recursal/Fanatic-Fandom huggingface dataset:
Gloom

**The Gloom** is an enemy in Marrow.

## Description

Glooms only exist within the Malignancy. They cannot be killed and are ordinarily dormant and harmless unless the player activates one of the search orbs, after which they will slowly move towards the player until they either leave the level or find an Emissary. They are very dangerous and will kill Daniel within a few hits.

## Lore

*"...it was as if a fleshy maelstrom had passed through the region. Gone were the rocks, the trees, the grass, replaced with this hulking mass of veins and polyps, even bones. The tower, once a prison for those inflicted with the red sickness was crumpled, kept up only by the entanglements of the cancerous growths surrounding it. The members of the envoy attempted to ignore the horrific implications the shapes and smells of the malignance would suggest, that this maze of fleshy caves bore a haunting resemblance to the internals of the human body, but soon they were overwhelmed with terror and began to flee, no longer concerned with confronting the lost Seer. Members of the envoy would later speak of catching glimpses of senseless forms inside the caves. Large masses of grey bulbs, half visible, floating perfectly still, suspended by nothing, with the grotesque suggestion of a face staring back at them."*

"The Gloom are harmless in their initial state, but once you cross paths with one of their "dreams" The whole of the region begins to pulsate and the creatures will be on you very quickly. The Gloom are one of the hardest hitting enemies in the game, dealing some of the highest amount of damage, things can go south very fast.

The Gloom heed to no obstacles and can pass right through walls. They can't be harmed, pushed away or beaten, however, they can be rendered inert. Leaving the immediate area will reset them, but if an exit isn't nearby, search for the Emissary, an alien like creature who helps you enter the area. The Emissary will appear in certain spots around the room once the Gloom have been activated. Once found the Emissary will put the Gloom back to sleep and reset the area." (c)official lore
Árnyak

Az **árnyak** a Babylon 5 univerzumában egy idegen faj.

A Babylon 5című sorozatban ez az ősi, hatalmas civilizáció a fejlődés érdekében a pusztítást használja eszközül.

Az árnyak az egyik legősibb civilizáció. Fő filozófiájuk, hogy csakis háború, és konfliktus által lehet fejlődést elérni. Mikor az Elsők elhagyták a galaxist, két faj maradt, hogy elősegítsék a fiatalabb fajok fejlődését. Az egyik faj az árnyak, a másik pedig a vorlonok voltak. Ezer évenként összegyűjtik seregeiket, és lerohanják a galaxist, pusztítást és káoszt hozva. Több millió évvel ezelőtt érték el az űrutazás szintjét. A fejlettségi szintjük ebből adódóan meghaladja az emberi képzelőerő határait. Az űrhajóik továbbfejlesztett szerves technológián alapulnak. Ennek köszönhetően szinte legyőzhetetlenek. A hajó fő védelmét egy összetett biopajzs alkotja. Ez szinte minden lövést képes elnyelni. A fegyverzetet egy hihetetlenül erős és precíz sugárfegyver jelenti. Ezzel szemben a legtöbb hajó védtelen. A hajók irányítása telepatikusan történik. Ennek köszönhetően rendkívül erős támadásokat tudnak indítani. Ez egyben a gyengéjük is, ha ugyanis telepatikusan ezt a kapcsolatot megszakítják a pilóta és a (feltehetőleg külön tudattal rendelkező, élő) hajó között, az védtelenné teheti őket. Így ezt a rövid időt kihasználva (míg a kapcsolat helyre áll) az ellenséges hadihajók képesek kárt tenni az árnyak hajóiban.

Az árnyak nem térkapukon át közlekednek, ahogyan a legtöbb faj. Képesek egyszerűen a semmiből előtűnni (mindenféle energiakitörés nélkül), így meglephetik a célpontot. Otthonuk a peremvidéki Z'HA'DUM nevű bolygó. Magukról az árnyaktól nem sokat tudni. A telepátia felső szintjén kommunikálnak. Minden a technikájuk megfejtésére tett kísérlet elbukott.

A Centauri Birodalmat és a Föld Szövetséget támogatták. A Föld elkezdett kísérletezni, azzal, hogy hajóikra árny technológiát szerelnek. Így keletkeztek az Omega-X osztályú rombolók.
Pak'ma'ra

A **Pak’ma’ra** egy civilizáció a Babylon 5 tv-sorozatban.

## Külső megjelenés

A pak’ma’rák humanoidok, bár megjelenésük eléggé bizarr. Szájukat ugyanis csápok takarják, emiatt a fejük egy tintahalra emlékeztet. Magasságuk nagyjából két méter, bőrük szürkés, két szemük van.

