recursal/Fanatic-Fandom huggingface dataset:
Flare Gun

## Uses and Effects

Hitting the Fiend or the Hunter with a flare will halt their movement for roughly a second, potentially saving your life during a chase. Alternatively it can be used to lure any of the three monsters to the location of the flare, particularly the Brute who is otherwise unaffected by flares. The sound produced by flares lasts around 8-11 seconds.

Flares can also be used to ignite fuel from a distance, and illuminate an area with a similar magnitude to that of a glowstick, however these are both typically considered wasteful of the item's function and potential.

## Trivia

* Flare guns are the rarest item in the game, which may be due to them failing to spawn. But they are also only able to be obtained through power locked and barricaded rooms.
* Flares only last for a few seconds before expiring, and cannot be picked up or re-used once fired. However the model of the flare shell will remain in the spot of where the flare was before expiring. This is not able to be interacted with and rather there for decoration after the shot.
* The speed it takes for the flare gun to reach its target depends on how far away it is. A long distance shot would probably take around 1.5-2 seconds to fully reach the target. Mid range would take 0.5 to 1 second.
* By shooting The Brute with the Flare Gun, The Brute will not be affected. However, you will get an achievement titled "I Don't Know What I Expected".
* In earlier versions of *Monstrum*, a flare gun was guaranteed to spawn in the storage containers near the Helicopter, however this is no longer the case and in fact no items ever spawn within those containers at all.
* The flare gun is not an escape route and cannot be used to signal help.
* On the barrel, the name "DART" can be seen faintly on the side, a nod to the person who designed it, Adam Dart.
* The flare gun is not based on any model.
Glowstick

## Tips

* Use glowsticks to mark paths or areas that you have already been, wish to return to, or wish to avoid.
* Glowsticks can be thrown a short distance, and can be dropped down the holes in the cargo hold, which can be useful for avoiding egg sacs.
* Glowsticks are common in the cargo hold and on the deck near the Life Raft.
* The Fiend has no effect on the light generated by glowsticks, meaning they cannot be used to detect it.
* A glowstick has a chance to spawn in the Spawn Room, instead of a lighter.
* Glowsticks can be used as a solution to the lack of light in the cargo hold, but you must tread carefully even if so as the light is very dim regardless.

## Trivia

* Monsters do not react in any way to the presence of an active glowstick, even if the player holds one while hiding (in a locker, under a table, etc.).
* There is no notable design or market that sells these type of glowsticks. They also seem to be dirty probably from lack of use by the crew members.
Main Deck

## Exterior

The main deck is the exterior on the hull of the entire ship. When the player first reaches the Main Deck, the *"Where Am I?"* objective will automatically update to; *"A Ship? How the hell did I end up here? There must be some way out of this. I better look around some more".*

 The main deck is directly accessible by watertight doors on deck 5 in the Upper Decks. It can also be accessed through twin stairwells in the bow Lower Decks. It is painted with red metal plates, which cover the floor. Bright fog-lights illuminate the exterior, which always stay powered-on (Unless the Fiend is nearby). It is the only point of entry to the Helipad.

The main deck goes through 3 sections of the ship, a Storage platform, the Helipad, and another Storage platform, before emptying out into the Upper Deck superstructure. Railings line the edges, though it is not possible to jump off the ship, due to invisible collision walls.

The Main deck is uneventful around the superstructure and in the bow of the ship, being filled with empty space.

## Gallery

The Superstructure of the Ship, as viewed from the main deck.The Main Deck surrounding the Superstructure.The bland hallways next to the Helipad.The Hunter chasing the player across the main deck.
## Trivia

* It used to be possible to access the bow of the ship via some stairs.This was removed in v0.8.2 as it was causing monster problems.It was promised to come back in a future update but was never re-added,most likely due to monster problems.
Duct Tape

## Common Places

The Duct Tape is one of the most common items that the player can find around the decks of the ship. It can be easily found in many Crew Deck rooms, most precisely, in The Bridge and The Security Room. It can also be in some drawers or the broken beds in the Generic Rooms, in drawers or on benches in the Lower Deck.

## Tips

* Duct Tape will be consumed when it is used on the raft, but not when used on cameras. Therefore, it is advised to deactivate cameras you think might be a problem before committing it to the raft, unless it is the last item you are looking for. **However**, sometimes it may vanish after being used on a camera (regardless of how many times it has been used before), probably due to a bug. Because of this, using the duct tape on cameras will always represent a small risk.
Notes

Notes can be accessed in game via the player's journal, where they are stored permanently between playthroughs.

## Trivia

* (2) Notes can always be found in the Spawn Room.
* Notes and Audio Logs are the only items that carry over when a player dies or successfully escapes.
* There used to be only 15 notes until v1.3 where notes 16 through 21 were added.
* In the main menu of the game, there are several unobtainable notes placed around the room. These seem to be various concept arts of the Brute, Hunter and the Escape Submarine, along with four unreadable miscellaneous notes (of the four text notes pictured, in the upper left is an unknown note with handwritten numbers — possibly having to do with those mentioned in note 21 —, in the lower left is note 2, and on the right there are white and yellow paper versions of note 1).
Power-Locked Rooms

**Power-Locked Rooms** are rooms that are electronically locked by metal doors, which can only be unlocked by fuses.

## Description

There are two variations of power-locked rooms, the lower deck variation, and the upper deck variation.

* The lower deck variation is a large metal room which is divided by a metal grate. Four static security monitors sit on a set of drawers and cupboards.
* The upper deck variation is a large metal room that is divided by wooden poles. A set of 6 drawers stand in front of the door, and four static security monitors rest on a desk, in the corner. Two lockers are placed at the other corner, next to a desk with a lamp.

