recursal/Fanatic-Fandom huggingface dataset:
William Riker

**William "Will" Thomas Riker** is Captain Picard's first officer on *Star Trek: the Next Generation.* He is dynamic, flirtatious, and plays the trombone.

## Backstory

Riker was born and raised in Alaska.

His mother died when he was a toddler and throughout his childhood, he was very curious about his mother. When he was five, he didn't want to admit to his friends that his mother was dead, so he told them stories he'd heard from his father and pretended she was alive and had simply gone away temporarily. He eventually started to believe his own lies, until his father and teacher convinced him that his mother was indeed dead, making him cry.

Riker and his father didn't get along very well, and so William left at age fifteen, but even so they did enjoy fishing together. Since Riker was eight, he and his dad would play a certain martial art together, and the father would always win, but that was because he cheated.

He spent a lot of time outdoors as a boy, and thus dislikes crowded indoor areas (but is fine with crowded outdoor areas). He also ate pea soup as a boy in Alaska to keep warm.

In the academy, Will had a romantic relationship with Deanna Troi and accidentally got cloned with a transporter. He also didn't pay much attention in math class, as he daydreamed about being on a starship.

When he was seven months out of the academy, he served as an ensign on a ship called the *Pegasus*, where he was nervous about pressing the wrong buttons, and where a coworker would call him "Ensign Baby Face". One day, the captain did an illegal experiment involving a cloaking device, causing several crewmembers to mutiny. Riker, who was too young and naive to know any better, defended the captain with a phaser, which started a huge fight. Then, the experiment blew up.

Riker also served on a ship called the *USS Hood*, where he once disobeyed an order to do good.
Guinan

**Guinan** is the mysterious alien bartender from *Star Trek: the Next Generation.*

## Backstory

When Guinan was a child, she had a giant, flying, furry monster called a "razor beast" for her imaginary friend. As she grew older, though, she found it harder to imagine it but "the idea stayed".

She had a relative who was the black sheep of the family, and who her family told her to stay away from as he was a bad influence, but, being the nonconformist she is, Guinan talked to him anyway.

She and her people have been wanderers ever since the Borg assimilated most of them.

At some point in her past, she had a run-in with Q.

In the 19th century, she would sometimes visit Earth and pretended to be human. It was then that she met Picard and Data, due to time travel shenanigans.
Julian Bashir

**Julian Bashir** is the doctor on *Star Trek: Deep Space Nine.*

## Backstory

In his childhood, Bashir was, ironically, afraid of doctors and he thought that they actually made people sick. This was part of the reason he went to medical school, to find out how doctors worked, but it still took a bit of convincing from his parents to get him to go there; he initially wanted a different career.

Up until he was six, he was a bit unintelligent (so he couldn't read or write, though he could sew as evidenced by him sewing together a teddy bear his mother wanted to throw out at age five), clumsy, and had bad eyesight (so he couldn't tell the difference between cats and dogs and, from a distance, trees and houses), and he was also small for his age.

His parents were very worried about this and were worried that it was genetic or that the mum did something wrong when she was pregnant with him. So at age six, they took him to the hospital to give him illegal genetic enhancements in his cerebral cortex that improved his intelligence, hand-to-eye coordination, stamina, and eyesight and also made him bigger.

They then enrolled him at a different school, where he was top pupil, but at age fifteen he found out that he was genetically engineered and was angry because he thought that they wanted to replace him with a "better" son, so he did a few things to distance himself from his parents, including refusing to call himself "Jules", which they called him for short.

At medical school, he deliberately got an imperfect score by pretending he didn't know the difference between a pre-ganglionic fibre and a post-ganglionic nerve.
Lana Loud

**Lana Loud** is one of Lincoln Loud's younger sisters in *The Loud House.*

## Backstory

When she was a small baby, not even one year old yet, she found the family's pets Charles (a dog), Cliff (a cat), and Walt (a canary) and cried until they got to keep them.

All of her birthday parties were planned, at least to an extent, by her twin sister Lola except for her seventh (she's seven now).

Her first birthday involved wearing a teal party hat.

At age one, she discovered one of her favourite pastimes: covering the house in mud.

Her second birthday had a sailor theme.

When she was about one or two, she tracked mud through the house and her brother Lincoln and his best friend Clyde investigated and proved her as the culprit.

Her third birthday had a princess theme.

Her fourth birthday was celebrated with a generic party.

Her fifth birthday had a jester theme.
Tommy Pickles

**Tommy Pickles** is the protagonist of *Rugrats.*

## Backstory

Tommy was born prematurely, and his earliest memory is his mother, Didi, looking at him in his incubator.

He also remembers seeing the light from the fridge when Didi fed him milk late at night, which has caused him to believe for his whole life that daylight "hides" in fridges at night.

He was quite an early walker (probably around nine months of age) and Chuckie Finster helped him to learn to walk. He was also there when Chuckie got his glasses.

Sometime before his first birthday, but quite soon before, Tommy moved away and came back, but Chuckie didn't recognise him, leading to a second first meeting.
Elmo

**Elmo** is a character in *Sesame Street*, a three-year-old monster.

## Backstory

When Elmo was a baby, his father Louie would sing while changing his diapers. He met Big Bird and Prairie Dawn when he was a baby (so Big Bird would have been about three and Prairie Dawn four, since Big Bird is now six and Prairie Dawn seven).

