recursal/Fanatic-Fandom huggingface dataset:
Matches

*This article is a stub. You can help Immure Wiki by expanding it.*

*This article relies on information from the* Immure *demo. It may or may not be valid in the full release.*

**Matches** are an item in *Immure*.

## Description

Small book of matches.

Found these on the bathroom sink in Apartment B3 [sic]. Has an advertisement for a cheap Polish restaurant on the front. Kinda makes me hungry.

## Location

They are located in Apt B4 on the bathroom sink. As of demo version 1.05, the message on inspection misidentifies the apartment as B3.

## Use

They can be used to light the candles in the apartment building, most importantly the one on the strange memorial at the door to Apt A6. Another candle can be found right in Apt B4, and yet another is in Apt B3 Bedroom, which is accessed via the bedroom room in Apt B4.
Key (clue)

*This article relies on information from the* Immure *demo. It may or may not be valid in the full release.*

**Key** is one of the clues Will discovers and records in *Immure*.

## Discovery

This clue is added after Will receives the Key from the Safe Room Guy.

## Text

The 'Safe Room Guy' gave me a key and told me to use it in a door in the hallway. It seems I have little choice in the matter, and regardless I feel like following what he tells me will lead me to either answers or a way out of this hell.
Mansion

*This article is a stub. You can help Immure Wiki by expanding it.*

The **mansion** is the primary setting of *Immure*. William Wicker finds himself trapped within this mansion, which seems to have no exits, but has doors leading to alternate dimensions.

## List of mansion locations

* Parlor
* Hall to Grace
* Worship Chamber
* First unnamed hallway
* West Hallway
* Bridge
* East Hallway
* Safe Room
* Gallery Room
* Downstairs Hallway
* Apartment
This Place

**"This Place"** is one of Will's journal entries in *Immure*, listed under "Mansion".

## Text

I've only been here for a few hours at most but it feels like I haven't eaten or slept for weeks. It seems like the more that passes the more my memories before I got here seem to become... I don't know how to say it... blurry? It seems like this place has been messing with my mind as well as my perception.
Here I am referring to this place as if it has a mind of its own. Maybe I really have gone insane.
Character

*This article is a stub. You can help Immure Wiki by expanding it.*

The available **characters** in *Immure* include William Wicker, the player character.

## Main Characters

* William Wicker
* Safe Room Guy
* Shining Trapezohedron
* Jack
* Walt
* Danielle Wicker

## The Apartments

* Anne Marie
* Thomas M. Davidson
* Brennen Alexander

## The Residence

* Barb
* Grace
Jack

**Jack**, also known as **Johnny**, is a mysterious character encountered by William Wicker in Part 2 of Immure. He is the caretaker of the Mansion and servant of Walt.

## Appearance

Jack is an eerie looking man with short, black hair. He wears a black suit consisting of a coat, pants, and shoes. He coat has red lining and he wears a white shirt underneath it, along with a red ascot and pocket square.
Dirty Apartment Keys

*This article is a stub. You can help Immure Wiki by expanding it.*

## Dirty Apartment Keys

### Appearances

The Apartments

The **Dirty Apartment Keys** are an item in *Immure*.

## Description

Dirty keys that probably belong to an apartment.

Door keys that I recently found on the roof... but for which apartment?

## Location

It is found on the rooftop of the Apartments, next to some lounge chairs.

## Use

Unlocks the door to Apt C6 from Hallway on Floor C.
Doorways

**Doorways** is one of the clues Will discovers and records in *Immure*.

## Discovery

This clue is added to the list after Will enters the West Hallway and sees the first metallic door there.

## Text

These damn doors litter the halls of the Mansion. At least one of these must be accessible so I should keep an eye out for anything that sticks out. I also shouldn't forget to make good use of the Trapezohedron.
Introduction

## **Erectus the Game**

Erectus the Game is a free-to-play strategy focused empire builder MMO about our history. The game takes place on earth, about 130.000 years ago.During this time there were different kinds of humans living on earth. The battle between these 2 human races, with the survival of their respective race at stake, is the theme of Erectus the game.

Players will play one of the four different Homo Sapien civilizations. They can decide which of these they wish to play at the start of the game.

1. Ngane. This civilization is fast, strong and built for aggressive playstyles.

2. Okiteng. Complex and economically sound, well suited for defensive players.

3. Ikari. Powerful because of their skills with technology, but slow. A suitable race for strategic players.

4. Assura. A well rounded civilization with no overly weak or strong attributes, a good civilization for beginners.

Once a player has picked a civilization he or she will be given a starting village on the map. By clicking on the village you’ll see a circle with a telescope, click this icon to take a look inside your village. This starting village will have some resource fields and structures ready to use. Let’s take a closer look at the village.
Note From Johnny

**Note From Johnny** is one of the clues Will discovers and records in *Immure*.

## Discovery

This clue is added to the list after Will finds the handgun in Downstairs Hallway.