## Notes

* The objective of the achievement "Now Think About What You've Done" is to lock a monster in one of these rooms. Note that locking a monster in one of these rooms is only temporary, as each one has the ability to get out in some way.
	+ The brute can bust down the door,the hunter can climb through the vent that is in the room,and the fiend can use their physic abilities to unlock the door from the other side.
* These rooms always contain a valuable item, such as a Backpack, Chain Spool, Flare Gun, Flashlight, Helicopter Keys, Pump, Radio, or Sub Battery. You can also find Notes inside them.
* It is noteworthy that you can lock yourself in by putting a chair into the door, closing it, and then hopping through  the gap that the chair made by blocking the door to lock the door, then move the chair and let it close. **Do not do if you have the Hunter! You cannot get out then!**
* Rarely the fiend can get clip through the wall and into this room.If there isn't a fuse in the fuse box connected to this room then the fiend will be permanently stuck there,unable to get out,although the player can insert a fuse into the fuse box if they wish to free them.
Flashlight

## Tips

* Flashlights have a full lifespan of approximately 4.5 minutes. The light will begin to flicker after a total of 4 minutes of active use, then gradually die off.
* Flashlights are the only item in the game that can detect a nearby monster, specifically the Fiend who causes a player's flashlight to dim significantly. As such, it is advised to save your flashlight as much as possible and to use it strategically when you think the Fiend may be around or are not sure where it is (especially in areas such as the cargo hold).
* Flashlights are commonly found in the Engine Room.
* There is always a flashlight on the floor in the Spawn Room.

## Trivia

* Monsters do not react in any way to the presence of an active flashlight, even if the player holds one while hiding (in a locker, under a table, etc.).
* The Flashlight is instead called a torch according to the game's tutorial and its internal files.
Oni Mask

Oni masks are mysterious objects that may randomly spawn on the ship in *Monstrum*. They are not items, and cannot be interacted with or picked up. They do not cause any anomalous or hazardous effects, and should not be considered an indication of anything.

Currently, their significance (if any) is not yet known, as there is no mention of them in any of the in-game notes. At this time, they appear to be nothing more than harmless macabre decorations.

## Trivia

* A cluster of crates containing possibly hundreds of oni masks may sometimes spawn in the lower areas of the cargo hold. This explains where the singular oni masks that can spawn in the upper levels come from, and suggests that they may simply be a curious export that the *Hisa Maru* was transporting.
* Whether or not any oni masks spawn has nothing to do with what monster spawns for that playthrough, nor does it affect their "stats" or abilities.
* As mentioned in the notes[1] ,the ship was departing from Hong Kong, where the masks may have been picked up.
Smashable

## Tips

* Smashables are useful for luring a monster into a position where you can safely bypass it. They are also useful for pulling the monster closer to you, so that you can at least "trail" them instead of wandering blindly when they're in the area.
* Do not pick up a smashable unless you intend to use it later; they cannot be dropped from your inventory without breaking and making noise.
* To get rid of a smashable, it is advised to throw it into the ocean. The noise made will not call the monster and the item will just respawn where you found it.
* Smashables seem to have no effect when thrown directly at the monster and thus can not stun them in any way.
The Bridge

**The Bridge** is always present on the ship, located on deck 8.

## Description

The Bridge is the control room of the ship, therefore a vast array of mechanisms, levers, and buttons span across the room. A small steering wheel is set in the center of the room, behind a vast array of windows, though the player can't interact with the actual controls. There are four exits/entrances to the room, two of which lead to starboard and a flight of stairs which leads to the Life Raft bay. There are also two desks, each one next to one of the interior doors of the room, which the player can use to hide. The rest of the room is a mess, with broken furniture, and smashed equipment. Dust hangs in the air.

## Notes

* Many valuable items may spawn in here, such as duct tape, sub battery, helicopter keys, backpack and fuses, making this room a good place to go while looking for items.
* This room often contains one audio log and a lot of smashables

## Trivia

* In a real ship, the starboard running lights would be green, while the port side running lights would be red; however, in the game, the running lights are both red.
Room C07

## Description

"C07" is a small room found on decks 5 or 6, the fuse box in this room will control power for those floors.

## Hiding spots

There are a set of 2 lockers the Player may use as a hiding spot.

## Item Locations

Although the room is small, it can contain useful items and is worth checking out.

* Items can be found on the desk or beneath it on the floor.

* The shelves directly behind the desk can contain items.
Radio

## Tips

* Radios can be dropped while in their active state, making them a highly effective lure.
* Radios can be thought of as the more reliable version of egg timers in that the noise they produce will last until the monster finds and destroys the radio. The trade off is that egg timers do not emit noise immediately, giving the player far more time to find a safe place to hide. As such, it is advised not to use a radio when a monster is nearby, as even a quick "tap" of its active state generates noise that will attract them.
* While in the player's inventory, an active radio will not make noise unless it is the currently selected item.
* Although all three monsters will seek out an active radio, the Hunter's reaction is especially swift in that it will immediately emerge from a nearby vent in the same manner as if an alarm had been set off (assuming it wasn't already roaming the halls).
* Radios can be found practically anywhere, but are more common in the lower levels of the ship, particularly the Engine Room.