When Elmo was about one year old (could say a few words, but was still mostly babbling), he was afraid of the dark and car rides, and used pacifiers to, well, pacify himself.

At age two, he was potty trained using a training potty. On the day he got the potty and used it for the first time, Louie sang to him.

Before he could write his name, he'd "sign" his drawings with a scribble, and when he was first learning to write his name, he'd spell it with a lowercase "e".

Sometime quite recently before the events of the show, Elmo gave up his pacifiers with help from Gordon, who sang a song about how he was getting older and no longer needs a pacifier. It's also how he got his doll Baby David; David was given to him in exchange for the pacifiers.
Lola Loud

**Lola Loud** is the twin sister of Lana Loud in *The Loud House.*

## Backstory

In utero, Lola eagerly anticipated her and Lana's birth.

Lola had a lot more say than Lana on their birthday party planning even for their first birthday.

Their first and fourth birthdays had a generic party theme, their second had a sailor theme, their third had a princess theme, and their fifth had a jester theme.

When Lola was one, she liked to cover the house in soap, and she still does that on occasion.
Lisa

## vO'verview

Lisa has up until the current day outperformed all other children and even the mom in all academic tests. Multiple explanations for this are in circulation. Scientist believe that this is because she actually does all her exercises. Some people are convinced that it is just pure luck. Divine intervention cannot be ruled out.

Lisa is also known as a culinary expert specialised in different methods of preparing rookworst aswell as a top chef holding multiple cooking records. One of them being the ablity to cut a tomato in a record time of just under 15 minutes! This insane speed can be atributed to her alleged apprenticeship with the revered order of the appie microwave meals.

## Lisa's Mariokart Tour addiction

Lisa has officially been diagnosed with a severe addiction to Mariokart Tour. She is often seen playing it during the break and even during lectures. Whether this impacts her study progress positively or negatively is not known. The worst aspect of her addiction is that she is addicted to the wrong mariokart game, since Mariokart Tour is objectively the worst Mariokart game. The best of course being Mariokart Deluxe.
Jean-luc Picard

Captain **Jean-luc Picard** is the protagonist of *Star Trek: the Next Generation*, and *Star Trek: Picard.*

## Backstory

Picard grew up on a grape farm, raised by his parents and his older brother Robert (pronounced "roh-BERE") who would bully him and take advantage of being the eldest. His father was a bit leery of new technology and accused Picard of "reaching for the future" because Jean-luc was all for new technology. He spent most of his childhood trying to get into Starfleet Academy.

In his teenage years at the academy, Picard was a good student in terms of grades, but also a troublemaker and a ladies' man. He enjoyed the advice of Boothby the groundskeeper, and he had a crush on a girl whose initials, A.F., he carved into a tree. He nearly flunked an exam due to his crush.

He studied archaeology, but never became a professional archaeologist. He was also very athletic and good at wrestling.

In his sophomore year, he was assigned near a Nausicaan outpost (Nausicaans are large, aggressive, humanoid aliens) and got into a fight with one.

When Picard graduated the academy, at age twenty-one, he, his crush, and his best friend went to a bar on a starbase, but then three Nausicaans cheated them while gambling. Picard cheated them back, causing a fight, which ended with Picard being stabbed through the back and needing his heart replaced with an artificial one.

As a lieutenant, he attended Spock's wedding.

His first career was a helmsman on a ship called the *Stargazer.* He was promoted to captain when the original captain was killed in battle.

He once stood up a girlfriend, Jenice, due to fear of commitment. He was also good friends with Dr. Crusher, and both had feelings for each other, but they never dated.

On an away mission, Picard once saved someone's life, but in the process, Jack Crusher, Dr. Crusher's husband, died, which Wesley Crusher blamed Picard for. His career on the *Stargazer* ended when he was forced to abandon it during a fight with Ferengi.
Rainbow Dash

**Rainbow Dash** is one of the six protagonists of *My Little Pony: Friendship is Magic*. She controls the weather and is very athletic and tough.

## Backstory

When Rainbow Dash was a baby, her parents kept various objects she was associated with at her milestones, including the diaper she wore when she said her first words.

She watched the pony version of the Olympics as a filly but was never in them, however, she did enter several races. She lost her first race, but only got better from there.

At school, she was a good flyer, but clumsy and so some obnoxious colts called her "Rainbow Crash". When those same colts bullied Fluttershy for being a weak flyer, she challenged them to a race and won, creating a "sonic rainboom" (when a pegasus breaks the sound barrier and creates a rainbow-coloured explosion) and earning her cutie mark for fast flying. It also indirectly earned Applejack, Fluttershy, Rarity, Pinkie Pie, and Twilight Sparkle their cutie masks when they saw the rainboom shining towards the farm and knew she was destined to work there, fell from a cloud and the animals were scared away and she discovered she could talk to them, discovered her talent for finding gems after gems were revealed in a rock that cracked open from the blast, felt very happy and wanted to spread that happiness to others, and got a blast of magic from the boom that allowed her to hatch Spike's egg respectively.
Seven of Nine

**Seven of Nine** is a part-Borg woman from *Star Trek: Voyager.*

## Backstory

Seven of Nine was born as a little girl named Annika Hansen, who was stubborn, had an aunt named Irene who she once hid in the closet of, wanted to be a ballerina, was afraid of the dark, and liked strawberries and the colour red.