## Étrend

A pak’ma’rák dögevők. Emiatt nem túl vonzók a többi fajnak. Az „Egy távoli csillag c. részben (2. évad, 4. epizód) a mellettük lakó nagykövet átköltöztetését kéri, mert a pak’ma’rák büdösek. Ezt Ivanova parancsnok is elismeri. Amikor a „Harcos hagyatéka” c. epizódban (1. évad 17. rész) egy minbari holtteste eltűnik, ők lesznek az első gyanúsítottak. Ezenkívül erre több utalás is van a sorozatban. Ugyanakkor a pak’ma’rák allergiásak a tengeri halakra.

## Biológia

A pak’ma’rák dögevő mivoltuk miatt immunisak a legtöbb gyomor- és bélbaktériumra, valamint az ételmérgezésekre. A pak’ma’rak a kihalt markabokhoz hasonlóan egy külön sejtcsoporttal rendelkeznek, ami a gerinc és az agy között szállítja az információt. Emiatt ők is fenyegetettek a „Drafa” nevű vírus által, ami ezeket a sejteket pusztítja el. Ám a 2259-es, a markabokat kipusztító járvány idején sikerült vakcinát előállítani, emiatt a pak’ma’ra civilizáció nem szenvedett komoly veszteséget.

## Technológia

A pak’ma’rák alig 80 éve ismerik az űrutazást, emiatt technológiájuk nem túl fejlett. Saját építésű hadihajóik nincsenek, van viszont egy néhány száz, a Draziktól vásárolt Sun Hawk (Napsólyom) cirkálókból álló flottájuk. Az anyabolygójukon, a Melaton kívül még nem népesítenek be más bolygókat. Ugyanakkor ők is egy, a minbarik által használt kristály alapú energiatermelő és adathordozó rendszert használnak. Ennek az az oka, hogy ezzel fajjal találkoztak először.
Stuland Manor

Main corridor

Stuland Manor 02

A dead pathfinder

**Stuland Manor** is the fourth area in Marrow.

## Description

Stuland Manor takes place within an enormous manor, home of the Stuland Family. The player enters from the Honoured Refuse through the front door and is greeted by a long central hallway with several paths leading up, down, and ahead. The Stuland Manor contains several important upgrades such as the Flame Burst, Yellow Medallion, Clumsy Rapier, and Gold Earring. The boss of the Stuland Manor is the Stuland Patriarch.

The major hazards of the Stuland Manor are Wretched Stulands, Pathfinders, and Witnesses. Wretched Stulands walk lazily across several rooms in the manor and will instantly kill the player upon contact. The Lumen Flies within the manor will turn red to warn the player that a Wretched Stuland is approaching.

The major puzzle of the Stuland manor is locating the Flame Burst, which will allow the player to destroy the yellow walls and open the upper parts of the manor. Additionally, there are three cursed fireplaces the player must light in order to get the Gold Earring. Upon stepping in front of the fireplace, the Lumen Flies will turn red to indicate danger, and upon lighting, the player will take damage and several enemies will spawn in the room. The Stuland Manor also contains two Orphans.

After defeating the Stuland Patriarch, the player will be beckoned into the Reservoir by Connor Stuland

## Trivia

* The Rapier can be obtained in one of the rooms in the upper left side of the manor. Once Player get it, Patriarch will try to pierce Daniel through the walls with his limbs until leaving the room.
* When Player enter the long corridor that lead to the Reservoir after the boss room there'll be a strange little creature that immediately run away from Daniel. It happens every first time Player enter the room after save. It have no purpose besides of being a part of the decorations.
* One of the rooms in the Manor's cellar has a worn down world's map on the wall, and judging by its topography, the events of the game are being set on the Earth.

## Notes

The soundtrack of Stuland Manor is *Ascension:* https://www.youtube.com/watch?v=9Te2IuGPNqE
Princess Snowfox

Princess Snowfox is the niece of Queen Diamond and during The WOF Legends, Darkstalker, was the only remaining heir to the IceWing throne.

Snowfox had white scales, with a scattering of gray-blue scales that looked like rippling shadows across her pure white wings,and dark blue eyes.She wore a First Circle necklace and had tiny gems embedded between her teeth.She was said to move like "a confident predator," and had a voice that slithered like seals worming across a patch of ice

She is an adult, and she is currently dead.
Elsők

Az **elsők** a Babylon 5 című sci-fi sorozatban a galaxis legelső értelmes lényeit alkotják. Kitalált faj.