## Audio

Monstrum OST 12 Clutch Control OST Main ThemeMonstrum OST 13 Clutch Control OST Jimmy Peddles Rodrigues' ThemeMonstrum OST 14 Clutch Control OST Miles Speedman's ThemeMonstrum OST 15 Clutch Control OST Bad Happenings Theme
## Trivia

* Certain areas and levels within the ship interfere with the radio frequency, so that instead of music, all you'll hear is static. This does not appear to change how monsters react to it.
* There used to be a glitch with the radio that only worked on the Hunter, if you used a radio next to the egg sacs that the Hunter leaves and it breaks, the hunter would get stuck and would have allowed the player to search for the items they needed calmly and safely.This was later patched in v1.5.0.
Raphael 4 kids

## Summary

**Raphael**or **Raph** for short is one of the four main protagonists in Teenage Mutant Ninja Turtles and a member of the TMNT. He is the younger brother of Leonardo, older brother of Donatello and Michelangelo, and the second son of Master Splinter. He is "The Muscle" of the team.

## Power and Stats

**Tier: Low 7-C | Low 5-B | Possibly 5-A | 5-A**

**Name:** Raphael, nicknamed "Raph"

**Origin:** Teenage Mutant Ninja Turtles

**Gender:** Male

**Age:** Unknown

**Classification:** Mutant Turtle, Ninja, Crime Fighter

**Powers and Abilities:** Superhuman Physical Characteristics, Skilled Martial Artist, Weapon Mastery, Ninjutsu,Regeneration (low), stealth etc.

**Attack Potency:**  Small Town Level | Possibly Planet Level+ | At Least Large Planet Level | **Large Planet level**(His attack clashed with Tengu Shredder in his Dragon form. The side effect of the beam clash wiped out an entire army of demons who were implied to be stronger, or at least on par with the Mystic Warriors)

**Speed:** **Hypersonic** reactions/reflexes (Reacted to lightning bolts from the Mystic Ninjas) |**Hypersonic**

**Lifting Strength:** At least **Class 5** to **Class 10** | **Unknown, but higher**

**S***triking Strength:**Small Town Level | Possibly Planet Class+ | At Least** Large Planet Class | Large Planet Class*

**Durability:** Small Town Level | Possibly Planet Level+ | At Least Large Planet Level | Large Planet Level

**Stamina:** High. He has routinely fought the Foot Clan for hours at a time, can fight even while heavily injured plus Turtles can survive being stabbed | Extremely High

**Range:** Standard melee range; several meters with shurikens

**Standard Equipment:** Dual Sais, shurikens, his motorcycle

**Intelligence:** Highly adept at stealth, subterfuge, and misdirection. Additionally, he is well-versed in the use of combat martial arts. His fighting style seamlessly blends attacks with any part of his body and weaponry. Along with these abilities comes a propriety for assassination techniques. Can defeat numerous Foot Elite, robots, and aliens with his sais. He's not as smart or tactical as his brothers, let's his anger get the best of him.

**Weaknesses:** Is the most aggressive, tempered, violent, and competitive of the Turtles which can lead to his downfall
Upper Decks

## Interior

The Upper Decks were once home to the now deceased crew of the *Hisa Maru.* The corridors are severely rusted, clad with white, weathered metal panels. Metal pipes and electrical wires run through the ceiling. Plastic railings line the corridors, and a red line is painted across the panels. Paintings decorate the halls. Notes that crew members have written to each other are taped on the walls, and bulletin boards containing various media are found scattered around the decks. As this is where most of the crew lived, most of the rooms are dormitories, with some personal storage rooms, recreational centers, and dining areas along with them.

The crew is now deceased, however, killed by a malevolent force, and the only thing that remains of them are puddles of blood that can be seen splattered against the wall, or on the floor. (Note, all of the blood is just decoration and wont affect the gameplay.)

The Upper Decks are located in the rear of the ship, and they make up the ship's superstructure. Decks 5-6 are two of the three decks that the player may spawn in in a playthrough of Monstrum. Decks 7-8 are always generated in a "powered off" state, and are much smaller than decks 5-6. Deck 7 is notable in that it contains the Life Raft, one of the three escape-routes in the game, which will always spawn outside and behind the actual superstructure. Deck 8 is notable for being the smallest deck in the game, as it only contains the Bridge, and it may or may not generate another random room next to it.

## Mission Items.

The upper deck is home to many mission items. With it usually having the presence and atmosphere of emergency supplies and common things a man would have on him.

### ***Life Raft Items:***

* Duct Tape has a chance of spawning on desks or in drawers in random rooms.
* The Pump can be found in Barricaded Rooms and Power-Locked rooms in the lower deck, though will not spawn in any normal rooms.

### ***Helicopter Items:***

* Helicopter Keys can spawn in any room, anywhere. In drawers, on desks, on shelves, in trash cans, on the floor, etc.
* Gasoline Canisters can spawn anywhere in the upper and lower decks, in various rooms. They are very common.

### ***Submarine Items:***

* Submarine Batteries have a chance of spawning in assorted rooms from decks 7-8.
* A Sub Headlight has a chance of spawning in any room, except the kitchen.
* Fuses have a chance to spawn anywhere in the Upper-Deck, mostly in small rooms and the security room.