She and her parents often took her on trips on a spaceship called the *Raven* to study the Borg, and one of those trips, which occurred when she was six, ended up with the whole family getting assimilated. She describes the part where they added her eyepiece as especially painful.

At one point, during her time as a Borg drone, Seven was temporarily disconnected from the Borg with several other drones and she and the others gained some of their memories. The three other drones wanted to become individuals again because they were assimilated as adults, but because Seven was assimilated as a kid, she didn't.
Kathryn Janeway

Captain **Kathryn Janeway** is the captain of the *USS: Voyager* on *Star Trek: Voyager.*

## Backstory

When Janeway was a little girl, she was very interested in mathematics, engineering, and science in general though notably not botany. She was also not a very good artist.

Her father died when she was still a child and she became lethargic in her grief, occasionally believing her father was still alive. This lethargy lasted for several months, until her sister snapped her out of it.

According to a psychic alien manifesting as her dad's ghost, when Janeway was a kid, she would choose the "rocky path" every time she had to choose between it and a smooth path, but it was unclear if he was talking about literal paths or life choices.

At age six, Janeway was afraid of thunderstorms, especially since she once climbed a tree in her grandfather's yard that later got struck by lightning.

During her entire childhood, she was afraid of the ocean (despite liking to swim in ponds and pools) because she couldn't see the where it ended. She got over this fear in her first year of the academy when she was doing zero-G training in the sea.

She never learned to play an instrument as a kid, but regrets this now because she's always liked music.

When she was in the academy, she would often procrastinate and end up staying up late studying, but she was otherwise a good student.

She adopted an Irish setter named Molly, who was the runt of her litter but had "spunk".
Malcolm Reed

Lt. **Malcolm Reed** is the chief tactical officer on *Star Trek: Enterprise.*

## Backstory

When he was a kid, he had what he referred to as aquaphobia, however, it wasn't a fear of water per se, so much as a fear of drowning. He thought he'd get over it, but he didn't, and as a result he joined Starfleet (the space navy) instead of the regular navy like his family wanted.

He was also part of a group similar to the Boy Scouts, called the Eagle Scouts, and won several merit badges.

One time, he went without eating for a week as a sort of experiment, but it made him so weak he passed out.

As a young man, he frequented a certain restaurant and slept with a waitress named Ruby.

During his zero-G training, he threw up, which embarrassed him greatly.
Luna Loud

**Luna Loud** is one of the eleven Loud siblings in *The Loud House* who is a rocker.

## Backstory

Luna has worn purple all her life and has always been somewhat interested in music (she's seen trying to play an acoustic guitar as a baby) but her established persona really came to be when she was about nine through thirteen.

Up until then, she was a bit unsure about what she wanted to accomplish and she had longer hair and wore a dress and sensible shoes.

She then attended a rock concert and was so taken by the music that she decided to become a rocker. She went onstage and the singer, Mick Swagger, gave her a makeover (cut her hair short and dressed her in the outfit she wears now) and they rocked out together.

As a one-year-old, she had a very loud cry.
B'Elanna Torres

**B'Elanna Torres** is the chief engineer from *Star Trek: Voyager.*

## Backstory

When B'Elanna was a child, she got on well with both her parents initially, but eventually her father began to grow distant from her. Her mother, being a part of a warrior species called the Klingons, taught her Klingon spiritual beliefs.

At school, several classmates, including a boy named Daniel Bird, would tease her for being half-Klingon. Daniel would call her "Miss Turtle Head" because of the ridges on her forehead.

When B'Elanna was a preteen, her father organised a camping trip with her cousins and her uncle Karl, but she hated the trip due to her cousins also teasing her for being half-Klingon, and at night, she overheard her dad say to her uncle that he was having problems with his wife and regretted marrying a Klingon. B'Elanna, angry, tried to run away and when her dad saw her, she yelled, "If you hate living with us so much, then why don't you just leave?!", only for him to get a divorce twelve days later, which caused years of guilt for B'Elanna. During this time, she would cover her forehead since she felt that being part-Klingon was part of why her dad left.

She applied for Starfleet Academy (where you learn to join a quasi-military organisation called Starfleet), but dropped out due to feeling like the teachers hated her. In reality, the teachers thought she was a great student; she just frequently got into trouble due to her fiery personality.

At the academy, she dated a guy named Max, who called her "BLT" because her last name begins with T and her first name begins with B and has an L in it (even though the L is not capitalised).
Pinkie Pie

**Pinkamena "Pinkie" Diane Pie** is one of the six protagonists of *My Little Pony: Friendship is Magic,*or "the Mane Six" as they're affectionately called. She is the wackiest member of the group and arguably the most optimistic although all of the Mane Six are optimists. She is a party planner and baker.

## Backstory

Pinkie was born on a rock farm to two Earth ponies named Igneous and Cloudy. She's the second youngest of four sisters.