Évmilliárd évekkel ezelőttre nyúlik vissza a történetük. Istenkéntjárták a Galaxist, más életet kutatva. Az árny a legősibb civilizáció az elsők közt. Ők féltek a többi első telepatikus képességeiktől, ezért háborúba keveredtek velük. A fiatalabb fajok megjelenése után a legtöbben úgy vélték, hogy jobb lesz, ha távoznak. Hárman azonban itt maradtak, hogy segítsék a fiatal fajok fejlődését. Azárnyak, a vorlonok, és a Walkerek (Sétálók). Ez utóbbi nem vett részt aktívan az árny-vorlon viszályokban. A többi első a peremvidéken túlra indult, hogy felfedezze a galaxisok közötti végtelen űrt.

A Babylon 5 negyedik évadában, mikor a vorlonok és az árnyak végső összecsapásra készültek, Sheridan visszahívta az elsőket, hogy állítsák meg a háborút. Ezután a Vorlonok és az Árnyak is a többi elsővel együtt mindörökre elhagyták a Galaxist.
Furling

A **Furling** egy fiktív faj a Csillagkapusorozatban.

A Furling nevű fajról nagyon keveset lehet tudni. Az asgardokkal, az ősökkel és a noxokkal együtt alkotják a négy ősi fajt. Technológiájuk nagyon fejlett. Építészetük leginkább a maja ésazték kultúrához hasonlít.

Jack O'Neill elképzelése szerint a Furlingek apró szőrös állatokhoz hasonlíthatnak. Mindezt a faj nevére alapozza. (A *fur*angol szó, jelentése: „szőr”)

## Felbukkanásuk

### **Először**

Írásuk először az első évad **Tantalus kínjai** (The Torment of Tantalus) című epizódban bukkant fel. Azonban jelentését nem sikerült megfejteni. Később a hely természeti katasztrófa miatt elpusztult, így homály fedte kilétüket.

### **Nevük**

Név szerint az **Ötödik faj** (The Fifth Race) című részben lettek megemlítve, ahol is megismerkedhetünk a 4 fajjal, akik szövetséget alkotnak.

### **Fajuk**

Joseph Mallozzi, megerősítette, hogy az SG-1 10. évadjában, a 200. epizódban találkozunk ezzel a néppel is.

Ami igaz is, meg nem is, mert az epizódban csak mint kitalált szereplők tűnnek fel, úgy, ahogy azt O'Neil ezredes elképzelte. Ez alapján leginkább két lábon járó koalákhoz hasonlítanak.
Goa'uld

A **goa’uld** egy kitalált parazita faj aCsillagkapu című sci-fi filmsorozat univerzumában. Kígyókhoz hasonlóan néznek ki, de normális esetben olyan nagyobb állatok agyába furakodva élnek, melyeket irányítani képesek. Az embereket különösen megfelelőnek tartják a gazdatest szerepre.

A legtöbb goa’uld istenként tünteti fel magát, hogy irányíthassa rabszolgaseregeit, és ördöginek, egocentrikusnak, megalomániásnak tartják azok, akik nem imádják őket. A „goa’uld” szó „istent” jelent a goa’uld nyelvben. Magasabb társadalmi rétegük a rendszerurak laza szövetségét alkotja. A fajnak létezik egy lázadó ága is, a tok’ra, ami visszautasítja a goa’uldok isten/rabszolga mintáját, és inkább önkéntes gazdatestekkel egyesül. Az egyszerű goa’uldot néha szimbiótaként is kezelik, főleg akkor, ha a parazita és a gazdatest között szabad, jóindulatú és együttműködő kapcsolat van, úgy mint a tok’ráknál.

A goa’uld faj volt a CSK-1 főellensége a sorozat legnagyobb részében, szerepüket a 9. évadtól az Ori vette át, miután aRendszerurak elbuktak.
Rendszeruak

A **rendszerurak** a Goa'uld-ok legfőbb vezetői, és a galaxis domináns, gonosz faja a Csillagkapu című sci-fi filmsorozatban.

Ahogy a név is mutatja, ahhoz, hogy egy Goa'uld rendszerúr lehessen, rendkívüli erőre van szüksége, és számos csillagrendszert kell irányítania. Miközben Goa'uldok tízezrei uralkodnak szerte a galaxisban, közülük csak néhány tucat viseli a címet (legtöbbjük kisebb rendszerúr, akiket kizárnak a magasabb döntésekből[1]).

