recursal/Fanatic-Fandom huggingface dataset:
Jeremy

"Hi there. I'm Jeremy."

**Jeremy** is a supporting character in Don't Escape 2. An ordinary, formerly bespectacled man, he is hoping to retrieve his missing glasses at the nearby store, and can be recruited if helped.

## Don't Escape 2

Jeremy is found at the Shop, standing near the shopping trolleys. When talked to he will politely introduce himself, but admit that he is having trouble seeing you properly, as he lost his glasses inside the General Store. The glasses are now in a storage hatch of the store, guarded by a zombie. To get the glasses it is necessary to kill the zombie first, either by shooting it or by whacking it with the shovel. The former will alert 5 more zombies to your location, and the latter will break the shovel, rendering it useless for the rest of the game.

If the player gives Jeremy his glasses, Jeremy will join your party and help you survive the night. He will subtract 30 to 45 minutes from all tasks (except the cement mixing), depending on the task. "The Savior" achievement requires The Survivor save Jeremy and Father Bernard.

If the zombies get into the Base and you don't have the gun or are out of bullets, 10 zombies will swarm Jeremy and devour him.

Jeremy can also be shot in the leg at the Base and placed inside the hole in the yard, distracting 15 zombies, now preoccupied with eating Jeremy alive.
Gas station

* 2
* 4

The **Gas Station** is a location appearing in both *Don't Escape 2* and *Don't Escape 4 Days in a Wasteland*.

## Don't Escape 2

The station is one of five locations in the game. The pumps outside are no longer working. The player can enter the shop, and a small living room behind the shop to collect usefull items.

## Don't Escape 4

The station is located 1.5 miles from the Farmhouse. It is one of the four locations that is available from day 1.

The station has been abandoned for some time when David first encounters it.

At the station, David can find various items that can help him prepare his hideout for the night, including various window covers, a rifle and fuel for the fireplace. At the back of the station is a large tank truck from which David can tap gasoline if he has a wrench and a jerrycan.

On day 3, if the hazard involves Razor's gang, David and co will encounter Sarge here, giving David the option to talk him out of attacking the house that night, or kill him from within the shop.
Cave

The **Cave** is a location appearing in *Don't Escape 4 Days in a Wasteland*. It becomes available on day 2 after David notices some tire tracks near a car crash, and follows them.

If the danger on day 2 involves the heat wave, the cave can be used as an alternative hideout instead of the Farmhouse. For all the other hazards, the cave provides no protection however.

## Appearance

The cave is accessible through a hole in the ground. The player needs a rope with a hook to descent into the cave.

Parked next to the cave is an RV. The owners are dead and the vehicle can no longer ride, but the engine and battery can still be used for electricity, and there are several useful items found inside.
Traveller

"You. You shouldn't be here."

This unnamed **traveler** is a supporting character in *Deeper* *Sleep*. A mysterious individual, he is one of countless humans trapped in the dream realm. Unlike many, however, he has no intentions of waking up, instead consciously choosing to stay behind and gather information to ensure he and other travelers do not fall victim to the lurking dangers of the realm.

## Deep Sleep

The traveler, while not making a physical appearance, is heard via recording, having apparently taped a message for anyone unfortunate enough to enter the world of dreams, urging them to wake up, to beware of the Night Folk and go to the lighthouse if all else fails. The recorder loops and is transmitted through a phone, the former of which is later turned off by "Yourself".

## Deeper Sleep

The player encounters him in person in the basement, behind a sewer grate. The traveler recognizes them, realizes they did not listen and informs the player that it was him that left the player a message about the lighthouse in the previous game. Here, he serves as a source of vital information and lore about the dream realm, such as the Night-Folk, Felicity and the machinations of the world. He also instructs the player to descend into the Deepest Sleep to wake up, but warns them that the further they go, the more likely it is that they are lost forever.

When asked about why he doesn't try to wake up, the traveler claims he'd rather stay in the dreamworld, despite the hazardous environment, admitting that he fears that his life in the waking world is even worse.

## Trivia

* He shares his appearance with the protagonist of A small talk at the back of beyond. Whether this was purposely done remains unconfirmed.
Hanzo

Hanzo Shimada no deja de poner a prueba sus habilidades como arquero y asesino para convertirse en un guerrero sin par.

El
 linaje de la familia Shimada se remonta a varios siglos: un clan de
asesinos cuyo poder creció a lo largo de los años, lo que les permitió
levantar un inmenso imperio del crimen cuya principal fuente de ingresos
 era el tráfico de armas y substancias ilegales. Al ser el hijo mayor
del líder de la familia, Hanzo debía suceder a su padre y gobernar el
imperio Shimada. Desde su más tierna infancia fue entrenado para cumplir
 con esa responsabilidad y demostró tener aptitudes naturales para el
liderazgo, así como un profundo entendimiento sobre estrategia y
tácticas. También sobresalía en áreas más prácticas: era un verdadero
prodigio en artes marciales, esgrima y tiro con arco.

Al morir su
padre, los ancianos del clan ordenaron a Hanzo que hiciera entrar en
razón a su obstinado hermano pequeño para que él también ayudara a
controlar el Imperio Shimada. Cuando su hermano se negó, Hanzo se vio
obligado a matarlo. Este acto le rompió el corazón e hizo que renegara
del legado de su padre: abandonó el clan y todo aquello por lo que tanto
 había luchado.