## Gallery

The captain wants everything tidy, even if there is an evil monster on a killing spree around the ship.
Donatello 4 kids

## Powers and Stats

**Tier: Low 7-C | Low 5-B | Possibly** **5-A** | **5-A**

**Name:** Donatello, nicknamed "Don" and "Donnie"

**Origin:** Teenage Mutant Ninja Turtles

**Gender:** Male

**Age:** Unknown

**Classification:** Mutant Turtle, Ninja, Crime Fighter

**Powers and Abilities:**  Superhuman physical characteristics,incredible leg strength, master of Ninjutsu and combat martial arts, master bōjutsu, highly adept at stealth, subterfuge, and misdirection, genius inventor and technician | Enhances his physical stats further, Ki Manipulation, Air Manipulation and can transform into a dragon

**Attack Potency:** Small Town Level | Possibly Planet Level+ | At Least Large Planet Level (Donatello seemed to have arguably the most control over his Chi Empowered form. Matched and defeated the Mystic Warriors, who were superior, or at least on par with the Ninja Tribunal) | Large Planet Level (Beam struggled with DragonTengu Shredder and contributed to wiping out an army of demons, all of which were superior to the Mystic Warriors

**Speed:** **Hypersonic** reactions (Reacted to lightning bolts from the Mystic Ninjas) | At least **Hypersonic**

**L***ifting Strength:Class 5* to **Class 10** (Should be comparable to Leonardo) | Class 10 | Unknown, but higher

**Striking Strength:** Small Town Class | Possibly Planet Class+ | At Least Large Planet Class (Shattered the Mystic Warriors shields) | Large Planet Class

'*Durability: Small Town Level | Possibly Planet Level+ | At Least Large Planet Level**(Traded blows with the Mystic Warriors) |**Large Planet level*

**Stamina:** High, has routinely fought the Foot Clan for hours at a time, can fight even while heavily injured plus Turtles can survive being stabbed | Extremely High

**Standard Equipment:** Bo Staff, Shurikens, Byakko

**Intelligence:** Extraordinary Genius

* Highly adept at stealth, subterfuge, and misdirection.
* Additionally, he is well-versed in the use of combat martial arts. His fighting style seamlessly blends attacks with any part of his body and weaponry. Along with these abilities comes a propriety for assassination techniques.
* Can defeat numerous Foot Elite, robots, and aliens with his staff.
* Highly intelligent, and knowledgeable; he is a technical genius has invented portal guns, robots, and all of the turtle-themed gear (Coms, van, and blimp); is responsible for the numerous defeats of tech-heavy villains like Baxter Stockman and Krang. Reprogrammed the Krang-created robot, Metalhead, to fight as an ally to the Turtles.
* Created a fully-functional, mechanical duplicate body for himself when he was shrunk permanently by his own “Quantum Inversion Redimensioning device”.

**Weaknesses:** Pacifist, more interested in technology than his ninjutsu training**Range:** Extended melee range with bo staff, several meters with shurikens
Dark Deception: Monsters & Mortals - Monstrum

***Dark Deception: Monsters & Mortals - Monstrum*** is a downloadable chapter for the multiplayer horror party game *Dark Deception: Monsters & Mortals* by Glowstick Entertainment. It is a crossover with the ***Monstrum*** in which players take control of one of its one protagonist and two antagonists competing for Soul Shards in the decks of Hisa Maru Cargo Ship. It was licensed by **Team Junkfish** and released on December 21, 2020.

## Gameplay

*Dark Deception: Monsters & Mortals* is a P2P multiplayer horror party game in which players take control of monsters or survivor characters. The two classes of characters are at odds with each other, competing for items known as Soul Shards.

The *Monstrum* chapter introduces three new playable characters (two monsters and one mortal) from the ***Monstrum*** and a new map modelled after Hisa Maru Cargo Ship called "Monstrum Madness"

## Characters

### Mortal

* **Prisoner Borisov** (*Protagonist*)
	+ Power-class character.
	+ **Ultimate Ability:  *Cool Down*** - Borisov pulls out a fire extinguisher and sprays in front of him. Any targets hit are frozen & slowed down dramatically for a short period of time.
	+ Includes two alternate costumes, **Junkfish** and **TeInyashka**.

### Monsters

* **Brute**
	+ Power-class character.
	+ **Ultimate Ability:  *Magma Charge*** - The Brute uses his strength & extreme heat to charge forward and obliterate anything in his path for a short time. Any enemy targets rammed by the Brute's magma charge will suffer burn damage for 3 seconds as well.
	+ Includes one alternate costume, **Avalanche**.

* **Fiend**
	+ Speed-class character.
	+ **Ultimate Ability:  *Mind Pull*** - The Fiend uses it's mind power to teleport the weakest target within range to its location.
	+ Includes one alternate costume, **Cursed**.

### Non-playable characters

* **Boss Brute**
	+ Boss character. Once summoned by an item box, four Boss Brutes will spawn in the map. Their means of attack is that they usually attack in rows, and possess a long-range attack, which take form of shooting fireball projectiles that can set players ablaze, causing them to take some damage over time for a short period of time.

## Music

The game uses covers of "**The Brute**", "**Wandering Alone On A Ship At Night**", and "**Steamed**" composed by Daniel Dombrowski.

Dark Deception- Monsters & Mortals - Wandering Alone On A Ship At Night (Monstrum DLC)Dark Deception- Monsters & Mortals - Steamed (Monstrum DLC)Dark Deception- Monsters & Mortals - The Brute (Monstrum DLC)
## Notes

* **Prisoner Borisov** and **Boss Brutes** were designed specifically for Monsters & Mortals and they are non-canon in **Monstrum'**s storyline.