## Text

Sir Will,
I took the liberty of retrieving your handgun for you. As you know, it won't be able to eradicate the most capable of Wraiths but several doses of lead should put them down for a time. If you find yourself under assault with only a bullet to spare, a well-timed shot as they are striking should provide a moment of reprieve!
Also, my dear Will, if you want to keep your head affixed to your neck then you must learn to keep quiet and stick to the darkness! You may find the darkness arduous but it is only necessary to put out your light sources when they are within eye-sight. Sound, however, has a way of penetrating doors and thin walls so you must always be attentive of how much noise you are making.
Of course, these places you will be visiting have a tendency to break the natural laws that govern the world of man. Just keep your wits about you and you should be fine! I have a few errands to take care of but rest assured I will be seeing you later.
Sincerely,
Johnny
Assura

*This article is a stub. You can help Erectus Wiki by expanding it.*

Assura is one of the homo sapiens civilizations in the game.

## Units

On this page you can read about the different units of the Assura. There are 10 units in total.

### Militia

A basic unit with little actual training, these units are mostly Assura civilians that ended up a bit bigger than their fellow citizens. Surprisingly well-rounded units with good speed that can attack other civilizations early on.

### Timuk

A warrior unit with good offensive and melee abilities as well as respectable speed. Aside from subpar defensive skills the Timuk is a common and widely used unit that can fill many roles.

### Zhayedan

The most skilled infantry unit that the Assura can field. The Zhayedan has strong offensive, defensive and melee skills on top of good speed. An affordable and effective unit, the Zhayedan's signature curved blades are a menacing sight on the battlefield.

### Ansar

A light cavalry unit. The Ansar has a fearsome offensive strength and can hold his own in melee combat, on top of this the Ansar is blazingly fast. An immaculate hit-and-run unit though a very weak defender.

### Sipahi

The heavy cavalry unit of the Assura, the Sipahi is an incredible combination of power and speed. They possess incredible offensive and defensive strength and can more than hold their own in melee fights.

### Bowman

Assuran bowmen are reliable defenders with some good offensive strengths as well though they will fall like flies in melee combat. They should make use of their good speed to keep away from the frontlines and fight from the best positions.

### Scout

Like most of the Assura units the Assura scout is a very fast unit. His speed enables him to cover lots of ground and quickly relay information‏.

### Catapult

The Assura catapult is a fearsome and effective tool to break down walls with, for a catapult it can move quite fast. Assuran catapults are costly weapons to produce, they should always be well defended when in use.

### Ram

The Assura ram is an "in the middle" kind of weapon. It's not weak, but it's not that strong either. It has good speed however, so it can reach its target surprisingly quickly.

### Chief

The chief units are the commanders of the army, they lead the troops, plan the attacks and make sure that their subjects are disciplined and full of morale. Any troops that are sent out alongside a chief will gain a 50% boost to their offense, defense and melee abilities. The chief is a respected unit held in high regard by the other troops and as such will be defended until the very end in case of defeat, this means that your chief units will always be the very last to die so try to keep them alive when you have reason to believe that defeat is imminent, remember that you can only create 1 chief per city. A city won’t be able to produce another chief until the current one dies.
Metallic Shard

*This **disambiguation** page lists articles associated with the same title. If an internal link referred you here, you may wish to change the link to point directly to the intended article.*

There are multiple **Metallic Shards** that can be found in *Immure*. They include:

* the Metallic Shard acquired upon completing the "Nightmare" stage of the game.
* the Metallic Shard that may be found in the Apartment room of the mansion after "The Apartments" stage of the game.
* the Metallic Shard that may be found in the Residence room of the mansion after "The Residence" stage of the game.
Item

*This article is a stub. You can help Immure Wiki by expanding it.*

In *Immure*, the player character, William Wicker has an inventory allowing him to acquire items from various locations.

## List of items

### From the "New Game" portion

* Doorknob
* Shining Trapezohedron
* Strange Key
* Unearthly Dagger
* Metallic Shard

### From the "Mansion" portion

* Doorknob (again)
* Key
* Handgun

### From "The Apartments" portion

* Batteries
* Charred Key
* Handgun Ammo
* Matches
* Rabbit Stuffed Animal
* Turtle Stuffed Animal
* Teddy Bear Stuffed Animal
* Radio
* Toy Spaceship
* Gasmask
* Broken Bottle
* Glass Shard
* Maintenance Key
* Screwdriver
* Dirty Apartment Keys
* Best Friends Photo
* Rusty Spoon
Empty Rooms

**"Empty Rooms"** is one of Will's journal entries in *Immure*, listed under "Apartment."

## Appearance

This journal entry is added upon examining the smoking emptiness at the right of Apt A3.

## Text

This place.. it doesn't entirely make sense. I found a room that just seemed to end with nothing but a black void beyond some rubble. It brings into question the validity of this place entirely. Surely, the full layout of the rooms exist somewhere. Have they just been misplaced in the cosmos or did the architect simply stop building?
Bloody Glass Shard

*This article is a stub. You can help Immure Wiki by expanding it.*

The **Bloody Glass Shard** is an item in *Immure*.

## Description

A glass shard with the blood of the Fireman covering it.

This is the glass shard that I used to destroy the Fireman with. It has been covered in his blood.

## Location

The Glass Shard is located on the floor of A6 Bedroom beneath the broken picture frame, and becomes the Bloody Glass Shard when successfully used to destroy the Fireman.