In her foalhood, she loved her parents and sisters very much despite their stoic, quiet personalities and enjoyed cooking with her sister Maude and ice skating.

She used to be afraid of the dark in her foalhood, but her grandmother (presumably on Igneous's side since her name is Granny *Pie*) taught her to find humour in what she's afraid of.

Like all of the Mane Six, Pinkie Pie's cutie mark acquisition was related to seeing the Sonic Rainboom that Rainbow Dash created: when she saw it, she became happier than she ever was before, which caused her to throw a party to try and make her family that happy. This earned her her cutie mark because her special talent is spreading happiness to others. Coincidentally, the Sonic Rainboom also gave her the manestyle she has now: her mane and tail were initially straight, but the wind created by the Rainboom curled them.

At some point in her past, she apparently said the phrase, "*Oatmeal?! Are you crazy?!".* It's unknown why she uttered that phrase, but perhaps someone tried to feed her oatmeal and she didn't like it.
Seymour Skinner

Principal **Seymour Skinner** is the principal of Bart and Lisa Simpson in *The Simpsons.*

## Backstory

This is where things get a little dubious.

Everyone agrees on the fact that he fought in the Veitnam War, and still has bad memories (possibly even PTSD) related to it.

Everyone also agrees that at the beginning of his career, he was more lenient, but then when a student began pulling pranks, he became more authoritarian.

However, there is one episode which claims that he was once a street punk named Armin Tamzarian who got swapped with the "real" Seymour Skinner during the war.

This was a very unpopular episode, and the reason it makes Skinner's backstory dubious is because it's doubtful whether the episode is canon: "I (Annoyed Grunt)-Bot" suggests it is, yet in another episode, he is seen in utero, suggesting that he is Agnes's biological son and thus the episode is not canon. Also, Matt Groening, who created *The Simpsons*, hated the episode and explicitly said that it should probably be dismissed as non-canon.
Linny

**Linny** is the protagonist of *Wonder Pets*.

## Backstory

When Linny was younger (not fully grown yet but not a dependent baby) she was the only class pet in her classroom, but she frequently got lonely, so she was glad when Tuck got dropped off on the school's doorstep.

The two made friends almost instantly and she showed him around the classroom, then Tuck discovered Ming-Ming's egg. Linny and Ming-Ming got along quickly after the latter hatched, and Linny helped Ming-Ming and Tuck settle their differences. The three also discovered their superhero costumes by accident after falling into the dress-up box.

When they heard Ollie, the pet rabbit of the next class door, asking to be let out, Linny let him out, but he got tangled up in a mobile during a ride on a flying rocket toy. The trio saved him by sitting on one another's shoulders, which was Linny's idea, and she also came up with the idea of them becoming superheroes and saving other animals.

She's also the one who invented the "fly boat" and the team name "Wonder Pets" (inspired by Tuck saying that he *wondered* what to call their team) during a mission to save a beached whale, which was their first call-out. Linny helped compose the theme song, and was the one who came up with celery as the team's victory snack, since it was the only food they all liked.
Rabbit Trap

*"Simple snare trap with some wild berries as bait. Leave it over night for best results."*

Is crafted from 3 Berries

When placed outdoors and it's night time and the player has a distance of 8 or more from the trap it will check the scenario rabbit encounter probability rate if the roll is below a Rabbit Carcass will be added. Destroying the trap and making noise.
Phlox

**Phlox** is the alien doctor on *Star Trek: Enterprise.*

## Backstory

When Phlox was a kid, his grandmother was very prejudiced against some aliens and told him stories about them being evil and didn't let him go places where those aliens had been.

The stories gave him nightmares, but when he grew up, he shed his prejudice and tried to teach his kids (he has five) to respect different species. This worked on all of them except one, his youngest son, so the two grew apart.

He has studied many branches of medicine and biology and spent nine months as a doctor on Earth before becoming the doctor on *Enterprise.*
Dog

###  **Description**

Dogs are a common beast that spawns around towns and along roads. Dogs are cautiously aggressive towards the player. They are relatively weak and can be defeated with most melee weapons, however, many dogs can form a pack which might be dangerous to unprepared players.

###  **Behavior**

When the dog enter players line of sight, it will start following at the edge of vision, running away if player comes closer. If they are caught by surprise, cornered, or in a pack, they will start chasing down the player.

A dog that is severely injured will start engaging in a hit & run tactic of sorts, receding before coming to bite the player again.

They don't seem to be aggressive towards any other monsters in the game.

###  **Strategy**

Dogs don't have much health, which makes thrown items quite viable in dealing with them. They also don't deal as much damage, so well equipped player should have no issue beating them in melee.

They are however faster, and can be deadly. They can't open doors though, so hiding inside building is a safe strategy against them.

Dogs drop a Dog carcass, which can be butchered and cooked over bonfire for a healthy meal.

###  **Trivia**

When the cat speaks, it says "Kill the dog." and "Feed me." and it will actually consume dog meat if it's dropped on the ground.
Book

"*An old tale from a world long gone. Reading this will restore your sanity."*

Reading a book requires you not to be hungry, thirsty and in a safe place as well as being able to read. It takes 240 turns/minutes in total to read a book and you gain 0.1 sanity per minute, a book is worth a total of 24 sanity.