## Videos

Dark Deception- Monsters & Mortals - Monstrum DLC TrailerDark Deception- Monsters & Mortals DLC Showcase 01 - MONSTRUM - Hosted by SuperHorrorBro
## Gallery

LogoMap CoverPortalBrute Avalanche SkinFiend Cursed SkinPrisoner Borisov Junkfish SkinPrisoner Borisov TeInyashka SkinBrute RevealFiend RevealPrisoner Borisov in character select screen.Brute in character select screen.Fiend in character select screen.
Format for Character Profiles

This is the general format for character pages

this is what it would it would look like

## Image will be here

**Name:** ( what is there name and Nickname)

**Origin:** (name of the universe, where this character originates):

**Tier**: (The Tier this Character is on)

**Gender**: (Tell whether this Character is Male or Female or Unknown)

**Classification:** (Tell what race or Anything this character is)

**Age**: ( Tell the Age of the Character)

**Abilites and Powers:** (Tell the Abilites and Powers this Character has)

**Weaknesses:** (Tell Known Weaknesses for the Character)

**Destructive Capacity**: (What the Character is able to Destroy)

**Range:** (How far away from you character can attack an enemy, or use other abilities)

**Durability:** (The Most damage the Character can take)

**Speed:**( the speed of  the character, may be separately noted the reaction rate, battlefield movements over short distances and speed over long distances):

**Lifting Strength:** (how much this Character can lift)

**Striking Power:**  (what force  can put the character in the hit ):

**Stamina:** (How Long this Character can Fight without Tiring out)

**Intelligence:** (general intelligence):

**Combat skills:** (level combat skills of the character, experience, etc.):

**Equipment:** (the Weapons the Character uses)

**Attack techniques and abilities:** (list of abilities and techniques of character with a description of their actions)

## **Transformation 1( Name of the Transformation)**

if more transfomations are there for the character just add more with this format above
Camera

Cameras are security devices found throughout the hallways of the upper decks. If the player stands in a camera's line of sight for too long (3 seconds), an alarm will trigger, which will alert the monster of the player's presence. The alarm blares 5 times, before ebbing away, with a 2 second gap between each alarm.

The alarm is blared out from the camera, thus the monster will have an exact place to search for the player. This also means that they can be set off deliberately as a distraction so that the player can access the stairs.

## Tips

* If you hear a buzzing noise, similar to a bomb going off, immediately go back to where you just came from until the buzzing stops, then try to look for the camera via peeking around a corner.
* Duct tape can be used to neutralize cameras. To do so, get close to one and click on it while the duct tape is selected. Note that duct tape has infinite uses when used in this way, meaning doing so will not affect your ability to repair the Life Raft.
* Crouching under a camera will clear its line of sight, averting the countdown trigger, and allowing you to pass by unseen.
* Its a good idea to find other ways around camera's as one mistake can cause massive problems for you as the monster is aware of your location.

## Trivia

* Strangely enough, the monsters themselves cannot trigger the alarms as cameras do not react to them.
* The Fiend's presence has no effect on cameras despite it being a electrical device.
* Monitors with camera feeds can be found in certain rooms of the ship, typically in security rooms. They become active when a fusebox in the room is activated, but will only show a single generic image or "frame" on every monitor, thus rendering them useless for tracking the player's pursuer. There also appears to be more monitors than cameras on the ship.
* It used to be possible to stand under cameras to clear their line of sight. This was changed in **v0.9.2**.
* Although these cameras appear far more modern when compared to the rest of the ship, the earliest known security cameras date back to 1942, which is at least 35 years before the events of *Monstrum* (based on Note #4 and #7).
* A camera rotates at around a 90 degree angle turning left and right in their designated spot which is mostly in long hallways, use this to your advantage when in the upper decks.
* The camera will spend 3-5 seconds at one angle then take 4-6 seconds to turn itself around to the other angle.

## Audio

 *The sound played by cameras when they see you. If it is played entirely while the player is on sight, the alarm will sound.*

 *The alarm.*
Michael Demiurgos

Tier:1-A

Name:Michael Demiurgos

Origin:DC Comics

Gender:Male**Age:** Inapplicable. Older than Creation

**Classification:** Demiurgic Archangel, Abstract Being**Powers and Abilities:** Superhuman Physical Characteristics, Immortality (Types 1, 3 and 4),Reality Warping, Spatial Manipulation, Time Manipulation, Matter Manipulation, Mind Manipulation, Soul Manipulation, Life & DeathManipulation, Acausality, Causality Manipulation,Regeneration (True-Godly), Energy Manipulation,Flight, Teleportation, Telekinesis, Telepathy, Size-Shifting, Dunamis Demiurgos

Attack Potency:**Outerverse level** (Often considered the most powerful being in existence with the exception of his father, God/The Presence)
Speed:Irrelevant

Lifting Strength:Irrelevant

Striking Strength:Outversal

Durability:Outverse Level

Stamina:Irrelevant

Range:Outversal

**Standard Equipment:** Sword, Armor

**Intelligence:** Nigh-Omniscient

**Weaknesses:** Needs his brother Lucifer Morningstar to utilize his Dunamis Demiurgos for anything other than raw destruction

**Note:** Before making any changes to this page, please read and follow the Power-scaling Rules for Marvel and DC Comics.
Egg Timer

## Tips

* Egg Timers can be dropped while in their active state, making them a highly effective lure.
* Egg Timers cannot countdown while in your inventory unless it is the currently selected item, and will reset if the player selects a different item.
* An egg timer will also reset when it is picked up.
* Egg Timers can be thought of as the safer, but less reliable version of radios in that they can be planted in a location the player wants the monster to go, while allowing the player ample time to find a place to hide. The trade off is that radios can be made to emit noise instantly, and will continuously emit noise until they are turned off or destroyed, which ensures that the monster will go towards it (where as an egg timer may stop ringing too soon, and the monster will alter its course).
* Although all three monsters will seek out a ringing egg timer, the Hunter's reaction is especially swift in that it will immediately emerge from a nearby vent in the same manner as if an alarm had been set off (assuming it wasn't already roaming the halls).
* Egg Timers can be found practically anywhere, but are more common in the Upper Decks of the ship, particularly the Kitchen.