## Use

This opens the lock on the outdoor exit in the Lobby and automatically returns Will to the mansion in a room named Apartment.
Homo erectus

Next to Homo sapiens there was another type of humans, called Homo erectus. Where the development of the Homo sapiens was mainly technology driven, the development of the Homo erectus was based on a symbiosis with nature. The Homo erectus worked together with animals and lived on our planet for 1.5 million years.

## Units

Just like the Homo sapiens the Homo erectus also have their units.

### Club fighters (Militia)

Club fighters are the most common of the Erectus warriors. Though lacking the advanced equipment used by their Homo sapiens opponents, these militia units make up for it with brute strength and a lifetime of fighting experience that they acquired by living in the wild.

### Spear fighters

The spear fighters are a step up from the more common club fighters. Spear fighters put a bit more thought into their weaponry and have managed to carve stones into pointed speartips, making them more dangerous than their club-wielding brothers-in-arms.

### Torch fighters

Erectus warriors that have mastered the use of fire. They fearlessly wield burning torches which they use to light up anything and anyone that stands in their way.

### Slinger

Don't let their lack of archers fool you, the Erectus are perfectly capable of defending themselves from a distance using their slings. Slingers use specially made slings to hurl rocks with alarming power and precision.

### Elephant tamer

A group of Erectus warriors accompanied by mighty elephants. Elephants can easily trample any opposing footsoldiers, they are feared by melee warriors that have to fight them up close.

### Buffalo tamer

The bond between Erectus and animal is clearly shown when you see them fight alongside buffalos.
Buffalos are used to defend important units and areas, they quickly form a defensive circle around whatever they are trying to protect.

### Hippo tamer

The hippo is scary enough to encounter in the wild, but alongside the Erectus they become a truly terrifying opponent. Hippos are fearless and strong, they power through anything that gets in their way and are frequently used by raiding parties.

### Rhino tamer

Rhinos are bulldozer units and probably the last thing you'll see if you see one charging at you.
The Erectus make use of Rhinos when they need something with great speed and power, they are used to rampage through enemy units as well as battering rams to open city gates with.
Downstairs Hallway

*This article is a stub. You can help Immure Wiki by expanding it.*

*This article relies on information from the* Immure *demo. It may or may not be valid in the full release.*

The **Downstairs Hallway** is a hallway in the mansion in *Immure*.

## Exits

* Upstairs: Gallery Room
* White door: The Apartments/Apartment
* Right: The left door of this hallway

## Secrets

* Secret 1
* Secret 2
* Secret 3
* Secrets 4 and 5

1. Secret message on the side of the staircase
2. Secret message above the metallic, futuristic door
3. Secret fire in the picture hanging to the top left of the white door
4. Secret glyph depicting a key above the white door
5. Secret message to the right of the white door
Masked Man

**"Masked Man"** is one of Will's journal entries in *Immure*, listed under "Mansion."

## Appearance

This journal entry is added after the Safe Room Guy gives Will the Key.

## Text

I met a man (woman?) who called himself the "Safe Room Guy." He wore a mask which, now that I'm thinking about it, is not easy to describe. I guess you could describe it as being "cosmic?" He was sitting in a chair the whole time we talked but if he were to stand up he would easily tower over me.
The man seemed to enjoy messing with me and I really can't tell if he actually knows what is going on or if he is just talking out of his ass. Regardless, he doesn't seem to want to harm me. Although what he says doesn't always make sense, I think I should be able to trust him. I just hope I don't end up regretting ever doing so.
Apt A6

*This article is a stub. You can help Immure Wiki by expanding it.*

**Apt A6** is an apartment unit in the Apartments in *Immure*.

## Items

* Gasmask
* Broken Bottle

## Exits

* Left: Hallway on Floor A
* Gray door left of bathroom: A6 Bedroom

## Secrets

* Secret 1
* Secret 2
* Secret 3

1. A vision that shows Brennen's suicide
2. A secret message on the wall right of the dead body
3. A hidden drawing on the picture next to the bedroom door
Erectus Wiki

Looks like as if this game was now offline and no longer available. A link leads us to: Erectus world. Does someone know more? Please help us to provide information.

The most comprehensive source of information about the game.We are currently maintaining 297 pages (17 articles), written by 28,964,281 users. |  About
Erectus is a browser game and will take the player back in time, about 130,000 years, in which the Homo sapiens lived alongside the Homo erectus. It is the player’s task to build a new empire, a process that has been recreated as “true to life” as possible and to protect themselves against the invasion of the Homo erectus.

Maata Games is a Dutch company established in 2013 in Arnhem, The Netherlands.

© all images/content:Maata Games 2015Link meanwhile invalid!1. ↑ Maata Games Presskit

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 Gameplay   Buildings   Resources   Playable Civilizations  Ngane  •  OkitengIkari  •  Assura  Trade   Homo erectus
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Chaos Rhino

The **Chaos Rhino** is a Chaos Space Marine vehicle in Eternal Crusade.

