central Evidence in flames, implying that the building exploded and burned to the ground.

## Gallery

Kiki and Max in the warehouse.Central Evidence map.Chester performing the ritual on the security guard.
Selective Optimization with Compensation Theory

Selective Optmization with Compensation is a theory of social and biological aging whereby the person, as they grow older and less physically (and later mentally) able, begins to cut nonessential functions and adjusts their mode of living to optimize their current life by compensating for areas of deficiency.

The theory was proposed in 1990 by Paul Baltes.
Emily Wants To Play

**WARNING:** *This article may contain spoilers!*

***Emily Wants To Play*** is an indie horror game created by Shawn Hitchcock. It is the first game in the series.

## Plot

At the beginning of the game, you find that the protagonist is a pizza delivery man from Checkers Pizza. He arrives at his last stop, 905 Sister Street, at 11:00 pm. As it is raining and the door is open, the protagonist steps inside to deliver the pizza, only for the door to close and lock behind him.

Throughout the house, he may find notes, tape recordings, boxes, furniture, three strange dolls and a strange looking little girl. The protagonist must follow the clues he finds around the house to survive the trials from the hours of 12 am - 6 am.

## Trivia

* *Emily Wants To Play* is similar to the game *Five Nights at Freddy's*, considering both games have the player begin at midnight and survive until 6 am.
* Emily Wants To Play is mentioned at the end of Shawn Hitchcock's other horror game, *Pacify,* where the leader of PAH Inc explains in the good ending for the Dolls map that the group's next mission is to discover the house that Maggie and Herbert Withers died it. He also adds that the Pizza Delivery Man says they're some sketchy stuff going on in the house.
3 AM

* Emily Wants To Play
* Emily Wants To Play Too

**WARNING:** *This article may contain spoilers!*

**3 AM** is the fifth hour of *Emily Wants to Play.*
## Description

During this hour, all three dolls: Kiki, Mr. Tatters, and Chester become active.

There is no set strategy to deal with this aside from standing as close to a door as possible and having the flashlight.

A glitch has been found that allows the player to survive at ease. If one stands in the corner next to the hole leading to the basement, only Mr. Tatters can attempt to attack the player. Chester and Kiki will become stuck and not be able to respawn or kill the player. For some consoles, this glitch has been modified, as there is a box to now block the area.

Next Hour

Previous Hour

**WARNING:** *This article may contain spoilers!*

**3 AM** is the tenth hour of *Emily Wants To Play Too*.
## Description

In this hour, known as the "Retro Hour," the protagonist must survive against Kiki, Mr. Tatters, and Chester. The Retro Hour is based on 3 AM from *Emily Wants To Play,* in which the same three dolls attacked the player. Surviving long enough will progress the game to 4 AM.

## Rules

* Mr. Tatters must be tagged before his cycle ends.
* Players must stare at Kiki until she disappears.
* Players must run from Chester if he spawns.

Next Hour (4 AM)

Previous Hour (2 AM)
Pandilla

Una **pandilla** (de *panda*, reunión de personas, derivado del latín *pandus*, curvado) es un grupo de personas que sienten una relación cercana, o íntima e intensa entre ellos, por lo cual suelen tener una amistad o interacción cercana con ideales o filosofía común entre los miembros. Este hecho les lleva a realizar actividades en grupo, que puede ir desde salir de fiesta en grupo hasta cometer actos violentos o delictivos. También puede ser utilizado como sinónimo de trampa.2 En algunos países como El Salvador, Honduras, y Guatemala, también se utiliza el término **Mara** como sinónimo de pandilla delictiva.3 En este sentido en Colombia también se usa el término **combo**.4 5 Aunque en sus comienzos representaba a los obreros, especialmente en el Reino Unido, con el tiempo el término ha adquirido una connotación negativa, especialmente en Iberoamérica, ya que su uso comúnmente se refiere a grupos, bandas o tribus urbanas que habitualmente realizan acciones violentas contra otras personas o como sinónimo de una organización o afiliación criminal.