## Trivia

* The egg timer's knob and dial flip vertically when activated. This may be considered a graphical bug.
* The remaining time of the 30 second countdown can be seen on the dial of the egg timer as it is fully animated (though only when the player holds it as the selected item).
* If an egg timer stops ringing before the monster reaches it, such as when it is on the other side of a door, they will not destroy it, meaning it can be reused (unlike a radio, which will not stop making noise).
Format for Group/Army Pages

This the Format for Group and Army Pages

## Image goes here

**Title:** The Name of the Group or Army

**Origin:** What Universe the Group or Army is in

**Functions / Objectives:** You Explain what the Group or Army was made to do and what they do currently

**Number of People:** The Number of people in the Group or Army

**Leader:** Who the Leader of the Group or Army is

**Central Base:** Where the Group or Army is Station

**Abilities / Technology:** What are the main Abilites the Group of Army can do and Weapons and Technology the Group or Army Possess

**Organization:** How is the Group or Army Organized and Ranks

**Allies:** Other Groups, Armies or Characters they are Allied with

**Opponents:** Who are the Group or Armies Emenies

**Notable members:** a List of the More notable members in the Group
Michelangelo 4 kids

## Power and Stats

**Tier:**  Low 7-C | Low 5-B | Possibly 5-A | 5-A

**Name:** Michelangelo, nicknamed "Mike", or "Mikey"

**Origin:** Teenage Mutant Ninja Turtles

**Gender:** Male

**Age:** Unknown

**Classification:** Mutant Turtle, Ninja, Crime Fighter, Pizza Delivery Boy

**Powers and Abilities:** Superhuman Physical Characteristics, incredible leg strength, master of Ninjutsu, Kobudo and combat Martial Arts, master at wielding nunchakus, highly adept at stealth, subterfuge, and misdirection, exceptional skateboarder and prankster, can communicate with animals | Enhances his physical stats further, ki manipulation, and can transform into a dragon

**Attack Potency:** Small Town Level | Possibly Planet Level+ | At Least Large Planet Level (Next to Donny, Michelangelo arguably has the most control over his Chi Empowered form. Traded blows and even defeated members of the Mystic Warriors on multiple occasions) | Large Planet Level (Contributed to the temporary defeat of the Tengu Shredder in his Dragon Form)

**Speed:**  **Hypersonic** reactions/reflexes (Reacted to lightning bolts from the Mystic Ninjas) |**Hypersonic** | At least **Hypersonic**, likely **much higher** (Very nearly as fast a Hisomi-Shisho, who can run 200 yards in less than a second. Ran up a distant mountain in seconds)

**Lifting Strength:** **Class 5-10** (Should be comparable to Leonardo) | **Class 10** | (Other Chi Empowered Ninja Turtles could levitate a large ship) | **Unknown, but higher**

**Striking Strength:** Small Town Class | Possibly Planet Class+ | At Least Large Planet Class | Large Planet Class

**Stamina:** High, has routinely fought the Foot Clan for hours at a time, can fight even while heavily injured plus Turtles can survive being stabbed | Extremely High

**Range:** Standard Melee Range, several meters with shurikens

**Standard Equipment:** Dual Nunchakus, shurikens, his skateboard, Inazuma

**Intelligence:** Highly adept at stealth, subterfuge, and misdirection. Additionally, he is well-versed in the use of combat martial arts. His fighting style seamlessly blends attacks with any part of his body and weaponry. Along with these abilities comes a propriety for assassination techniques. Can defeat numerous Foot Elite, robots, aliens and even Raphael with nunchakus. Although not shown as particularly focused on ninjutsu, preferring to spend his time reading comics or watching movies or practicing his skateboarding, Michelangelo is quite an effective fighter, he beat Raphael in a fight. He's not as smart as his brothers, but he often surprises those around him by exceeding their expectations, even demonstrates quick wits and intelligence, aiding his allies and brothers with decisive ideas. Eats the weirdest pizzas on the planet (Tuna fish, peanut butter and grape jelly anyone?).

**Weaknesses:** Quite lazy
Oblivion

**Name:**Oblivion

**Origin:** Marvel

**Tier**: 1-A

**Gender**: Male

**Classification:**Cosmic Entity that represents nonexistance

**Age**: Existed before the Multiverse

**Abilites and Powers:** Nigh Omnipotence, Nigh Omnipresent, Nonexistance Embodiment, Nonexistance Physiology, Primordial Void, Non Existant Realm Creation, Void Manipulation, Destructive Dominion, Soul Manipulation, Soul Absorption , Respawning, Cosmic Awareness, Reality Warping , Probability Manipulation , Immortality ( Type 4), Shapeshifting, Size Manipulation, Telepathy