## Tabletop Description

Reliable, resilient and easily repaired, the Rhino APC has been the mainstay transport of the Adeptus Astartes since time immemorial. The Rhinos maintained by the Khorne Daemonkin are grotesque shadows of these loyal troop carriers, daubed with terrifying Khornate symbols, smeared with the blood of the slain and covered in spikes - all the better to impale and intimidate the enemies of Chaos.
Hallway on Floor C

*This article is a stub. You can help Immure Wiki by expanding it.*

The **Hallway on Floor C** is a hallway of The Apartments in *Immure*.

## Items

* Maintenance Key: caught in between the doors of the elevator.

## Exits

* White door at right side: Stairwell East
* Door C6: Apt C6 (Requires Dirty Apartment Keys to open)
* Safe Room door: Safe Room

## Secrets

1. A secret message on the door to Apt C6
Gasmask

*This article is a stub. You can help Immure Wiki by expanding it.*

*This article relies on information from the* Immure *demo. It may or may not be valid in the full release.*

The **Gasmask** is an item in *Immure*. Once picked up, it takes up a 2-by-2 space in Will's inventory.

## Description

I can probably breath better if I wear this.

Pulled this off of Brennen's dead body. It was pretty fucked up but the mask could prove to be very useful... if I don't let the smell get to my head.

## Location

It is located in Apt A6. It is on the face of Brennen's corpse.

## Use

Wearing it permits safe entry to the Basement.
Bathroom Body

**"Bathroom Body"** is one of Will's journal entries in *Immure*, listed under "Apartment."

## Appearance

This journal entry is added after entering the bathroom in Apt A1.

## Text

Discovered the body of a deceased male in a bathroom... God, bodies like that are a horrible thing to witness. Reminds me of a case I worked back when I was pulling graveyard shifts on homicide. I remember that it wasn't simply the death of another human that was difficult to get past, but the gruesome manner in which the body had been mutilated beyond recognition. Face caved in by brute force, entrails exposed, blood covering everything...
What amount of rage does someone hold inside to destroy in such a relentless way?
Suicide Note

The **Suicide Note** is one of the clues Will discovers and records in the Apartments in *Immure*.

## Discovery

This clue is added to the list when Will picks up the suicide note inside Apt A6.

## Text

Found this hand written note inside of A6.
"I have failed at this life. One simple fucking job to save those who needed it most. Since that summer day I have withered away to nothing but a drunken waste of a man. Maybe that's all I really have ever been. I failed little Anne-Marie, poor girl burned to death trying to save her stuffed animal. And Tom, a talented musician and friend who trusted me, now just another life wasted by my incompetence. What a shit friend I was that couldn't even keep him safe.
Why should I deserve to live? Anne-Marie will never play with her toys again, never grow up and experience life. Tom will never go home to see his wife and children, never play his piano in another concert hall. I don't deserve forgiveness, but I found a way to get out of all of this. He said he can help me, all I have to do is give in.
[Illegible]fter all, if I can forget all of this and find eternal happiness then why wouldn't I agree?"
Turtle Stuffed Animal

*This article is a stub. You can help Immure Wiki by expanding it.*

*This article relies on information from the* Immure *demo. It may or may not be valid in the full release.*

The **Turtle Stuffed Animal** is an item in *Immure*.

## Description

A little turtle stuffed animal.

Found this guy on the floor of B3. Small so maybe it wouldn't hurt to hold onto?

## Location

It is located with the Rabbit Stuffed Animal and Teddy Bear Stuffed Animal in Apt B3 Bedroom on the floor on the right. (Note that Apt B3 Bedroom is accessed from *Apt B4*.)

## Use

This appears to be a red herring. Anne Marie's friend appears to always be the Rabbit Stuffed Animal, so this has no use.
Janitor Note

*This article is a stub. You can help Immure Wiki by expanding it.*

The **Janitor Note** is an clue in *Immure*.

## Discovery

The Janitor Note is added to the list when Will examines the blue folder in the Maintenance Room.

## Text

To Do List:
* ~~Take lobby trash out back~~
* ~~Fix leak on B~~
* Change roof password to something easy to remember
* Tell Garrison new password
* Call Al
Key

*This article is a stub. You can help Immure Wiki by expanding it.*

*This article relies on information from the* Immure *demo. It may or may not be valid in the full release.*

The **Key** is an item in *Immure*.

## Description

A key given to me by the Safe Room Guy.

This was given to me by the Safe Room Guy. He said it goes to some door in the hallway. I'm not entirely sure which door though.

## Location

Will receives this from the Safe Room Guy at the end of their first conversation.

## Use

It is used to unlock the white door in Downstairs Hallway in order to gain access to the Apartments.
Apartment (room)

*This article is a stub. You can help Immure Wiki by expanding it.*

**Apartment** is a room in the mansion in *Immure*.

After the "Apartments" stage of the game is completed, Will ends up in this room, now accessible through the door originally used to access the Apartments. The contents of the room depend on whether Will saved or destroyed the Fireman.
Apt A1

*This article is a stub. You can help Immure Wiki by expanding it.*

**Apt A1** is an apartment unit in The Apartments in *Immure*.

## Exits

* Left: Hallway on Floor A
* Gray door next to refrigerator: A1 Bedroom

The right door leads to the bathroom.

## Secrets

* Secret 1
* Secret 2

1. A secret message in the mirror
2. A secret message on the bathroom wall
Locations

*This article is a stub. You can help Immure Wiki by expanding it.*

There are three major locations William Wicker will visit in the *Immure* demo.