Ahora Hanzo viaja por el mundo perfeccionando sus
habilidades como guerrero, a la vez que intenta restaurar su honor y
conseguir que los fantasmas del pasado descansen en paz.

.

.

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.

## Habilidades

Hanzo tensa el arco y dispara una flecha a su objetivo.
125 de daño cargado
Hanzo
 utiliza una flecha que contiene un dispositivo de rastreo por sónar:
cualquier enemigo dentro del radio de detección quedará visiblemente
marcado, de modo que perseguirlo será más fácil para Hanzo y sus
aliados.
125 de daño cargado
Hanzo
 dispara una flecha que se fragmenta. Las distintas piezas rebotan en
paredes y objetos y pueden golpear a varios objetivos al mismo tiempo.
125 de daño cargado
29 de daño descargado
75 de daño por flecha desperdigante (cargado)
22 de daño por flecha desperdigante (descargado)
Hanzo
 invoca un dragón espiritual que se desplaza por el aire en línea recta.
 Atraviesa muros y devora a todos los enemigos con los que se cruza.
Disparo inicial 125 de daño
200 de daño por segundo (dragones)
Duracion infinita

## Corto animado

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.

.

..

.

## Comic

http://comic.playoverwatch.com/es-es/tracer-reflections
Construction Site

The **Construction Site** is a location in *Don't Escape 4 Days in a Wasteland*. It becomes available on day 3.

## Appearance

The construction site has been abandoned for an unknown amount of time. Several construction vehicles are seen standing on the terrain, but only the crane is still operational if the player refuels the generator. A building of sorts was being constructed here, with only the metal frame currently standing.

The site is accessible through the main gate in front, an a hole in the fence at the back.

## Role in the game

If the danger on day 3 is the thunderstorm, David and friends are told about the construction site by Sarge. David has to set up one of the three storm catcher devices on top of the crane in order to get a perfect night. David can also use the crane to move some concrete slabs out of the way and get copper wire for a makeshift lightning rod.

If the danger on day 3 is Razor's gang, the gang is using the construction site as a hideout. David and friends overhear Sarge and Razor talk about the construction site. David can later sneak into the site to sabotage the gang's planned attack on the Farmhouse by pouring oil on their ammo supply, leave a bottle of whiskey, or poison their food supply.

On day 4, the player has to return here to get a welding kit to fix the spaceship.
Bottom Feeders

The **Bottom Feeders** are worm-like entities within the realm of dreams and the main antagonists of the Deep Sleep Trilogy. They are considered a danger to all dwellers of the realm and are the only known beings that pose a threat to the Night-Folk.

## Appearances

### Deepest Sleep

The Bottom Feeders are first mentioned in a note sent by Bert the Clown to himself to watch out for their presence. As the game progresses, the Bottom Feeders are constant challenges to the player as they seek to obtain items of importance.

## Shown Abilities

### **Abilities**

* Super Strength and Durability: A single Bottom Feeder was able to crash through a wall.
* Sensing vibrations/super sense: The Bottom Feeders are blind but can sense and are attracted to movement.

### **Limitations**

* Blindness: Bottom Feeders are blind.
* Super Sense: The Feeders can easily be tricked by simply making more noise in a different area.
* Size: Their large girth makes it difficult for them to quickly move inside the narrow tunnels of the Dream Realm, slowing them down and giving their prey time to escape.
Aurora

## Description

The Advanced Utility and Organic Restorative Automaton Mk III, more commonly known as Aurora, is a goblin-built sentient gargoyle that can be rescued from Dragon-boy's hidden cave dungeon and recruited as a camp follower.

## Quest-line

In order to rescue Aurora and bring her back to camp, the Champion must first clear the hidden cave by defeating the mysterious dragon-boy. Once this has been done, the Champion will eventually be ambushed by the dragon-boy as you explore Mareth. Upon defeating him, he drops the Jade Talisman key-item, which the Champion cautiously retrieves.

The Champion can now return to the hidden cave, and upon descending to the second floor, immediately finds a crack in the tunnel wall in the shape of the talisman. The tunnel wall opens and you can now speak to the mysterious gargoyle for the first time. Choosing to tell the gargoyle that, yes, you are its new master, you now need to find a way to break her bonds so that she can be rescued.

Visiting He'Xin'Dao, the Champion can request help from the Adventurer's Guild by visiting **JourTTEast** -> **Adv.Guild** -> **GRJ**. At the cost of 10 spirit stones, you can choose to post the job request on their quest board and wait for someone to accept it.

After four days have passed, the **GRJ** option will reappear in the Adventurers Guild menu. Selecting it will detail the retrieval process, with a fellow guild member traveling with you to the cave where he assists you in transporting Aurora back to your camp. Congratulations, you now have Aurora as a follower.
Traveler

**Travelers** are people in the Deep Sleep that, often unwillingly, traverse the Dream Realm, unable to wake up on their own. This is most often the result of becoming stuck in a lucid dream or, more rarely, OOB (Out-of-Body) experiences.

## Description

It is told by the unknown Traveler in Deeper Sleep that it is a foremost rule that individual travelers should never speak directly of the Night-Folk or else. It is also important to note that, just like in the waking world, travelers can range from friendly to aggressive.