**Weaknesses:** None Notable

**Destructive Capacity**: Complex Multiversal( Mikaboshi is just an aspect of its infinity)

**Range:** Complex Multiversal

**Durability:** Outverse level ( is the Embodiment of Nonexistance so its nearly impossible to kill him)

**Speed:** ​​Omnipresent

**Lifting Strength: Irrelevant**

**Striking Power:**  Outversal

**Stamina:** Irrelevant

**Intelligence:** Very High

**Combat skills:** N/A

**Equipment:**None Notable

**Attack techniques and abilities:**

**Aspects**- Mikaboshi the Chaos King is an Aspect of Oblivion's Infinity and also Oblivion has Avatars

**Scans**
The One Above All

**Name:**One Above All

**Origin:** Marvel

**Tier**:

**Gender**: Inapplicable

**Classification**: Supreme Being, God

**Age**: Before Existance

**Abilites and Powers:** Omnipotence, Omniscience, Omnipresence

**Weaknesses:** None

Attack Potency: Irrelevant

**Range: True infinite**

**Durability:** Boundless

**Speed:** ​​Omnipresent

**Lifting Strength:**Irrelevant

**Striking Power:** Irrelevant

**Stamina: True infinite**

**Intelligence**: Omniscience

**Combat skills**: All Skills

**Equipment:**Inapplicable
The Presence

**Name:**The Presence

**Origin:** DC Comics

**Tier**: 0

**Gender**: Inapplicable

**Classification:**Supreme Being

**Age:** Before Existance

**Abilites and Powers:** Omnipotence, Omnipresence, Omniscience

**Weaknesses:** None

**Destructive Capacity**: True Infinity

**Range:** True Infinity

**Durability:** True Infinity

**Speed:** ​​Omnipresent

**Lifting Strength:**Irrelevant

**Striking Power:**  Irrelevant

**Stamina:** Irrelevant

**Intelligence:** Omniscience

**Combat skills:** All Skills

**Equipment:**Inapplicable

**Attack techniques and abilities:** The Presence has many aspects including

* **The Voice** - This is the most "active" version of God, When The Voice uttered the first word, it created The Word

* **The Hand** - Marked the beginning of creation

* **The Source** - Primal Monitor, The universal spirit venerated by the New Gods, which resides beyond the Source Wall. It is thought of as the intelligence aspect of the Presence's infinite scope
Lifting Strength

## Introduction

**Lifting Strength** is defined as the mass that an individual can lift. Pushing, pulling, and tearing feats are also considered a part of this statistic. It may or may not be dependent on **Striking Strength**.

## Lifting Strength Levels

**Below Average:** 0 to 50 kg

**Regular Human:** 50 to 80 kg (The mass of an adult human, or a large dog)

**Above Average Human:** 80 to 120 kg (The mass of a washing machine, or a tumble dryer)

**Athletic Human:** 120 to 227 kg (The mass of a mature lion)

**Peak Human:** 227 to 454 kg (Olympic weight-lifters)

**Superhuman:** ? (Any level above peak human that is for the most part unknown)

**Class 1:** 454 to 1000 kg

**Class 5:** 1000 to 5000 kg (Capable of lifting small trucks, etc.)

**Class 10:** 5000 to 10^4 kg (The mass of an adult elephant)

**Class 25:** 10^4 to 2.5x10^4 kg (The mass of Big Ben's bell, a truck, a large motorboat)

**Class 50:** 2.5x10^4 to 5x10^4 kg (The mass of a semi-trailer truck)

**Class 100:** 5x10^4 to 10^5 kg (The mass of a tank)

**Class K:** 10^5 to 10^6 kg (The mass of the largest animal: blue whale, the heaviest of air-crafts)

**Class M:** 10^6 to 10^9 kg (The mass of the largest ship)

**Class G:** 10^9 to 10^12 kg (The mass of the human world population, the largest man-made structures)

**Class T:** 10^12 to 10^15 kg (The mass of the heaviest mountains)

**Class P:** 10^15 to 10^18 kg (The mass of small moons or small asteroids)

**Class E:** 10^18 to 10^21 kg (The mass of the atmosphere of the Earth)

**Class Z:** 10^21 to 10^24 kg (The mass of large moons or small planets)

**Class Y:** 10^24 to 10^27 kg (The mass of larger planets)

**Pre-Stellar:** 10^27 to 2x10^29 kg (The mass a solid object can reach before the gravitational collapse to a small star)

**Stellar:** 2x10^29 to ? kg (The mass of a smaller star up to a solar system)

**Multi-Stellar:** (The mass of multiple stars or solar systems)

**Galactic** (The mass of a galaxy)

**Multi-Galactic** (The mass of multiple galaxies)

**Universal** (The mass of a universe or multiple physical universes)

**Infinite** (Countably infinite strength by 3-dimensional standards)

**Immeasurable** (Beyond 3-Dimensional concepts of mass: 4D hypermass lifting level and above. Meaning: Level Low 2-C to High 1-B.)

**Irrelevant** (Beyond all dimensional scale. Meaning: Tier 1-A and above.)
Rogue

## Summary

**Rogue** is a fictional superhero appearing in American comic books published by Marvel Comics, commonly in association with the X-Men. She debuted in *Avengers Annual* #10 (November 1981) as a villain, but then soon after joined the X-Men.

Rogue is part of a subspecies of humans called mutants, who are born with superhuman abilities. Rogue has the involuntary ability to absorb and sometimes also remove the memories, physical strength, and superpowers of anyone she touches. Therefore, Rogue considers her powers a curse. For most of her life, she limited her physical contact with others, including her on-off love interest, Gambit; but, after many years, Rogue finally gained full control over her mutant ability.