## The Mansion

The Mansion is the primary setting of the game. Will starts out here in the "New Game" part of *Immure*, where the mansion is in much better condition. He is still here during the "Mansion" part that follows, but the mansion has changed considerably. He will return here for the "Mansion (End)" part of the game.

## The Apartments

The Apartments is an apartment building that serves as the setting for the "Apartments".

## The Residence

The Residence is house that serves as the setting for the "Residence".
How to play guide for Immure

*This article is a stub. You can help Immure Wiki by expanding it.*

This page will serve as a basic **how to play guide for *Immure***. While there is very little information available at this time, we urge you to check back often, as new information is being added all the time! Feel free to edit this guide with any tips, tricks, and suggestions.

## Basic gameplay

The game plays like a sidescroller where the player moves Will left and right along the screen. The player can also move the Trapezohedron which can only be moved a limited distance from Will and can also collide with objects in the environment. The majority of the game is spent exploring, solving puzzles, and avoiding enemies. Combat is possible although the player has very limited means to defend himself and defeating the main enemies can only be accomplished once the player has solved the mystery of the chapter they are currently in.

## Controls

The game can be played with either a Keyboard or a Gamepad. The player is able to move left and right while also controlling the Trapezohedron which can be moved right, left, up, and down. Different objects in the environment can be interacted with which involve either examining or an action or both. Will and the Trapezohedron are both able to interact with different objects depending on whether they are within range. The Trapezohedron is also able to perform a Pulse which can cause a variety of things to happen although typically it involves hidden objects becoming visible. There are also various places throughout the game that Will can use to hide at to break line of sight from enemies.

The game also features inventory management as well as Journal notes which are divided into Entries and Clues. The player can access all of this while playing the game which occurs in real-time (ie the game does not pause when accessing these menus).

## Tips and tricks

* Lighting impacts visibility on characters in the game. This can be used to the player's advantage to help prevent enemies from spotting them during gameplay.

* Sound penetrates through different environment objects in the game including doors, walls, and ceilings. Different objects allow for differing amounts of sound to penetrate. This applies to all characters in the game and can be used by both the player and the AI.
Journal

*This article is a stub. You can help Immure Wiki by expanding it.*

The player character, William Wicker, keeps a **journal** of his exploration of the mansion in *Immure*.

## List of journal entries

* Nightmare
	+ The Truth
* Mansion
	+ Trapezohedron
	+ This Place
	+ First Entry
	+ Masked Man
* Apartment
	+ Apartment
	+ Anne Marie
	+ Bathroom Body
	+ Empty Rooms
West Hallway

*This article is a stub. You can help Immure Wiki by expanding it.*

The **West Hallway** is a hallway in the mansion in *Immure*. When first encountered during the "Nightmare" portion of the demo, it is named Hall to Grace instead.

## Exits

* Left: Parlor
* Right: Worship Chamber

## Secrets

* Secret 1

1. Secret message next to the metallic door.
Broken Bottle

*This article is a stub. You can help Immure Wiki by expanding it.*

The **Broken Bottle** is an item in *Immure*.

## Description

the edge of this bottle is sharp enough to cut or stab with.

A busted up bottle with no label attached. It has a sharp edge so I could probably use this as a makeshift weapon.

## Location

It is located in Apt A6 on the floor just past the dead body.

## Use

This is a red herring. It can be used to attack the Fireman while he is stunned from Handgun shots or a charged Shining Trapezohedron pulse, but this only nets Will the Failed clue, and most likely leads to Will dying as the attack doesn't even appear to faze the Fireman. It may even break him out of his stunned state to allow an immediate counterattack.
William Wicker

*This article is a stub. You can help Immure Wiki by expanding it.*

**William Wicker**, or Will, is the main character of *Immure*.

## Appearance

William Wicker has reddish, orange hair and a short beard. He wears a tan coat with a light blue shirt underneath. Will also wears jeans and brown shoes.

When going through the doors in the mansion and entering their other dimensions, Will takes on a more weathered appearance. His beard becomes longer and his face overall looks more tired.
Anne Marie (journal)

**"Anne Marie"** is one of Will's journal entries in *Immure*, listed under "Apartment."

## Appearance

This journal entry is added after first talking to Anne Marie, typically after finding Drawing 2 in Apt A1.

## Text

I spoke to a little girl, said her name was Anne Marie. She looks... strange. Her dress had embers coming off of it although she didn't seem to mind, This is certainly not a place for a child but she didn't seem at all worried or scared. Honestly, she simply behaved like a child: playful and innocent. I kept my guard up when talking to her, but it was a breath of fresh air even if I can't really trust her.
I never had children of my own. Not because I dislike children, but rather because I've always feared bringing a child into this world. I've seen the worst in humanity and what scares me the most about it is how it has affected me as a person. Could somebody like me even be a good father? Of course, I never... well, let's just leave it at that.
First unnamed hallway

*This article is a stub. You can help Immure Wiki by expanding it.*

The **first unnamed hallway** is a hallway in the mansion in *Immure* seemingly across from the Worship Chamber, which initially remains visible in the background. No name for the hallway is revealed in game.