If the player has the bookworm trait, you also gain (0.8 / 240) per turn for a total of 8.0 experiences per book. You can only read each book title once.
Note Fragment

*"Fragment of a hastily scribbled note on a piece of torn paper. You will need to find more of these to figure out what it actually says."*

4 pieces makes a complete Note. Must be able to read. If there are no more Note items to be discovered, the character will prompt: "This doesn't make any sense.".

It takes 30 turns to make a Note.

Note Fragments spawn indoors and there will be a total of 36 fragments in the world
.44 Revolver

> *"Powerful handgun with a limited range."*
>
>

The .44 Revolver is a firearm that the player can acquire; as its name implies, it fires, and can be loaded with .44 Ammo. It only holds 6 rounds in total, as the Revolver fires a large cartridge.

The .44 Revolver is also the second most powerful firearm in the game, as well as the most powerful handgun the player can find. The Detective class in the "Door in the Woods" scenario also starts out with a barely loaded Revolver, in varying condition.

* **Base Stats**
	+ Damage
		- 200
	+ Capacity
		- 6
	+ Accuracy (Assuming the Player is in a Normal State):
Thaddeus Euphemism

Dr. **Thaddeus John Euphemism** is the protagonist of *The Petri Dish*, an enthusiastic but inept genetic engineer.

## Backstory

According to his mother, Betty, she was the one who taught him to use a spoon.

He was very inquisitive since childhood, and has always worn glasses and plaid shirts. As a little boy, his hair was dark brown and curly, but by the time he was a teenager, it straightened out and had turned an even darker brown, and by adulthood, it was black, until he went bald. He, like a lot of people, had acne as a teenager.

In his university days, he wore a mullet and he spent eight years in university. During this time, his dad died of unknown causes.

He's also been married at least once, but they got divorced, and his ex-wife apparently had an aggressive lawyer.
Match

*"Fragile and tiny. Ignite it to push back the darkness for a moment, but be careful not to drop it."*

Can be lit for some temporary light. It will set all light levels 1 in a radius of 6 around the player. If a struck match is nearby gas it will ignite it. Does get destroyed if it's ignited and then unequipped regardless of durability left.

Loses 5% to 15% durability every turn it's ignited and starts with 100%

Can be thrown, but if thrown further away than a distance of 4 it will go out. Cannot be picked up again once ignited and on the ground.

Can stack with other unlit matches.
MonsoonSIM Wiki

**Welcome to the MonsoonSIM Wiki!****What is MonsoonSIM platform?**
MonsoonSIM is a cloud-based business simulation and experiential learning software platform. Using MonsoonSIM, teachers can configure what subject to teach and as such, they become motivators or facilitators literally. Learning is done by students via self-discovery, experimentation, and through competitions. MonsoonSIM can be used to teach many business related subjects, in many ways and formats. MonsoonSIM can also be easily incorporated into any existing study curriculum.

**What is MonsoonSIM, as a company?**

Founded in 2013 by a serial entrepreneur with 20 years of enterprise software development  background, the company is currently operating in Southeast Asia and Australia. MonsoonSIM sells the MonsoonSIM platform to universities and businesses by yearly access-based subscription.
Chuckie Finster

**Chuckie Finster** is a character from the Nickelodeon cartoon *Rugrats.* He is a very sensitive and nervy toddler and is the closest to the protagonist Tommy.

## Backstory

Chuckie's biological mother, Malinda, died about a year before the events of the series and she wrote a poem for him and gave him a teddy bear named Wawa. He also mentions her letting him know that he doesn't have to be scared when a butterfly landed on his nose, which implies that he was nervy from day one and not as a result of her death. Gradually, however, his memories of her became blurry and he began to wonder if she never existed and was all a dream.

He learnt to walk when trying to run away from an ice cream truck because the clown face painted on the truck scared him.

He was also involved in helping Tommy learn to walk: when he was visiting Tommy, Tommy started walking because he wanted to play with Chuckie. Some time later, he got glasses after his father noticed he was sitting very close to the TV and bumping into things.

Some time later, Tommy moved away and came back but Chuckie didn't recognise him and Angelica spread a rumour about Tommy stepping on glasses.
Horror

The information provided may not be entirely accurate and requires more testing.

## Horror

### Description

Horrors are a rare and dangerous enemy, that seem to spawn randomly in bloodstained houses. They have a long sight range and are fast and powerful, and also cause Horrified status effect when in sight.

### Behavior

When not engaged, Horrors will wander around the room they spawned in.

The moment they catch sight of player, they begin sprinting to them, breaking doors and furniture in their path. The screen also turns red, thanks to the Horrified status.

Players with the Psychosis status affect may hallucinate Horrors. These fake Horrors still induce the Horrified status, but cannot interact with the world (e.g. break furniture, open doors, etc.). Fake Horrors will disappear if the player gets within one space of it, or throws/fires a weapon at it, and the player will remark, "It was just a hallucination."

### Strategy

Horrors have huge health pool and high damage, making them very lethal at close range. Paired with their speed and sight range, they often mean death to unequipped players.

Explosives might prove useful in dealing with them, as well as multiple shots from a firearm.