A wall of newspaper clippings show that there are a number of cases of Travellers losing themselves in the Dream Realm, their place in the waking world taken over by a Shadow Person. An extreme personality change is oftentimes noticed, but are not able to be explained, even by the scientific community.

## Capabilities

* Travelers are capable of leaving recorded messages on tape, or notes, to themselves in future occasions when they find themselves in the deep sleep, although without memory of their previous experience in it.
* Travelers can themselves turn into Shadow People, however the traveler must've already lost their body to another Night Folk. Similarly, Travelers can become insane if their presence in deep sleep is prolonged and never woke up in the real world, as shown with Felicity.

## Travelers

* Yourself (Deep Sleep, Deeper Sleep)
* Bert the Clown (Deeper Sleep, Deepest Sleep)
* Stranger (Deep Sleep; voice only, Deeper Sleep)
* Felicity (Deeper Sleep)
* David (Don’t Escape 4)
* Cate (Don't Escape 4)
* Cody (Deep Sleep, Deeper Sleep, Don't Escape 4)
Changelog

This page contains all the changes documented so far. Whenever a new version is released, it will be added to this page.

Due to massive change list, this page has been split into several sub-pages.

## Version 0.8

```
   Changelog 0.8

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## Version 0.7

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   Changelog 0.7

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## Version 0.6

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   Changelog 0.6

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## Version 0.5

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   Changelog 0.5

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## Version 0.4

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   Changelog 0.4

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## Version 0.3

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   Changelog 0.3

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## Version 0.2

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   Changelog 0.2

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## Version 0.1