Most exits simply return Will to this same hallway, though it often undergoes significant reconfiguration during the transition.

## Creatures

* Nightmare creature: First appears in the left side of hallway's first version when that side becomes accessible.

## Items

* Strange Key: On a dresser on the left side in the hallway's first version.
* Unearthly Dagger: On a dresser on the left side in the hallway's second version, initially inaccessible.
* Metallic Shard: Automatically acquired after defeating the Nightmare Creature.

## Secrets

* Secret 1
* Secret 2
* Secret 3
* Secret 4
* Secret 5

1. Strange golden glyph and writing above pillars. The image in the circle hints at what Will needs to accomplish. It becomes white and changes after Will passes through the locked door to a different version of the hallway. After Will enters another different version of the hallway, it turns red and its image changes again.
2. Secret message on the left wall before the left side is open.
3. Secret above above a recessed wall that will become a doorway.
4. Secret warning about the creature on the left side.
5. Secret in the second version of the hallway above the recessed wall on the left.
Thomas M. Davidson

**Thomas M. Davidson**, or **Tom** for short, is a character in *Immure*. He is encountered by William Wicker in the Apartments of the Mansion.

## Appearance

Tom's soul can be seen severely burned. His clothing is charred and tattered, and parts of his skin are melted.

## Personality

The only time he is ever seen, Tom appears quiet and reserved. He also displays unforgiving personality traits since, unlike Anne-Marie, Tom apparently no longer had any feelings left for his former friend Brennen and desired to destroy him rather than save him.

## History

### Background

Thomas was originally a talented pianist, firefighter, and the best friend of Brennen Alexander. On the date of July 6th, 1992, a fire broke out in a small residence located in Carnegie. When the mother of a young girl, named Anne Marie McCoy, reported that her daughter was still trapped in the burning building, Tom and Brennen ran back into the building to save her. Unfortunately, only Brennen was able to make it back out. According to Brennen, Anne Marie had burned to death trying to save her stuffed animal and Tom died in the fire as well.

### The Apartments

When Will enters Apt B2, he will find Tom at a piano. After talking with Will about Brennen, Tom will give Will information to go to Brennen's old apartment room, where he can find the means to destroy him, demanding he do so before burning away into nothing and leaving behind a drawing.
Newspaper Article

**Newspaper Article** is one of the clues Will discovers and records in the Apartments in *Immure*.

## Discovery

This clue is added to the list when Will picks up the newspaper inside Apt B4.

## Text

Found the following article dated on July 7th, 1992 in a newspaper.
"Yesterday, a fire broke out a small residence located in Carnegie which tragically claimed the lives of 8 year old Anne-Marie McCoy and 27 year old Thomas M. Davidson. Davidson was a firefighter who, along with fellow firefighter Brennen Alexander, ran into the building after the mother of young Anne-Marie reported that her daughter was still trapped inside. Unfortunately, only Alexander made it back out of the building.
The fire spread to a nearby home as well but was stopped prior to causing additional damage. Authorities have yet to find the cause of the fire but current evidence suggests it to be an accident. Our hearts go out to the family members of those lost their lives in this horrible tragedy."
Grace

*This article is a stub. You can help Immure Wiki by expanding it.*

**Grace** is the main antagonist in Part Two (The Residence) of Immure. She is the second wraith that William Wicker encounters in the game.

## Appearance

As a human, Grace was a young African-American girl with short, curly hair. She wore a pink shirt with blue pants. Grace appeared to have vitiligo, as she had several white patches on her dark skin.

As a Wraith, Grace is a large, monstrous creature that resembles a dog and has glowing green eyes.

## Personality

Grace was youngest child in her family and loved them all greatly. She never wanted any of the horrible things she did to happen. However, she eventually was no longer able stand her parents constant fighting which led to her to giving in to the mysterious being that made her do all of it.

As a human, Grace seemingly believes her sister to be responsible for the deaths of their parents.

As a Wraith, Grace is feral creature that appears to target her sister Barb and also Will if she sees him. Should she spot Will, Grace will relentlessly chase after and attempt to kill him, where she will blow a hole through his chest.

## Powers and Abilities

* **Large size**
* **Supernatural survivability** - As a Wraith, Grace is able survive injuries that would usually be fatal for a human. She was able to emerge from the wreck of car after it was dropped onto her and the injuries she sustained from it did not seem to impede her at all.
* **Dermal armor** - As a Wraith, Grace possesses fur on her body that initially prevents her from being destroyed.
* **Quadrupedalism** - Grace can shift from walking on two legs to running on all fours, and vice-versa.
Teddy Bear Stuffed Animal

*This article is a stub. You can help Immure Wiki by expanding it.*

The **Teddy Bear Stuffed Animal** is an item in *Immure*. Once picked up, it takes up a 2-by-2 space in Will's inventory.

## Description

Big stuffed teddy.

Looks like the sort of stuffed animal you would win at a carnival or something.

## Location

It is located with the Rabbit Stuffed Animal and Turtle Stuffed Animal in Apt B3 Bedroom on the floor on the right. (Note that Apt B3 Bedroom is accessed from *Apt B4*.)