### Trivia

When playing as Madman, Horrors will cause Horrified status even through walls.
Radio Transmitter

> *"Small radio powered by batteries."*
>
>

The Radio Transmitter is a quest item unique to the scenario "Out of Time." This item puts the Player into contact with an unnamed Dispatcher who provides them information before the radio breaks. They are located in Care Packages scattered about Hope's Rest, which can only be opened if the Player has <50% Infection status.

Three are required to reach the Scenario's endgame, two of which give directions to the town's extraction point (the Hospital Helipad), and the third which allows the Player to call for the actual extraction. Attempting to use the third Transmitter before reaching the helipad will have the Player remark, "I need to get to the extraction point first."

Upon usage, the Radio Transmitter becomes Radio Transmitter (broken). Attempting to use the item after it breaks causes the Player to remark, "It's not working."

 Radio Conversations

### First call

*@: Is anyone out there?*

*Dispatcher: Hello? Is someone there? It says the signal is coming from Hope's Rest, but that town has been overrun. Listen! Our systems are failing across the board. You need to make it to the extraction point at-*

*@: I lost the signal.*

### Second call

*@: Can you hear me?*

*D: Things aren't looking good out here. The infection is spreading, and things just keep getting stranger. I don't think it's just a disease anymore. The closest extraction point to you should be the hospital helipad. Once you're there, use the radio to-*

*@: I lost the signal.*

### Third call

*@: I'm at the extraction point.*

*D: Just sit tight, the extraction crew is coming. Aid is coming in from across the country, and soon the town will be full again. Everything is going to be alright. We're all here. Hand-in-hand, we'll save the world, and all will be cured.*

*D: All will be cured.*

*D: All will be cured.*

*D: All will be cured.*

*D: All will be-*

*@: I lost the signal.*
"Door in the Woods"

A book every class starts the game with, in the "Door in the woods" scenario.

**Description:**

*All of the pages are torn out except for the last one.*

**Transcription:**

*If you're reading this, then your eyes are still your own.*

*Your heart still beats, and your brain still ticks.*

*You're alive.*

*And that means you're in danger.*

*Cast this book aside.*

*Let nothing touch you.*

*Lock yourself in a room, and kill yourself.*

*A painless death won't work, so use fire.*

*Let your body burn, let nothing recognizable of yourself remain here.*

*There are things in this world that will twist the truth of you.*

*They will take your past, and your future, and leave you as a contradiction.*

*A living lie.*

*I came to this town to discover the truth, but I found nothing.*

*And it found me.*
Cat

###

Cat speaking

The Cat is represented by a lowercase c. They are always found inside a room inside a building and actively avoid the player when approached.

### Behavior

The Cat cannot open doors but can leave the room and building through already opened doors if the player chases them out.

### Strategy

When avoiding the player the Cat moves at the same speed as the player's base speed. This means the only way to move adjacent to the Cat is to chase it into a tile with only one opening. The Cat has only 25 health and does minimal damage when attacking the player. The Cat only attacks the player in two circumstances: Either when the player prevents the Cat from reaching meat or (unknown). When trying to attack the player the Cat becomes faster than the player. The best way to kill the Cat is to throw any non-valuable throwable item at it. When killed a Cat drops one Elder Flesh.
Leaflet

> *"Plain looking flyer you found on the side of a road."*
>
>

The Leaflet is the starting informational item in the scenario "Out of Time."

## Contents

To the residents of Hope's Rest.

Due to the widespread occurrence of an infectious disease of an infectious disease, an evacuation order has been issued.

Proceed immediately to the nearest evacuation point.

Detailed instructions about evacuation routes and reception centers are available through media stations.

In case you miss the evacuation seek out any of the emergency radio transmitters.

Use the transmitter to inform the relief force of your location and wait for emergency extraction.

Avoid any and all contact with the infected.
Glass Bottle

*"Empty glass bottle. Throwing this is a great way to grab everyone's attention. Can be used to store water."*

Deals 10 damage (? if thrown?). Can be used to fill with water, if the water is dirty it can be boiled by a bonfire for bottled water. It can also be used to douse oneself if caught on fire. Makes noises if smashed
Hatchet

*"Use it cut down trees or your enemies."*

Damage 60 with a Strength Multiplier of 1.5

Can be used to cut down trees when equipped. Every chop creates noise and lowers the durability by 1%

A chopped tree falls away from the player, and creates Firewood for all tree segments. If an entity is hit by a falling tree it deals 600 damage.
MERMC2019

MonsoonSIM Enterprise Resource Management Competition is an annual inter-varsity competition hosted by MonsoonSIM and its partners. This will be our 5th annual event. The competition is a high-energy event involving students and lecturers with the objective of exposing students to the concept of enterprise resource management (ERM) through fun and exciting simulation games.

Students in teams of 5-player will be asked to run virtual companies to COMPETE with one another for the highest business KPI targets set for the day to win the competition.

There will be so much fun, so much learning, and so much networking to do.

**Judges**

Award-winning, highly self-motivated, result-oriented leader.  Head of Presales in SAP Hong Kong. Vanessa leads a team of high caliber Presales Specialists and Early Talents in Hong Kong, inspires, motivates, innovates, and develops the team members' technical skills and soft skills to optimize team performance.