```
   Changelog 0.1

```
Mei

Mei es una científica que ha decidido convertir la protección de la naturaleza en su lucha personal.

Aunque
 muchos echaron la culpa del inexplicable incremento del fenómeno
climático del planeta a la llegada de las nuevas tecnologías, el rápido
crecimiento de la población ómnica y el drástico aumento en el consumo
de recursos, la verdadera razón sigue siendo desconocida. Para encontrar
 una solución, Overwatch estableció una serie de observatorios
ecológicos en ubicaciones remotas y de importancia crítica de todo el
mundo.

Mei-Ling Zhou, que formaba parte de esta iniciativa
plurianual, es una climatóloga sin par que ha introducido las
innovaciones más vanguardistas en el campo de la manipulación climática.
 Estas innovaciones protegían zonas en riesgo tanto en Asia como en
otros lugares. Mei estaba asignada a la estación de control del programa
 en el Observatorio: Antártida cuando ocurrió la desgracia: una
catastrófica tormenta polar golpeó la instalación y la aisló del mundo
exterior, por lo que los científicos quedaron incomunicados en el centro
 dañado. Cuando comenzaron a quedarse sin recursos, los científicos
decidieron recurrir a la criopreservación en un último intento de
sobrevivir hasta el rescate.

Pero ese rescate nunca llegó. No fue
hasta años después que la cámara criogénica del equipo fue descubierta.
Mei, todavía en hibernación, era la única superviviente. Al despertar,
se dio cuenta de que el mundo en el que se encontraba había sufrido
cambios considerables: Overwatch ya no existía, los problemas climáticos
 se habían agravado y no quedaba ningún observatorio ecológico activo.
Todas aquellas pistas que habían descubierto se habían perdido.

Mei
 ha decidido continuar el trabajo por su cuenta. Equipada con una
versión portátil de su tecnología de control climático, ahora viaja por
todo el mundo esperando restablecer la red de trabajo ecológico e
identificar las causas que amenazan el ecosistema del planeta.

## Habilidades

La
 pistola de Mei lanza un chorro de escarcha concentrado de corto alcance
 que daña, ralentiza y puede congelar a los enemigos para que no se
muevan. Además, Mei puede usar la pistola para disparar proyectiles con
forma de carámbanos a media distancia.
45 de daño por segundo (fuego primario)
Duracion de congelación 1.5
Mei
crea un grueso bloque de hielo a su alrededor de forma instantánea.
Mientras se encuentra en su interior, ignora el daño y se cura, pero no
puede moverse ni usar habilidades.
37.5 de curación por segundo
Mei crea un enorme muro de hielo que obstruye la línea de visión, impide el movimiento y bloquea los ataques.
500 de vida por pilar (5 pilares)
Mei
lanza un dron de control climático que emite ráfagas de viento y nieve
en una amplia área. Los enemigos atrapados en la ventisca se ven
ralentizados y sufren daño, y aquellos que permanecen en la zona durante
 demasiado tiempo acaban congelados.
97 de daño
5 segundos de duracion
Bastion

Antaño un combatiente de primera línea durante la devastadora Crisis Ómnica,

ahora esta curiosa unidad Bastion se dedica a explorar el mundo. Le
fascina la naturaleza, pero mantiene las distancias con una humanidad
que aún recela de los robots.

En un principio se crearon para
mantener la paz. Las unidades robóticas Bastion poseían la habilidad
única de reconfigurarse rápidamente y pasar al modo cañón de asalto.
Pero durante la Crisis Ómnica se volvieron en contra de sus creadores
humanos y se convirtieron en el grueso del ejército rebelde ómnico. Tras
 el final de la crisis, casi todas fueron destruidas o desmontadas. A
día de hoy, las unidades Bastion aún simbolizan los horrores del
conflicto.

Una sola unidad Bastion, muy dañada en las últimas
batallas de la guerra, permaneció olvidada durante más de una década. Se
 quedó inactiva, expuesta a los elementos y oxidándose mientras la
naturaleza la reclamaba poco a poco. A medida que lo invadían
enredaderas y raíces, y pequeños animales lo usaban como nido, el robot
siguió inerte, aparentemente ajeno al paso del tiempo. Y así fue hasta
que un día, de repente, se reactivó. El robot había perdido casi por
completo su configuración de combate y sentía una intensa curiosidad por
 el mundo natural y sus habitantes. Esta inquisitiva unidad Bastion se
lanzó a explorar su entorno y a descubrir su propósito en un planeta
devastado por la guerra.

Aunque “Bastion” parece amable, incluso
inofensivo en ocasiones, su programación de combate original toma el
control cuando la unidad presiente un peligro, y utiliza todo su arsenal
 para eliminar cualquier cosa que parezca una amenaza. Esto lo ha
llevado a sufrir varios conflictos con los pocos humanos con los que se
ha encontrado, por lo que el robot evita las áreas pobladas y prefiere
dirigirse a las zonas salvajes y recónditas del mundo.

## Habilidades

En
 Modo reconocimiento, Bastion puede moverse, y está equipado con una
metralleta que dispara ráfagas constantes de balas de alcance medio.
En
 Modo centinela, Bastion permanece inmóvil y protegido con una barrera
frontal. Está equipado con una ametralladora que dispara ráfagas de
balas. La mira del arma puede ser guiada hacia varios objetivos para
infligir daño devastador a corto y medio alcance.
4-15 de daño por disparo
Bastion alterna entre dos modos de combate básicos para adaptarse a las condiciones del campo de batalla.
1 segundo de invocacion para centinela
Bastion restaura su salud, pero mientras el proceso de reparación tiene lugar no disparar sus armas.
75 de salud por segundo
En
 Modo tanque, Bastion extiende unas orugas y un poderoso cañón de largo
alcance. Los proyectiles explosivos del cañón destrozan a los objetivos
en un amplio radio, pero Bastion solo puede permanecer en este modo
durante un tiempo limitado.
205 daño directo por disparo
35 daño propio por disparo
Duracion 8 segundos

## Corto animado

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## Comic

http://comic.playoverwatch.com/es-es/bastion-binary

## Video guia

El escudo en modo torreta a sido removido.

Haora se puede curar mientras se mueve/recive daño
Don't Escape

**Don't Escape** is the first game in the Don't Escape tetralogy, followed by Don't Escape 2, Don't Escape 3 and Don't Escape: 4 Days to Survive.

## Plot

The game is played in a first person view and entirely takes place inside a Lodge.

At the start of the game, the player character wakes up inside an unfamiliar place. There he quickly remembers that he is a werewolf and that tonight was a full moon. He plans to lock himself in the lodge and take precautions to prevent his werewolf form from escaping, so he won't kill or hurt the inhabitants of a nearby village.