## Use

This appears to be a red herring. Anne Marie's friend appears to always be the Rabbit Stuffed Animal, so this has no use.
The Truth

**"The Truth"** is one of Will's journal entries in *Immure*, listed under "Nightmare."

## Appearance

This journal entry is added after Will wakes up back in the Parlor after finding the Shining Trapezohedron and the events that follow.

## Text

[I don't remember ever writing this in my journal... Where the hell did this come from?]
I always scoffed at those who would say that ignorance is bliss. That drive to learn the truth and do what I always felt was right is what pushed me through most of my life. But is the truth always worth seeking?
Immure

***Immure*** is a single-player 2.5D horror game developed and published by Wither Studios, LLC for Windows, Mac OS X, and Linux.

## Description

***Immure*** is a 2.5D story-driven, psychological horror game. Will, the main character, has found himself trapped inside a foreboding Mansion with no exit. To escape, Will must travel through strange doors which lead into other dimensions filled with tormented souls. Will must choose to save or destroy these wraiths, in order to discover the truth behind the Mansion.

## Gameplay

*Immure* is a side-scroller where the player controls both the main character and the Shining Trapezohedron. The Trapezohedron (inspired by Lovecraft mythos) is used as a light source, can reveal hidden supernatural environmental elements and to stun enemies. Players explore different environments while solving puzzles and avoiding being killed by running, hiding or defending yourself.

## Timeline

* A demo was released on September 11, 2018.
* A Kickstarter campaign was launched on October 15, 2018 to finance full-time development. It ended the morning of November 14, 2018 without achieving its goal. After this, the decision was made to release *Immure* in parts. Part Two will be released as DLC and will complete the story.
* *Immure: Part One* was released on May 8, 2019
* *Immure: Part Two* is slated for release on December 17, 2020

## System requirements

**Windows**
* **Minimum**
	+ Requires a 64-bit processor and operating system
	+ OS: Microsoft® Windows 7
	+ Processor: 2GHz
	+ Memory: 2 GB RAM
	+ Graphics: Pixel Shader 4.0 support
	+ DirectX: Version 11
	+ Storage: 2 GB available space
* **Recommended**
	+ OS: Microsoft® Windows 10
	+ Processor: Dual Core Processor or Better
	+ Memory: 4 GB RAM

**Mac OS X**
* **Minimum**
	+ Requires a 64-bit processor and operating system
	+ OS: macOS 10.11
	+ Processor: 2GHz
	+ Memory: 2 GB RAM
	+ Graphics: Pixel Shader 4.0 support
	+ Storage: 2 GB available space
* **Recommended**
	+ Processor: Dual Core Processor or Better
	+ Memory: 4 GB RAM

**Linux and Steam OS**
* **Minimum**
	+ Requires a 64-bit processor and operating system
	+ OS: Ubuntu 12.04, SteamOS
	+ Processor: 2GHz
	+ Graphics: Pixel Shader 4.0 support
	+ Storage: 2 GB available space
* **Recommended**
	+ Processor: Dual Core Processor or Better

## Game support

Immure Wiki is focused on creating the definitive guide to *Immure*. But while we make an effort to be complete, which may include game bugs and fixes for them, we are not an official game support channel.

## External links

* Official site
* Steam
* itch.io
* GameJolt
* Facebook
* Twitter
* Instagram
* Discord
* Wither Studios
Clan Fénix

El **Clan Fénix** es un Gran Clan dirigido por el Consejo Elemental y protegido por el Campeón de Clan Shiba Ujimutsu.

## Descripción

El Fénix es un símbolo de contradicciones: poder explosivo y gran control, vasta inteligencia y profunda humildad, inmolador autosacrificio y glorioso renacer. Esas virtudes interrelacionadas iluminan el camino del Gran Clan más místico de Rokugan, los guardianes del Tao de Shinsei y vigilantes del alma del Imperio.

Los Fénix son los maestros de la magia en Rokugan, pero también son acérrimos pacifistas con poco interés en las contiendas. Los jugadores sabios usaran a los shugenja del clan para desencadenar poderosos efectos contra tu oponente desde la seguridad de tu área de casa. La maestría del clan sobre los anillos elementales también te ayudará a negar a tu oponente los efectos que buscan usar contra ti mientras te aseguras de poder usar los anillos que necesitas para ganar. El desagrado de este clan hacia la violencia también puede ser utilizado como una influencia calmante sobre tu oponente, haciendo la agresión pública y los conflictos militares mucho menos efectivo contra ti.

## Grandes Familias

* Familia Asako: Eruditos e historiadores que frecuentemente se encuentran actuando como cortesanos, también producen algunos shugenja y tienen una orden de monjes dedicados a la iluminación.
* Familia Isawa: La mayor familia de shugenja de Rokugan y sus líderes espirituales, son únicos por su maestría de los cinco elementos y su posición de dominación en su Clan.
* Familia Shiba: Bushi eruditos que dedican sus vidas a proteger a los shugenja del clan.

## Referencias

1. ↑ Legend of the Five Rings: The Card Game
Parlor

*This article is a stub. You can help Immure Wiki by expanding it.*

The **Parlor** is a room of the mansion in *Immure*. It is where Will initially enters the mansion for the first time at the beginning of the "Nightmare" portion of the game.