Évezredekig Ré volt a legerősebb Goa'uld és a Legfőbb rendszerúr címet viselte, amíg O'Neill ezredes és Daniel Jackson meg nem ölte.[2]

A rendszerurak nem bíznak meg egymásban, és nagyon gyakran vívnak csatákat egymás ellen. A Tok'ra – különvált faj egy Goa'uld királynőtől, aki a szokások ellen volt – általában kiegyensúlyozza a rendszerurakat, tehát egyik sem tud fölényt szerezni a többiekkel szemben; ezáltal megakadályozzák, hogy bármelyik túl erős legyen a romba döntéshez.
Watcher

**The Watcher** is an enemy in Marrow.

## Description

The Watcher lurks from above, waiting for the player to run underneath it. When the player is close enough, it will quickly rush down vertically and shoot a projectile that will reduce the players luminosity if hit. The first projectile will go straight into the ground, but after being activated, the watcher will stay down and continually fire projectiles horizontally at the player.

Because the Watcher attacks the player's luminosity instead of their health, they can be quite annoying and fearsome to those not wishing to trek back to the last save room to recharge it. The best strategy for dealing with Watchers is to inch forwards until it launches its first attack and attack it from a distance far enough to not get hit by its subsequent projectiles.
The Wristband of Power

**The Wristband of Power**, also known as the **Wristband of the United Tribes** or **the Gems of Light**, is a magical wristband created by 15 Animus Dragons, one from each of the tribes of Pyrrhia, Pantala and Upiarum, to unite the 15 tribes of Pyrrhia, Pantala and Upiarum as well as the people of Magicar and protect their 4 lands from invasion by the Dragon Lord and who ruled beyond Magicar and his various servants and creatures of sorcery. It gets its power from the united trust of the dragon tribes have in each other. The wristband is adorned with 13 gems, each of which is the talisman of one of the dragon tribes and bestows a mystical power on its user, although it cannot be used by those of evil will and can severely injure and weak those who serve the Dragon Lord and embraced his cause. However, since the Gems were united as a defensive weapon, it cannot be used offensively unless brought into direct contact with an evil being. Also, it cannot kill wicked animals, including those that are native to their land, such as Granous, since they follow their own instincts, although this does not extend to those who served the Dragon Lord fully, like Ex-Queen Wasp, who was severally injured and burn't by the Gems.

## Abilities

The primary use of the Gems of Light was to keep the power of the Dragon Lord and his servants at bay, so that he could not invade. However, this was not a complete defense mechanism and it could be both broken and defied as the Dragon Lord was able to send his creatures on various occasions and was able to attack after the gems were scattered. Each gems have their unique and different abilities, all of which are listed below:
Red Harp

Red Harps are an object in Marrow.

## Description

Red harps exist in the Laboratories, Sewage, and Malignancy. They make a strumming sound when struck with a weapon and usually have Lumen Flies hovering around them. Striking a Red Harp is necessary to enter the Laboratories, and striking several Red Harps within the Laboratories and Malignancy will cause the Lumen Flies to either die, or light up with a specific color to be used as a code for the Resonant Orb.

## Notes

* The Harps that do not produce colored Lumen Flies will instead kill the Lumen Fly with a screech.
Seeker

**The Seeker** is an enemy in Marrow.

## Description

The Seeker flies in the air and moves incredibly fast. They will screech when they begin chasing the player and will only approach when the player's back is turned. If the player turns to face them, they will stop and float in air until the player turns their back or attacks them. Once attacked, Seekers will attack regardless of the player's orientation. When attacked, the Seeker will screech, fly away, and then quickly rush towards the player after which it will continue to swarm the player until it is killed

The best method for dealing with Seekers is to lure the Seeker to a long, horizontal piece of the map and attack it, then shoot out a fireball as it tries to fly back. It may take multiple fireballs, but it is much easier than timing your attacks.
Athosziak

Az **Athosziak** egy fiktív faj a Csillagkapu: Atlantisz című amerikai sorozatban. A lidércektől rettegésben éltek, míg az Atlantisz expedíció során John Sheppard őrnagy és Ford hadnagy fel nem szabadította őket. Elvitték őket Atlantisra és ott éltek egy darabig. A lidércek mindig rajta ütöttek a Csillagkapu csapatán, Dr. Weir az Atosziakra gyanakodott, így egy bolygóra telepítették őket.
Growth

**The Growth** is an enemy in Marrow.

## Description

The Growth is a grossly distended corpse that will charge at the player and explode upon contact. Their charge is quick and unexpected, but the sound of their footsteps gives the player some time to react. If the growth is killed with a sword or allowed to make contact with the player it will leave behind poisonous mist where it died that will continually damage the player as they stand in it.

Growths are best dispatched with fireballs, as they are long ranged and capable of killing the Growth long before it reaches the player, and magical attacks do not cause the Growth to leave behind its poisonous mist.