Precautions that can be taken are: tying yourself up with rope and chains, locking the door, barricading the windows, and brewing a potion that will weaken the wolf and lace a piece of meat with it as bait.

As soon as the player deems the precautions taken enough, he can choose to wait for nightfall and see how well his actions pay off. Depending on how well the player prepared, the result can vary from a bloodbath where the werewolf breaks loose and goes on a killing spree, only ending when the werewolf is killed by arriving monster hunters, to a quiet night where escaping takes so long, and tires out the werewolf so much, that he retreats into the woods, saving the lives of innocent villagers and ensuring his own continued survival for another day.

## Trivia

* The Sidereal plexus website names the world this game is set in SP-17321. It is on their list of worlds that should not be visited due to humanity being stuck in a medieval-like state of progress here. Despite this, an anachronistic lever-action rifle is found inside the hut.
Crystal

**Blue** **Crystal** is the colloquial name for a parasitic alien lifeform that first appears in *Primal Sands* and also plays a key role in *Don't Escape 3*. They are a potent source of energy, but are highly infectious, festering and growing inside of other beings if touched or inhaled.

## Appearance

The crystal emits blue light and subtle acoustic vibrations.

## Primal Sands

The blue crystals are found inside the extraterrestrial creatures on the planet the protagonist's vessel has crashed on. They are used to upgrade the robot.

After successfully escaping the planet, the final shot of the game shows a member of the ship's crew, likely the protagonist, coughing violently, before hacking up a blue crystal.

## Don't Escape Series

The crystal was found by the crew of the UEFS Horizon, attached to the bones of a space miner among the debris of another ship that had gone missing years earlier.

The crystal was brought on board and investigated in the lab by Dr. Amanda Grodberg. Too late did the crew find out the crystal was in fact a live organism, that survives inside of live hosts, growing inside them by consuming soft tissue. It infected one of the ship's pilots, and took over his body while he was sleeping, using him as a tool to murder the rest of the crew. It then tried to dispose of the pilot himself by ejecting him out the airlock, but the pilot woke up in time to stop the process.

The crystal can grow rapidly under ideal circumstances. At the start of the game, it has overgrown the isolation ward of the ship, so the pilot can't get in. Before her death, Dr. Grodberg created a formula for a mixture that weakens and partially destroys the crystal. The pilot is able to use this to shrink the crystal back enough to let him into the isolation ward.

Upon discovering the truth of what the crystal is, the pilot tries to destroy it with a makeshift bomb, either blowing up the entire ship or the large crystal inside the lab.

In *Don't Escape 4 Days in a Wasteland*, files found in the Sidereal plexus building speak of experiments performed on the moon involving crystals. The Sidereal Plexus website elaborates further on this, revealing that they have started a full-scale mining operation of the blue crystal for energy since the discovery of SP-1.
Church

"Faith is a hard thing to come by these days."

The **Church** is one of 5 available locations in *Don't Escape 2*.

The church is a small roadside chapel of modest proportions, with simple ornamentation. It is a narrow brown brick building with three colorful stained glass windows on each side of the structure and a red-tiled roof, topped with a brick rood and two large wooden doors in front.

The inside is dimly lit and lines with six rows of pews, along with two confessional stalls to each side.

Next to the cobble pathway leading to the entrance is a stone statue of an angel. A stack of firewood, axe included, is found up front, while leftover bricks and cement from an unfinished wall are found by the church.

The church's minister, Father Bernard, can still be found inside, manning the confessionary and attempts can be made to convince him to join your flock. Temple of religion
Paul

### Eye color

**Paul** is a soldier that appears as a supporting character in *Don't Escape 4 Days in a Wasteland*. He is encountered on Day 3, and can be either an ally or an enemy depending on the situation given and the choices made.

## History

Paul is an engineer that serves in the platoon of Sarge. He is blindly loyal to Sarge and his fellow soldiers and refuses to abandon them if asked by David.

If the danger on Day 3 is a thunderstorm, then Paul, along with the rest of Sarge's platoon, is found in the Restaurant, where they stopped to care for Steve, who is injured. If David gets on Sarge's good side by providing him with medical aid for Steve and a new weapon, Sarge instructs him to talk to Paul about the oncoming storm. Paul provides David with 3 Stormchaser devices, and tells them how they work.

If the danger on Day 3 is Razor's gang, Paul and his fellow soldiers are part of this gang. In this case the player can not interact with him during the day. If David convinces Sarge to leave Razor's gang, Paul leaves the gang along with him. If Sarge is killed or not convinced, Paul will join the nighttime attack on the Farmhouse and, depending on how well the player prepared, either succeed in conquering it, or get killed/incapacitated himself.

If at the end of day 4 Sarge and his team are still alive, they watch the spaceship depart from Earth.
Razor's gang

**Razor's gang** are a group of hostile survivors, that appear in *Don't Escape 4 Days in a Wasteland* as a potential danger on Day 3.

The bandits are heavily armed and well-equipped, wielding an array of guns and stocked up with a large number of miscellaneous supplies, including provisions and military crates of ammunition. The gang consists of 20 members, including their leader Razor. As raiders, they actively look for other survivors to rob, and seem to have nomadically travelled the barren lands using their motorcycles for quite sometime before deciding to set up shop at the construction site near the city. Among their ranks are 5 former soldiers: Sarge, Josh, Mark, Steve and Paul.