Will will later awaken in a trashed version of the Parlor in the "Mansion" portion of the game.

## Items

* Doorknob: located in the drawer of the end table at the left (during "Nightmare" and "Mansion").

## Exits

* Right: Hall to Grace (during "Nightmare")
* Right: West Hallway (after "Nightmare")
The Apartments

*This article is a stub. You can help Immure Wiki by expanding it.*

**The Apartments** is a level in the first part of the psychological horror game, *Immure*.

## List of The Apartments locations

### Stairwells

* Stairwell West
* Stairwell East

### Basement

* Basement
* Boiler Room

### Ground floor

* Lobby
* Maintenance Room

### Floor A

* Hallway on Floor A
* Apt A1
* A1 Bedroom
* Apt A2
* Apt A3
* Apt A6
* A6 Bedroom
* Safe Room

### Floor B

* Hallway on Floor B
* Apt B2
* Apt B4
* B4 Bedroom

### Floor C

* Hallway on Floor C
* Apt C6
Anne Marie

**Anne Marie McCoy**, also known as **Anne Marie** or **Anne** for short, is a character encountered in the Apartments of the Mansion.

## Appearance

Anne Marie takes the appearance a young girl who has blonde hair with a blue dress and shoes. Anne Marie's eyes glow white and the ends of her hair and dress are burnt with embers coming off them.

## Personality

Anne Marie is described by Will as a being playful and innocent. She is not hostile toward Will and rather friendly. Anne Marie is also shown to be forgiving, as she desired to reconcile with Brennen, unlike Thomas.

## History

### Background

On the date of July 6th, 1992, a fire broke out in a small residence located in Carnegie. When the mother of Anne Marie reported that she was still trapped in the burning building, two firefighters, Thomas M. Davidson and Brennen Alexander, ran back into the building to save her. Unfortunately, only Brennen was able to make it back out. According to Brennen, Anne Marie had burned to death trying to save her stuffed animal and the fire also took the life of Thomas.

### The Apartments

Anne Marie is encountered near the beginning of the level where she emerges from the darkness whilst Will is exploring the Apartment rooms and she introduces herself to him. Will asks Anne various questions but she provides little help. When Will asks Anne if there is anyone else who could help him, she mentions both Brennen (The Fireman) and her friends. Anne then asks Will if he could find someone who is "always late to tea parties" (Rabbit Stuffed Animal) and states that if he does, she might be able to help him find his way out. When will finds the Rabbit Stuffed Animal and gives it to Anne, she explains that she has something that might be able to allow Will to unlock the exit to the Apartments and that Will must collect four Drawings before she can give it to him. When Will finds the Drawings and gives them to Anne, she expresses fear and regret but Will reassures her. Anne then instructs Will to ring the bell in the Lobby and to only do so when the Fireman is not around.

#### Save

If Will chooses to save the Fireman and rings the bell in the lobby, he will quickly arrive and attempt to kill Will. Before the Fireman can do this, however, Anne arrives and stops the Fireman. She states to the Fireman that she forgives him and urges him to remember who he is. Anne's reconciliation attempt works, as the Fireman drops his axe and approaches her. He speaks an unintelligible sentence to Anne, though she is able to understand it and she shares a hug with the Fireman. As she is hugging the Fireman, Anne drops a photograph which Will uses to leave the Apartments.

After Will leaves the Apartments, he arrives in a room in the mansion and finds Anne's corpse stuck on a wall.

#### Destroy

If Will chooses to destroy the Fireman and attacks him with the Glass Shard, his body collapses onto the floor and soon after, Anne arrives and weeps at the sight of it, stating that Will could've helped him.
Strange Key

*This article is a stub. You can help Immure Wiki by expanding it.*

*This article relies on information from the* Immure *demo. It may or may not be valid in the full release.*

The **Strange Key** is an item in *Immure*.

## Location

It is located in the left area of the unnamed hallway Will is transported to after finding the Shining Trapezohedron. This area is not initially accessible, as it requires opening the right area first by revealing a secret on the left wall and then opening the left area by revealing a secret at the end of that hall. Will must then safely get to the left side of the Nightmare creature located there.

## Use

The key is used to unlock the door with the large keyhole that is in the right area of this hallway, requiring Will evade the creature yet again.
Best Friends Photo

*This article is a stub. You can help Immure Wiki by expanding it.*

The **Best Friends Photo** is an item in *Immure*.

## Description

A photo of two friends.

A photo of two men who seem to be happy. Anne Marie was holding this when she approached the Fireman. Maybe I could use this to get out of here.

## Location

The Best Friends Photo is acquired in the Lobby after Anne Marie drops it upon reconciling with the Fireman.

## Use

This opens the lock on the outdoor exit in the Lobby and automatically returns Will to the mansion in a room named Apartment.
Lobby Vent

**"Lobby vent"** is one of the clues Will discovers and records in *Immure*.

## Discovery

This clue is discovered upon examining the smoking vent in the Apartment.

## Text

The lobby has a vent with some smoke coming through it. I can't open it by hand, but maybe I can find something to get it open with, assuming it will help me in some way that is.