En las grandes ciudades de Estados Unidos son frecuentes los reportes relacionados con actividades de pandillas, especialmente homicidios, donde hay problemas de pandillas desde hace mucho tiempo, con muchos miembros documentados como contrarios a la ley.6

Las Naciones Unidas estiman que la mayoría del dinero que consiguen las pandillas proviene del comercio ilegal de drogas, calculado en £352 mil millones en total.7 El Departamento de Justicia de Estados Unidos estima que hay aproximadamente 30.000 pandillas, con 760.000 miembros, en 2.500 comunidades en todo el territorio de ese país.
Basement

The Basement

The **basement** is a location in *Emily Wants to Play* where Emily Withers was kept locked in by her parents Herbert Withers and Maggie Withers.

## Overview

The basement is a generic basement, however, it is exceptionally larger. It has shelves and lockers in some areas.

## Gameplay

The player can go inside the basement at any time using the first entrance.

## Entrance #1

In order for the player to enter the basement, the player must interact with the lamp that's top-left of the closet door in what appears to be Emily's parents' room. Once this entrance is revealed, the player may now access the second entrance without getting killed by Emily.

## Entrance #2

The second entrance can be found through the door far right in the kitchen, in Emily's old room. Upon entering the door, the player can find Emily crawling into a hole in the ground. **The player cannot enter this area without finding entrance 1 first.**

## Inside the basement

Inside the basement, the player can find several tapes scattered in different areas where these tapes were recorded by Maggie Withers describing Emily Withers and her strange behaviors after moving into the house. The player can still be killed while in the basement.

## Entities

Upon entering the basement using the first entrance, the player may encounter Emily Withers where she can be seen standing in a dark corridor staring back at the player.

Emily will not approach the player, but getting too close to her will cause her to walk away and disappear.

## Strategy

Dolls such as Chester or Mr. Tatters can appear frequently. However, Chester is exceptionally difficult to outrun due to the fact that the basement is a single room and that he runs faster than the player.

## Trivia

* Emily Withers was moved into the basement after her parents were worried about her behavior, later finding the dolls and dying of unknown reasons.
7 AM

**WARNING:** *This article may contain spoilers!*

**7 AM** is the last hour of *Emily Wants To Play Too*.

## Description

In this hour, the final hour of the game, the protagonist must escape Central Evidence before it burns to the ground. The antagonists have set the building on fire and confiscated all fire extinguishers. Players must exit either through the main entrance, or the entrance in the warehouse from Area 2. Only one exit is accessible in one playthrough. Weasl is still an active threat in Area 3.

As the credits roll,We then see Emily facing a tall entity,surrounded by the dolls,saying that it won’t let her out anymore and now they are one.

## Rules

* Players must find a way out.
* Players must avoid the fire barriers.
* Players must meet the time limit.
* Players must disable Weasl’s music box before the song ends. (Area 3)

## Trivia

* All three endings must be completed, as well as finding the archive chamber at 11 PM to unlock (extras) the door in the start menu.
* It is theorized that the figure that stands in front of Emily at the end credits scene is Vult Ludere.

Previous Hour (6 AM)
Whiteboard

The Whiteboard

The whiteboard can be used to give players clues.

## Overview

In Emily Wants To Play, there is one whiteboard in the Kitchen, which gives players hints to do the opposite. In Emily Wants To Play Too, there is yet again another whiteboard in the player's apartment. There are several whiteboards found throughout Central Evidence, which all give different clues and tips.

## Messages

There are messages on the whiteboard that will appear every hour, if you check the kitchen, the white board will have a new message along with a smiley face. The messages appear as followed:

* 11 PM: "LET'S PLAY AT MIDNIGHT", accompanied by a smiley face.
* 12 AM: "DON'T LOOK AT HER", accompanied by a winking smiley face.
* 1 AM: "DON'T STAY STILL!", with the same winking face.
* 2 AM: "DONT RUN FROM CHESTER" with 'Chester' underlined, a stick figure running, and a winking smiley face.
* 3 AM: "ISN'T THIS SO FUN?", accompanied by an eyebrowless smiley face.
* 4 AM: "I'LL HIDE AND YOU'LL SEEK IN THE DARK"
* 5 AM: "LET'S ALL PLAY FIND ME"
* 6 AM: "THAT WAS SO MUCH FUN! COME BACK SOON!"

## Emily Wants To Play Too

There are several whiteboards located throughout Central Evidence.