If the gang is the threat on Day 3, the player has to fortify the Farmhouse against their nighttime attack by installing bear traps, locking the doors, and barring the window. The player also has to arm both David and Barry/Cody. Before nightfall however, it is possible to already reduce the number of gang members by convincing Sarge to leave the gang (or just kill him), kill a guard, leave a bottle of Whiskey at the gang's hideout in the Construction Site, sabotage their ammo supply by pouring oil on it, or poisoning their food supply with rat poison.

If the player prepares enough, all members are killed, or otherwise incapacitated. They are not seen again on day 4.
Base

The **Base** is the main location in *Don't Escape 2*. It is in this building that the protagonist attempts to survive a night while fending off a horde of zombies.

The base is a concrete building with 1 door and 1 broken window. There is a cellar that can be accessed through a hatch. The building is surrounded by a fence. Next to the fence is a generator.

In order to stand a chance against the zombies, the player can fix the fence and electrify it with the generator, brick up the broken window, lock the door, and set a trap in the front yard.
Hunter's lodge

The **Hunter's lodge** is a location in *Don't Escape 4 Days in a Wasteland*. It becomes available on day 3 after David, while browsing a computer
in the Sidereal plexus building, comes across an email with as attachment a map that marks the location of the lodge.

## Appearance

The Lodge is a small, one story wooden building. It has a living room and a room in the back. The living room contains a fireplace, and a hidden vault under the couch. The vault can be opened with a mechanism hidden in the antlers of the deer-head above the fireplace.

At the back of the lodge is an outhouse that serves as toilet.

If the danger on day 3 involves a thunderstorm, the lodge has solar panels on the roof, and there is a huge tree in the backyard that David can climb in. Both are required for a perfect night since they allow David to set up one of the three Storm Catcher devices in the tree. If the danger is Razor's gang, the panels and tree are absent. In both cases the lodge contains several other useful items.
400 Years

**400 Years** is a game by Scriptwelder. It is a standalone game.

## Gameplay

The game is 2D Side-scrolling video game. The player controls a creature made of stone. The creature knows that in 400 years a huge calimity will happen, and sets out to prevent it.

Since he can only move in 1 direction, and can't jump, the creature can find his path blocked by several obstacles. To get past these, he often has to wait for the right opportunity, or set in motion an event and wait for the outcome, which can take years. Examples include; planting a tree and witing for it to grow tall enough, waiting for winter so a large body of water will freeze, etc. The player has to determine the right amount of time needed, and when to use the ability to wait. Failing to reach the creatures destination, a volcano that is about to erupt, will result in a game over.

As a sidequest, the creature can help humans he encounters, like planting grain to feed them.

## Easter egg

Upon reaching the volcano, if the player keeps walking instead of descending into the crater, he will encounter a gravestone. It can be reached with help of a chestnut seed. The grave reads as follows: *Here lies a traveler between worlds, whose name is unknown. May his curious soul find a way home, like you have found his resting place*. This is most likely a reference to either the *Deep Sleep* trilogy or *A small talk at the back of beyond*.
Symmetra

Symmetra modela la realidad, literalmente. Mediante sus creaciones de luz sólida, es capaz de manipular el mundo de acuerdo con su visión de

una sociedad perfecta.

Tras la Crisis Ómnica, la corporación
Vishkar, del sur de la India, inició la tarea titánica de crear ciudades
 nuevas y autosuficientes que albergaran a la población desplazada de la
 nación. Utopaea, una de estas ciudades, fue creada utilizando una
tecnología rompedora de luz sólida que permitió a sus arquitécnicos
construir las calles, infraestructuras y domicilios de la urbe en un
abrir y cerrar de ojos.

Cuando la identificaron como una de las
pocas personas capaces de convertirse en una arquitécnica de luz, la
joven Satya Vaswani abandonó una vida de pobreza extrema y se incorporó a
 la Academia de Arquitectura de Vishkar. Jamás volvería a su hogar.
Satya, aislada y solitaria en su nueva vida, se entregó a su educación y
 a la instrucción. Dominó la aplicación de la tecnología rápidamente y
se convirtió en una de las mejores estudiantes de su clase. Veía la
manipulación de la luz sólida de una forma distinta a sus compañeros.
Ellos ideaban construcciones mecánicas y utilitarias; ella hilaba sus
creaciones con los movimientos del baile tradicional de su tierra.

Aunque
 Satya era una de las arquitectécnicas más ilustres de Utopaea, la
corporación Vishkar veía aún más potencial en sus habilidades. Le
asignaron el nombre en clave "Symmetra" y empezaron a enviarla en
misiones clandestinas por todo el mundo para proteger sus intereses
corporativos y expandir su influencia en otros países.

Symmetra
cree que sus actos contribuyen a un bien mayor para la sociedad, pero a
veces se pregunta si el control y el orden que tanto desea son de verdad
 lo mejor para la humanidad.

## Habilidades

El arma de Symmetra emite un haz de corto alcance que se dirige
hacia un enemigo cercano y le inflige un daño continuo que irá
aumentando mientras se mantenga la conexión. El proyector también puede
lanzar una esfera de energía cargada para infligir más daño.
Symmetra coloca una torreta pequeña que dispara automáticamente
descargas ralentizadoras al enemigo más cercano al alcance. Se pueden
construir hasta 6 torretas a la vez en el campo de batalla.
Symmetra proyecta un escudo móvil que absorbe el daño en su avance.
Symmetra coloca un teletransportador de salida en su ubicación
actual y lo conecta con un teletransportador de entrada en el punto de
inicio de su equipo. Los aliados pueden viajar del teletransportador de
entrada al de salida al instante para volver al combate inmediatamente
después de ser derrotados.
50 de vida
350 de escudo
Symmetra despliega un generador que abarca una amplia zona y que refuerza las defensas de todo su equipo.
50 de vida
350 de escudo
+75 de escudo a aliados

## Comic

http://comic.playoverwatch.com/es-es/symmetra-a-better-world
Spaceship outpost

The **Spaceship outpost** is a location in *Don't Escape 4 Days in a Wasteland*.