**Prize Pool**

**Time Table**

****Scoring Matrix****

(@5%)
(@10%)
 **Semi-Final Round 2 (65%)** | 120 x 45
(around 90 mins)

\* Round 1 & 2 might be slightly different. all information will be released on the same day

\*Day 2 information will be released on 11th August 2019

**Tips for Team Engagement Award**

* Presentable
* Engagement / Team spirit
* Punctuality & on time
* Politeness
* Participation
Writer

> "Starts with some alcohol and paper."
>
>

The **Writer** is one of five available classes that the player can select within the Door in the Woods scenario.

While they require alcohol to stay sane, the class offers a good way to spend experiences. Like the Librarian, they are pre-equipped to deal with sanity loss.
Sanity

> *"State of your mind and your ability to perceive reality. The higher your sanity is, the more likely you are to find items."*
>
>

Sanity is one of the core stats and mechanics in Door in the Woods. It is measured in a bar of 20 increments, like Health and Stamina. Each increment marks 5 sanity, making for a cap of 100 sanity.

When the player reaches 0 sanity, they gain Psychosis. If they are to die in this state, they will lose all experiences whether or not they were gained in that session.

## Actions That Regenerate Sanity

* Reading books
* Drinking alcohol
* Taking pills
* Starving

## Additional Info

* Taking pills and alcohol together will result in death.
Witch

The information provided may not be entirely accurate and requires more testing.

**Description**

Witch is a rare enemy who spawns inside buildings, often with zombies in the same room.She doesn't spawn anywhere else.

**Behavior**

Whenever she notices you, and you are in her sight range she will say "Look at me!", will narrow your sight to only a direct line with her, and afflict "Bewitched" status, which rapidly lowers your sanity.

Witches doesn't attack, unless they are aproached, and deal damage simillar to Zombies.When they are in a sight range, and they've afflicted "Bewitched" status, they will stand still, and doesn't try to follow you.When they aren't they will head to your direction opening doors on her way.

**Strategy**

Witches doesn't have much health, and doesnt't deal much damage, so they can be easily killed with any kind of medium damage weapon.To prevent our sanity from lowering too much, and to get rid of "Bewitched" status, the line of sight with a Witch needs to be broken with walls, trees or anything other, or the Witch must be killed, however she will afflict "Bewitched" immediately again, when she will be in a sight range.
Gasoline Canister

*"Metal canister with some gasoline inside. Equip it to pour gasoline on the ground. Make sure to keep it away from fire."*

Will be found with 25 to 75% condition. Takes 1 duration damage every turn it's equipped. When the canister takes more than 100 damage or is ignited it explodes. Explosion radius is dependent on the condition of the canister.

```
lerp(0, 8, condition_percentage / 100.0)

```

It will spawn fire from the explosion as well as make noise.
Vampire

###  **Description**

Vampires are a common enemy that usually spawn around towns and roads. They are aggressive and are able to determine the player's location by their scent, allowing vampires to chase the player even when they are out of sight. Vampires can not enter buildings and will instead circle around and taunt the player.

A unique trait of vampires is that their speed varies with the time of day. During the day they are slower than the player, and during the night they are faster than the player.

###  **Behavior**

Vampires will wander the area, however upon entering their vicinity (~15 tiles) they start tracking the player, even with no line of sight. Bushes can't be used to hide from them, however they will not enter buildings, even with an open door and a direct line of sight on the player.

When a vampire is aware of the player's presence inside a building, it will keep walking around and taunting the player saying "I can smell you" or "Let me in".

###  **Strategy**

With high health and damage, vampires are difficult to kill without firearms. It is usually better to use thrown items to stun them and run into a building.

A vampire's speed changes depending on the time of day. During the day (4:00 to 20:00) vampires are slower than the player, during the night (20:00 to 4:00) vampires become faster than the player, making it difficult to flee when detected by one. Throwing many high damage items (knives, hatchets) is a good idea before engaging in melee combat.

Since they will not enter buildings, throwing items at them from windows or doorways and then retreating is a slow but safe strategy to kill them and get some Elder Flesh.

###  **Trivia**

Vampires' inability to enter buildings is a reference to vampire folklore where vampires need to be invited in before they can enter a residence.

The vampire will say "Let me in", but will not enter even through open door.
Detective

> "Starts with revolver and a single bullet."
>
>

The **Detective** is one of five available classes that the player can select within the "Door in the Woods" scenario. This is also the only class the player can select, in the beginning, until they accumulate 50 or more Experiences to unlock another class.

The Detective doesn't come with any unique statuses, unlike other classes - however, the Detective does start out with a barely-loaded .44 Revolver, in varying condition. The Detective can easily use it to take out one lower level Hostile, as well as unload it and use the .44 Ammo to cauterize a wound. If a playthrough goes awry, or the player is on the verge of losing their Experiences, the player can use the .44 Revolver, provided that it's still loaded, to commit suicide and end their run.

This is also the only class, other than the Veteran, to start out with a firearm.
Berries

*"Bunch of wild berries. They might save you from starving, but no matter how many of them you eat you always feel hungry."*

Works similar to Odd Fruit as it will never satiate you beyond "Hungry" status effect. Berries does not decay over time. If you have 3 or more you can use berries to make a Rabbit Trap which will take 15 turns to craft.
Out of Time (scenario)

> *"The plague that heralded the end of the world is now inside you. Find a way to stop it, even if only for a moment."*
>
>

Unlock Cost: 100 Experiences.