* LET'S PLAY AT MIDNIGHT
* FIND ALL SEVEN OF US IN THE DARK
* CHESTER MARATHON! just wait here
* MUSICAL LIGHTS. stay in the darkness
* RETRO HOUR! good times with old friends
* FREEZIE TAG! catch us if you can
* HIDE AND SEEK! we are it
* FIND EMILY 3x WHILE WE FIND YOU
* SORRY ABOUT THE FIRE!

## Trivia

* The whiteboard is actually trying to deceive the player (making it most likely written by Emily or the dolls), So the player must do the opposite of what the whiteboard says (look at Kiki until she disappears, stand still until Mr. Tatters disappears, and run from Chester into another room).
	+ However, The Whiteboards through 3 AM to 6 AM are *not* lying.
905 Sister Street

**905 Sister Street** is the main setting of *Emily Wants To Play*. It is the address of the Withers family.

## Description

Emily Withers and her parents Maggie and Herbert Withers moved here, though Emily disliked the home from the start. Emily's behavior began to change at home and at school. Eventually, the girl was presumably expelled from three different schools due to her behavior. Emily found a box of three dolls in the basement of the house. She began to talk to the dolls "as if they could hear her." Her parents also got her a puppy, but the tapes imply that she killed it because she didn’t like it.

Emily’s behavior began to deeply disturb her parents as she started to stare at them in their bedroom while they would sleep, they then decided to move her to the basement, But the parents discovered a huge hole in Emily's old Room which they knew she created though they didn’t know why.

One day, Emily died in the basement, though there was no evidence of how it occurred. The parents had no idea on how to explain the death, nor did they understand how the dolls began appearing around the house. After their daughter's death and the disturbance of the dolls, the couple had planned to move out, but were possibly killed by the dolls before they had the chance.

At some point afterword, a Pizza Delivery Man from Checkers Pizza was called to deliver a pizza to this location. He stepped inside and was locked in from the hours of 11 PM - 6 AM. Here the delivery man plays games with the dolls and Emily herself.

## Rooms of the House

* Basement
* Bathroom
* Emily's Room
* Guest Room
* Kitchen
* Living Room
* Master Room
* Dining Room
* Storage Garage

## Trivia

* The name of this location is not revealed until Emily Wants To Play Too.
* A photo of the home is not shown until the end of Emily Wants To Play Too.
* The inspiration of the location, explained by Shawn Hitchcock on a Playstation blog, was inspired by his childhood home that he lived at in New Orleans, Lousiana.
7 PM

**WARNING:** *This article may contain spoilers!*

**7 PM** is the second hour of *Emily Wants To Play Too.* (Following the apartment)

## Description

This is the hour the protagonist first enters the Entrance Area of Central Evidence. When players arrive with the sandwich order, they notice Chester completing a ritual with a dead security guard in his office. After watching the anomaly for a short time, or walking close enough to the office, the office door will slam shut and the lights will go out as the power is disabled. Players will hear Chester running and opening a door, then the power comes back on. None of the antagonists are active at 7 PM. The player must find the Clearance Level 1 Keycard and enter Area 1 to progress the game to 8 PM.

## Rules

* Locate the Level 1 Keycard and enter Area 1.

Next Hour (8 PM)

Previous Hour (6 AM)

## Alternate ending

If players enter Central Evidence, then exit before the front door locks, they will enable an alternate ending.
Semisupercentenarian

**Semisupercentenarian** is a term used to distinguish advanced centenarians aged above 105, who are much less common among the population of centenarians from the population of supercentenarians who are an even greater phenomenon among the society. Therefore the term of semisupercentenarian concerns the group of people aged between 105 years and 0 days until 109 years and 364 days.
5 AM

* Emily Wants To Play
* Emily Wants To Play Too

**WARNING:** *This article may contain spoilers!*

**5 AM** is the seventh hour of *Emily Wants To Play*.
## Description

In this hour *all* of the enemies, including Emily, will be active. Unlike 4 am you now have 90 seconds to find Emily while keeping an eye out for the dolls. It is best to stay close to a door in case Chester chases you.

If players manage to survive this hour, they must immediately make their way back to the front door to escape.

Next Hour

Previous Hour

**WARNING:** *This article may contain spoilers!*

**5 AM** is the twelfth hour of *Emily Wants To Play Too*.
## Description

In this hour, the protagonist must find a place to hide in the building. The player must turn the lights off and stand out of sight to prevent the antagonists from finding them. The antagonists move faster than usual, and will find and jump-scare the player on the spot if they aren't properly hidden. Hiding long enough will progress the game to 6 AM.