The outpost is part of Sidereal plexus. The place is first mentioned by Cate on day 2, when she tells David she hopes to find the outpost so they can use the spaceship located there to go to a spacestation. On day 3, while browsing a computer in the Sidereal plexus building, David finds the location of the outpost, and adds it to his map, but he and his friends can't go there yet since they need to prepare for the danger of that night. On day 4 the location becomes available to visit, and the main goal that day is to get the last spaceship in the base working.

## Appearance

Most of the base is underground. Above ground is only a fence, and a small concrete building with a radar on the roof. The door to the bunker is protected with a card scanner, and an electric doormat that electrocutes anyone who cannot provide a valid ID card within 5 seconds. The first thing David has to do after getting in the bunker is disable this doormat.

In the bunker is the engine that operates the silo doors, and an elevator.

Underground are a spaceship, a control center, a storage, and a meeting room.
Reaper

Corren rumores de la existencia de un terrorista vestido de negro
conocido como "Reaper". Su verdadera identidad y sus objetivos son un
misterio. Solo hay una cosa segura: donde él va, la muerte lo sigue.

Reaper es un mercenario extremadamente irascible, un asesino cruel y sin escrúpulos que ha perpetrado ataques terroristas por todo el mundo. Ha luchado en varios conflictos armados en las últimas décadas y no obedece a ninguna causa u organización.

Los supervivientes hablan de una sombra oscura que vaga indemne entre los horrores de los campos de batalla. Los pocos cadáveres de sus víctimas que han podido recuperarse son carcasas pálidas drenadas de vida, y sus células muestran signos de intensa degradación. Se dice que Reaper es el resultado de una alteración genética fallida que hace que sus células se degraden y se regeneren continuamente a gran velocidad.

Aquellos que intentan seguir sus movimientos han empezado a ver un patrón en los lugares en los que hace acto de presencia. Creen que Reaper está dando caza de forma sistemática a antiguos agentes de Overwatch con el objeto de eliminarlos.

.

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.

## Habilidades

Reaper extermina a sus enemigos con sus dos escopetas.
2-7 por proyectil
Reaper
 se convierte en una sombra durante un breve período de tiempo. Mientras
 está en forma espectral, no sufre daño y puede pasar a través de los
enemigos, pero no puede disparar ni utilizar habilidades.
Reaper gira sobre el sitio y vacía sus dos escopetas infernales a una velocidad pasmosa, lo que inflige daño masivo a todos los enemigos cercanos.
170 de daño por segundo
3 segundos de duracion

## Comic

http://comic.playoverwatch.com/es-es/ana-old-soldiers

http://comic.playoverwatch.com/es-es/junkrat-junkenstein

http://comic.playoverwatch.com/es-es/tracer-reflections

## Video guia

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Primal Sands

**Primal Sands** is a game from Scriptwelder.

The game is a Top-Down View shooter, in which the player controls an astronaut who must defend his crashed spaceship from hostile alien life forms until he can repair it and escape this hellish planet. The only weapon the astronaut has is his MPTU (Multi-Purpose Tank Unit).

## Trivia

* The Crystal that would play a key role in *Don't Escape 3*, first appears in this game. Both games even feature a similar scene in which a person infected by the crystal coughs ups a piece of it.
Asa Mali

**Content Author:** Unknown

 Gender
 Species
 Skin
 Hair
 Breasts
 Clothing
 Location(s)
 Interaction

> "*Let me formally introduce myself. I am Inquisitor **Asa Mali**, officiator of security in Tel'Adre. I work closely with the city guard and serve as arbiter when determining punishment for crimes in the city. In addition I work personally to resolve situations that may arise in which the city guard is for whatever reason not capable of contributing normally.*"
>
>

## Scenes

### First encounter

Walking the streets of Tel'Adre on your way home after visiting Dominika, you are approached by a strange-looking plant woman. She presents herself as a representative of the Tel'Adre authorities and asks if you happen to have information about a mysterious person who goes by the name "Dominika". Still heavily influenced by Domnika's magic you are unable to give any details but you promise to contact her if you have more information.

### First visit

If you have acquired the Inscribed Spellblade and visit the Tower of Tel'Adre carrying it either as your weapon or in your inventory, you get the option of asking Quinn about Asa Mali. He will take her to her quarters and she will invite you in for tea and a chat.

If you have the spellblade in your inventory, she will receive it and thank you for your help. She will advise you not to meet Dominika again.

If you carry the spellblade as your weapon, she will not notice it but urge you to seek out Dominika and try to secure some object she has cast her spell on.

### Later visits

On later visits, she will invite you for tea, but apart from a nice chat nothing happens unless you have the spellblade in your inventory. If you do, she will receive it, thank you for your help and advise you not to meet Dominika again.

After you have given her the spellblade, you can visit her for tea whenever you like but nothing happens, at least not yet. The rest of the Dominika Quest hasn't been added to the game yet.
Josh

### Eye color

**Josh** is a soldier that appears as a supporting character in *Don't Escape 4 Days in a Wasteland*. He is encountered on Day 3, and can be either an ally or an enemy depending on the situation given and the choices made.

## History

Josh is the least developped character of the 4 soldiers in Sarge's platoon; nothing is revealed about his past life and when spoken to his only personality trait that is revealed is his loyalty to Sarge and the rest of the platoon.

If the danger on Day 3 is a thunderstorm, then Josh, along with the rest of Sarge's platoon, is found in the Restaurant, where they stopped to care for Steve, who is injured.

If the danger on Day 3 is Razor's gang, Josh and his fellow soldiers are part of this gang. In this case the player can not interact with him during the day. If David convinces Sarge to leave Razor's gang, Josh leaves the gang along with him. If Sarge is killed or not convinced, Josh will join the nighttime attack on the Farmhouse and, depending on how well the player prepared, either succeed in conquering it, or get killed/incapacitated himself.