### Versions

* Fever: "You have about a day to live." The standard condition for Out of Time. Player begins with a fully loaded .44 Revolver and 0% Infection.
* Delerium: "You have about an hour to live." The accelerated condition for Out of Time. The player spawns at 18:00 into an area infested with Infected and begins with their Infection status already elevated to 95%. The player begins with a partially filled inventory in an area with a care package and a nearby Antidotum.

Starting Item(s)

* Leaflet

## Description

The player must battle or sneak through hordes of the Infected, the former residents of Hope's Rest driven mad by the plague. This scenario introduces the "Infection" status, which progressively upticks (by 1% every 12-15 turns) to a value of 100% at which point the player dies. The player must find Care Packages which, alongside some useful supplies, contain Radio Transmitters. The player must also look for Antidotum, which can reduce the player's Infection by 50% of its current value.

In order to progress through the scenario, the player must find Care Packages and keep their Infection below 50% in order to bypass its biometric scanner and access its contents, namely the Radio Transmitter.

Using the Radio Transmitter for the first time will put the Player in contact with a Dispatcher, who will offer directions to the Player before the Radio breaks and becomes Radio Transmitter (broken). After using a second Radio, the Dispatcher will direct the Player to the Hospital Helipad to call for help. The Player must then reach the helipad and use a third Radio only to discover the Dispatcher has been infected and is ambushed several Infected. Further attempts to use the radio are met with silence, and the Player is left to wander the remains of Hope's Rest until they are killed, by Infected, Infection, or by their own hand.

## Strategies

Retaining a high infection level can be advantageous as it allows the Player to explore the town a lower risk of being attacked by Infected. However sanity drains rapidly and reaching 100% Infection will kill the player, so it is recommended to try to carry at least one dose of Antidotum at all times.

Because Antidotum will halve the Player's current Infection level, it is most effectively used at higher percentages (50% reduction being the maximum, when taken at 99% Infection). Withholding using Antidotums until at high Infection and until Care Packages are within reach is the most effective use of the precious medication. Doing so, however, limits the possible turns that the player will be eligible to open Care Packages to just after administering the Antidotum.

If the Player wishes to survive the endgame ambush, it is recommended that they have a long range weapon with sufficient ammo to dispatch 7-8 Infected at a distance. Engaging in hand to hand combat with anything less than a chainsaw will likely result in the Player being swarmed.
Final Door (scenario)

> *"Open the final door and gaze into the darkness beyond."*
>
>

Unlock Cost: 100 Experiences.

This scenario has the map same map as Door In The Woods. During the first playthrough, the player can find a Puzzle Box near their starting area. Opening the box will convert the Puzzle Box into Puzzle Box (jammed) and spawn @, a hostile creature that relentlessly pursues the player across the map and different Scenarios. The player must follow the clues left by the Puzzle Box's previous owner that will lead them to the location of the second Puzzle Box. Finding and closing the second box will seal away @ and end the Scenario.

Quest Items:

* Puzzle Box: Ornamental cube with intricate mechanical insides. Sharp facets of the mechanism easily cut your skin, but strangely enough, it brings you pleasure through the pain.
* Old House Note: Found in the dilapidated Old House near the center of the map, north of the park. Leads to the next clue in the series.

### Secondary Note Locations

* Graveyard
* Schoolhouse
* Mansion

## Strategy

The Old House Note and the Puzzle Box (opened) spawns regardless if the Player opened the Puzzle Box or not, allowing the player to make significant progress into the Scenario without spawning in @. While not necessary, the Old House Note makes it more feasible for the Player to locate the second box.

## Narration

### Opening First Box & Reading Puzzle Box Note

*"Something fell out."*

*Close the box immediately and put it back. Don't break it!*

*I found it at the old house in the middle of town, north of the park. I'm going there to get some answers. If you are reading this then it means I'm still not back. You need to go there yourself.*

*This thing can't be just left like that.*

### Closing Second Box

"*It's done."*

*The skull wilts, and the curtain falls. My twisting curls from this one, and I take my final bow. The door has closed, for now, and the small thing cannot hear me anymore.*

*But you can. You, the guide. You, the voyeur.*

*You, the parasite, supping on its fear as something carnal. You, a higher being than it, but no less savage. I offered it something wondrous, and you denied it. One of many possibilities, true, but now that great wholeness is tainted by one rotting strand.*

*I will offer you something different, while I still peer through the keyhole of the door in the woods.*

*While I hate.*

*As certainly as those low can ascend, those above can be made to plummet into depths unknown.*

*Watch for me. In the shadows. In shapes, barely discerned. I hide in the wilds of your ignorance.*

*And I am coming.*

[Game exits]
Alcohol

*"Very strong alcohol. Drink it to calm your mind or settle your stomach."*

Causes the "Drunk" status effect, cures the "Dysentary" status effect & kills you instantly if you drink it while having the "Medicated" status effect. It also gives you a Glass Bottle when consumed.

Can be used to craft a Molotov.