## Rules

* Players more or less cannot move, make noise, or have any lights on. It is recommended to find a corner of a room that is out of sight and stand still.

Next Hour (6 AM)

Previous Hour (4 AM)
Dining Room

The **Dining Room** is a location in Emily Wants To Play.

## Overview

The dining room is a little room with a mess of chairs, tables, and some boxes.

## Gameplay

The player can find this room between the Kitchen and the Living Room. Generally, there is nothing interesting to do in this room. (Unless if you have to find Emily at 4 AM or 5 AM).

## Trivia

* The dining room is one of the possible rooms in which Mr. Tatters may be sitting in at 11 PM.
Emily's Room

Emily's Room

**Emily's Room** is a location in Emily Wants To Play.

## Overview

Emily's Room is a normal small bedroom, furniture is scattered everywhere, and a giant hole that leads to the Basement and is behind some dilapidated furniture.

## Gameplay

The Player can find the room near the Kitchen. The second entrance to the basement can be found here, but entering it will cause Emily Withers to kill the player(Unless they find the first entrance). The Flashlight can be found here most of the time, as well as a tape recording.

## Trivia

* Emily Withers used to sleep in here until she was moved into the basement.
* When the player enters the room for the first time, Emily can be seen running into the hole.
* There used to be a glitch in this room where if players would stand in the corner above the hole, no NPCs could reach them. A box has now been added to prevent players from reaching this corner.
Shawn Hitchcock

**Shawn Hitchcock** is the developer and creator of the *Emily Wants To Play* series and *Pacify*.

## Career

Development in gaming, creator of games.

Games: Mobile games, *Emily Wants To Play, Emily Wants To Play Too, and Pacify.*

## Trivia

* Shawn stated in a Playstation blog for "Emily Wants To Play Too" that he is afraid of mannequins, which is what inspired Maxwell Steele.
* Before making "Emily Wants To Play," Shawn stated in an interview that he used to work on mobile games.
* Shawn stated on a Playstation blog for "Emily Wants To Play" that the location of the house was inspired by his childhood home where he said that "paranormal things" always happened in that house.
Pizza Delivery Man

**WARNING:** *This article may contain spoilers!*

The **Pizza Delivery Man** is the unnamed main protagonist of *Emily Wants To Play*, controlled by the player.

## History

Very little is known about the player character, other than the fact that he is male, appears to be relatively young (he sounds as though he's in his late teens or twenties) and works as a delivery man for Checkers Pizza.

## In-game

The pizza delivery man brings a pizza to the house late at night, only to discover it is apparently empty and he finds himself locked in. Upon investigating, he finds a number of disturbing notes and recordings. As time goes by, he finds himself stalked by three living dolls and a ghostly little girl. He must find a way to evade them until dawn arrives and he can escape.

After the player has made it past 6:00 AM, a news reporter will report that the pizza delivery man is currently in psychiatric evaluation as police investigate the house. Right at the end of the cut-scene, this unknown person goes into Emily's parent's bedroom and into the secret entrance to the basement and the box of the dolls are in the secret entrance to the basement hinting towards Emily Wants to Play Too.

## Emily Wants To Play Too

A file appears in the 2nd game where the accident about the dolls is told. It is also speculated that the man reading the story of the Sandwich Delivery Man, that happened during the game, is hinted to be him. The man suggests that he should "go back to that house", possibly hinting towards a third game.

## Trivia

* The Pizza Delivery Man's name or appearance was never revealed.
* If a third game will be announced, his lines from Emily Wants To Play Too imply that he’ll be the main protagonist.
* The Pizza Delivery Man is mentioned at the end of Shawn Hitchcock's other horror game, *Pacify,* where the leader of PAH Inc explains in the good ending for the Dolls map that the group's next mission is to discover the house that Maggie and Herbert Withers died it. He also adds that the Pizza Delivery Man says they're some sketchy stuff going on in the house. This could imply that he was the one to inform the group about his encounter with Emily and the OG dolls.
Home

**Welcome to Emily wants to play Wikia**

Your source for all about the first-person survival horror indie game, Emily Wants To Play.

***Warning**: This wiki contains **spoilers**, read at your own risk*.

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Can you survive the hours with Emily and her friends?

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