## Powers and Stats

**Tier: High 6-C | High 5-A**

**Name:** Anna Marie

**Origin:** Marvel Comics

**Gender:** Female

**Age:** Unknown

**Classification:** Mutant

**Powers and Abilities:** Superhuman Physical Characteristics, Flight, can absorb the powers and memories of whoever she touches. Touching for too long could lead to permanent absorption, and the opponent could be affected by anything from knockout to even death. Possesses all the powers of Carol Danvers, including:Precognition, Energy Manipulation/Absorption (Grants her Low-Level Molecular Manipulation andRegeneration), Gravity Manipulation | Same powers as Wonder Man, including: Immortality (Type 2), Flight,Energy Form, Size Manipulation

Attack Potency: Large Island Level | Dwarf Star Level

**Speed:** **Massively Hypersonic**flight and combat speed (Should be the same as Carol Danvers) | **Massively Hypersonic** combat speed (Scaling from Wonder Man)

Lifting Strength: Class 50 to 75

Striking Strength: Large Island Class | Dwarf Star Class

Durability: Large Island Level | Dwart Star Level

Stamina: High

**Range:** Several meters

**Standard Equipment:** Gloves to prevent her powers from working on her teammates, but otherwise none

**Intelligence:** Even without her powers she is skilled enough to defeat a horde of aliens, best an alien captain in a sword fight, defeat several Morlock clones in hand-to-hand combat and take down armed thugs with Gambit's staff. She has also shown capabilities in piloting, planning and attack pattern detection.

**Weaknesses:** If she touches an enemy briefly, she only retains the powers for a limited time. Sufficiently strong wills, such as that of Spiral, can override her own, and possess her. She can be overloaded, such as when trying to absorb the power of the star-splitting technarch Magus
Eternity

**Name:** Eternity

**Origin:** Marvel

**Tier**: 2-C | 1-C

**Gender**: N/A probably male

**Classification**: Embodiment of Time and Reality

**Age**: Before Time

**Abilites and Powers** Nigh Omnipotence, Omnipresence, Creation Embodiment, Universe Embodiment, Dimensional Entity Physiology, Dimensional Manipulation, Power Manifestation, Concept Physiology,Temporal Entity Physiology, Time Embodiment, Temporal Lordship, Time Manipulation, Space-Time Manipulation, Spatial Mimicry, Size Manipulation, Cosmic Awareness, Immortality(Type 4), Invulnerability, Energy Manipulation, Reality Warping, Probability Manipulation, Matter Manipulation, DNA Manipulation, Magic Manipulation, Necromancy, Psionic Manipulation, Telekinesis, Telepathy

**Weaknesses:** None Notable

**Destructive Capacity**: Universe Level( is the embodiment of the Universe) | Complex Multiversal ( all Universes in the Multiverse are just a fraction of Multi Eternity, At most a ten dimensional being for also being the embodiment of the multiverse, couldn't be 11 dimensional due to The Living Tribunal being the embodiment of the Total Multiverse)

**Range:** Universal | Multiversal

**Durability**: Universal( he is the Embodiment of the Universe) | Complex Multiversal

**Speed:** Omnipresence

**Lifting Strength:** Immeasurable

**Striking Power:** Immeasurable

**Stamina:** Limitless

**Intelligence**: Cosmic Knowledge

**Combat skills:** N/A

**Equipment:**None Notable

**Attack techniques and abilities**

**M Body:** Eternity has manifestations as M bodies so others can percieve him.

**Spawn of Concepts:** Eternity also spawned several "children", or concepts that became separate, independent entities. These are Empathy, Eulogy, Expediency, Entropy, Epiphany, Enmity and Eon - although the last was eventually killed and replaced in turn by the concept Epoch.

**Key:** Eternity | Multi Eternity

**Scans and Feats**

Reason behind M Bodies
The Security Room

## Description

**The security room** can be found on decks 7 or 8 and contains the fuse box to power those floors.

## Hiding Spots

The player can hide under the desk under the camera monitors. The desk is divided into 3 sections and each counts as a separate hiding spot. It's recommended that the Player hide under the section closest to the door for a quicker escape.

## Item Locations

The Security Room can spawn with many items and is always a good idea for the Player to explore it when in the area.

* Items are common around the shelves beside the lamp. Keep a sharp eye out for small items hiding behind books.
* Items can be found on the desk (with camera monitors).
* The filing cabinet may have items inside.
* The storage shelves beside the fuse box can contain items as well.

## Tips

* It's possible for the Player to miss items like the Fuse or Lighter when spawned behind some books on the small shelf.
* When hiding under the desks, be sure not to bump into the chair as this will create unwanted noise for the Player.

## Notes

* The camera screens are static textures. There are four different textures in total, and they are merely for decoration, however the developers did hint that they might do something "interesting" with them later.
Beyonder (Pre Retcon)

**Name:**Beyonder

**Origin:** Marvel

**Tier**: 1-B | 1-A

**Gender**: Inapplicable

**Classification:**Cosmic Entity

**Age**: Unknown

**Abilites and Powers:** Nigh Omnipotence, Omnipresence, Nigh Omniscience, Remote Mind Control, Reality Embodiment, Reality Condition, Physical Law Immunity, Reality Warping

**Weaknesses:** None Notable

**Destructive Capacity**: Beyond Multiversal ( is Stronger than the Cosmic Hierachy which includes The Living Tribunal) | HS Level ( he is of Infinite Dimensions inside the Beyond Realm)

**Range:** Beyond Multiversal | HS Level

**Durability:** Beyond Multiversal | HS Level

**Speed:**Omnipresent

**Lifting Strength: Immeasurable**

**Striking Power:** Beyond Multiversal

**Stamina:** Limitless

**Intelligence**: Nigh Omniscient

**Combat skills**: Irrelevant

**Equipment**: Nothing Notable

**Attack techniques and abilities:** None Notable

**Key: Outside the Beyond Realm | Inside the Beyond Realm**

**Scans**

Beyonder being stronger than the Cosmic Hierarchy

Beyonder is Millions of times more powerful than the Multiverse

Beyonder is of Infinite Dimensions inside the Beyond Realm