If at the end of day 4 Sarge and his team are still alive, they watch the spaceship depart from Earth.

**Note:** Although Josh shares his name with the first syllable of the Sunrise Telegram reporter named in the e-mails as: "Joshua Simmar", there is no evidence that the two people are one and the same. While Joshua Simmar was bent on exposing the activities of Sidereal Plexus to the authorities without much success, there is no such rhetoric reflected in Josh's character or occupation, as he is a rifleman who remains loyal to Sarge throughout the game and dismisses David's offer to follow him to the launch site because of said loyalty.
Deepest Sleep

**Deepest Sleep** is the third game in the Deep Sleep series.

## Plot

Picking up where the last game left off, the player character has a nightmare in which he is paralyzed while a monster is sitting on his bed.

After the nightmare, the player finds himself in the deepest sleep, the most dangerous part of the dreamworld. Here, the Bottom Feeders dwell. Goal is to find a way back to the waking world.

Near the end of the game, there's a twist; it turns out the player was caught by a shadow person at the end of the last game, and is now in fact a shadow person himself while the original shadow person took over his body. Upon leaving the deepest sleep, he encounters another dream traveler and is given the choice; steal this travelers body to escape the dream world, and thus condemnt the traveler to becoming a shadow person, or let the traveler escape and condemn himself to staying in the deep sleep forever.
Battlefield(O)

Redirect to:

* Battlefield
## Description

While exploring you run into the sight of endless field, littered with the remains of fallen soldiers from what appears to have been the demon war, this much do the horned skeletons tells. You can see some golem husk on the ground as well. It’s very plausible the war is still ongoing.

**You’ve discovered the (Outer) Battlefield!**
UEFS Horizon

Digital layout of the UEFS Horizon

The **UEFS Horizon** is spaceship that serves as the primary setting for *Don't Escape 3*.

## Appearance

According to the logs and presence of a laboratory and an isolation ward, it appears the UEFS Horizon appears to have been designed as a research vessel. The ship is never seen from its exterior. Based on the map, it seems to consist of only 1 floor, separated into 11 divisional chambers:

* Corridor: Connecting hallway for most of the ship's rooms.
* Airlock: For entering and leaving the ship
* Escape pod: To abandon ship in case of emergency. The player can use it, but this leads to a bad ending.
* Bridge: From where the ship is piloted.
* Quarters: Living sector. Incorporates Mess Hall and Bulkroom.
* Mess Hall: Food dispensary and dining area. It contains a table, chairs, and a vending machine that dispenses coffee, tea, the daily meal ration, a dessert, and alcohol. At the time of Don't Escape 3, coffee and tea are out of stock, and only the alcohol serves a purpose in the game. There is also a hydroponic garden.
* Bulkroom: Sleeping accommodations. The door is secured with a code.
* Restroom/shower: Bathroom for hygienic care
* Lab: Chemical scanner and mixing station.
* Isolation ward: Sterile examination chamber, cut off from the main lab.
* Life support control: Life support maintenance. This room also contains a 3D-printer that can print 6 items, but only 2 serve a purpose in the game; the portable igniter, and the Data-Pad Mk-II processor.
* Engineering: Machinery compartment. Includes power core and exhaust system.

The ship is equipped a sprinkler system. Engineering, the Isolation Ward, the Mess Hall and part of the corridor are lined with security cameras.

## Crew

* The Captain (pilot)
* The Lieutenant (pilot)
* Rick (technician)
* Jeff (unknown, likely technician)
* Unnamed (engineer)
* Dr. Amanda Grodberg (scientific researcher)
David

**David** is the protagonist of *Don't Escape 4 Days in a Wasteland,* created by Scriptwelder.

## Appearance

David is a man in around his late 20s to early thirties, with fair skin, black hair, and blue eyes.

Throughout the game he's always seen wearing a buttoned together flowing brown overcoat, a pair of blue jeans and a pair of black leather shoes.

## Personality

David's personality is largely dependent on how the player chooses to have him act. For example, whether or not David chooses to kill certain characters is entirely dependant on the player’s choices.

Some of David's traits can however be established. He is shown to be careful in most interactions with possibly dangerous situations and never engages obvious dangers such as giant spiders or a gang of armed thugs, showing that he thinks before acting. He clearly sympathizes with Cody and is immediately worried about him being alone during their first encounter. He is rather quick to trust strangers such as Catherine, who had previously shown to be armed and willing to defend herself, or Barry, who had previously almost attacked David for looting his wife's body, which either implies openness, naivete or desperation. In most interactions with the characters, he is also shown to be rather meek in behaviour, and usually seeks non-violent solutions in contrast to Cate's rather confrontative personality.

## History

David's history is never fully expanded on - aside from the fact that he has survived in the wasteland up until the beginning of the game.

## Abilities

Aside from being a resourceful survivor for having survived up until the beginning of the game, David is shown to have premonitions in the form of dreams, typically warning him of the coming day's imminent dangers - which are implied to be left by Traveler versions of himself.
Lodge

The **Lodge** is the only available location in *Don't Escape*.

## Appearance

The lodge is a small, wooden building with a straw roof. It has a single door on the front side, and a single window on the back.

On the inside are a fireplace, a table and chairs, a cabinet, a bed, a storage under the floor, barrels and a chest.

It is unknown whose property the lodge is, but The Werewolf claims to not be the original inhabitant and actually hopes he didn't kill the real tenant. Due to the mounted deer head and the rifle inside the hut, as well as the rural location, as mentioned by the protagonist, it is highly possible that the cottage belongs to a hunter.

## Trivia

* In *Don't Escape: 4 Days to Survive*, a portrait of the lodge can be seen in the Farmhouse.