## Lore

"*Subject's deformities are growing at an alarming rate. All facial features appear to have been swallowed up inside a mass of crusty flesh and fragments of growing bone are protruding out the subjects body. The mixture in the tonic was meant to dilute the effects of the substance, however they seem to be as horrific as before, different, but horrific nonetheless. I suspect soon the other subjects exposed to the tonic will swell as this one has and the labs in the house will be put at risk should the subjects size expand to the point of  ...explosion. I will recommend the subjects be moved to the lower caverns where they will pose no danger."(c)official lore*

"Growth is a deformed human whose exposure to some form of Marrow has swelled their body up to the point of being so volatile that a single hard smack could cause them to explode and spill out the noxious gasses and fluids of their innards. They quickly seek out any noise they hear in an attempt to destroy themselves at the hands of whatever creature has wondered into the spot they dwell, presumably to end the pain of existing as the hideous and bulbous creatures they've become.

The explosion which ignites from contacting the Growth is large enough that striking the enemy with one of the shorter weapons in the game will still leave the player in range of the blast and cause damage. A well timed fireball will stop them dead in their tracks but their quickness means any hesitation will be long enough for the Growth to get close; listening to the sounds of one approaching is key to reacting in time. " (c) official lore

## Trivia

* Growth's subtitle is "Malformed Experiment".
Old Mountain House

## The Old Mountain Home

Start of a journey

Finding a dagger

**The Old Mountain House** is the first area in Marrow.

## Description

The Old Mountain House is where Daniel first wakes up upon starting the game and where he had been sleeping before waking up the find the Orphans missing and an enormous hole in the floor of the home. Upon jumping down the hole, the player will enter the world of Marrow and begin traversing the slopes leading ever deeper. Initially, Daniel is unarmed and must avoid enemies, but will soon find the Old Dagger and the first Medallion. The main enemy of the Old Mountain House is the Wallow.

After escaping the Old Mountain House, the player will enter Windheim.

## Trivia

* If Daniel stays in the house for too long, he starts seeing silhouettes of the orphans on each lightning strike.
* Ghostly skeleton figure appears for a moment behind Daniel's back after entering the narrow tunnel right under the hole in the house.
Intruder

**The Intruder** is an enemy in Marrow.

## Description

The Intruder appears in several long hallways in Marrow. It will continuously walk back and forth across the room, fading in and out of existence as it does. When it is completely faded, it cannot be attacked, but cannot damage the player either. When The Intruder is killed, it will melt into a puddle before reforming some seconds later where it will continue to patrol the room
Resonant Orb

Finding the Resonant Orb

The Resonant Orb is an item in Marrow

Using the Resonant Orb

## Description

The Resonant Orb is found in the Reservoir. It is used to solve several puzzles across the game as well as deflect projectiles from bosses and enemies. The Resonant Orb plays a tune and emits a color depending on the direction the player presses while holding it. It can emit Red, Yellow, Blue, Green, and Purple light.

Lumen Flies resonate with the Resonant Orb and will mimic the note played as well as the color. Controlling or mimicking the Lumen Flies with the Resonant Orb is the solution to several puzzles.

The Resonant Orbs also reveals hidden enemies, platforms or traps if used with the correct color. Another purpose - deflecting certain enemies or bosses attacks, such as Imprisoned Seer, Olnok's Eyes or Lamb. It's also able to defend Daniel from drops of marrow in some places (such as pool of marrow underneath the lower save room at the Necropolis.

## Lore

* *"Though nearly weightless, causes the hands to tremor and twitch."*
Unseen

It hits really hard.

In Echo form.

True form

**Unseen** - enemy in Marrow.

## Description

An enormous ghostly essence that blocks the way to Stuland Manor. Despite being invisible for Daniel in human form, it's still able to attack him, and considering the massive amount of damage it deals, attempting to rush through the Unseen with Grip lower than 25 is a guaranteed one-hit death for the player.

In order to get to the Manor, Daniel must find a Fissure nearby and bypass the creature in Echo form through the passage under the tombstone.

## Notes

* The Unseen can't be killed or damaged.

* Little known to where Unseen is belong, but considering many floating eyes around him, that are somewhat similar to the Familiar's, it can be assumed that the Unseen is related to the Wanly.
Critter

**The Critter** is an enemy in Marrow.

## Description

Critters are usually found in large groups and hop around in random directions. They are too short to be hit while standing and can only be hit while ducking or mid-jump. Critters are easy to deal with, but can be quite annoying due to the random nature of their jumps.
Weapons

**Weapons** are used in Marrow.

## Description

Finding the Clumsy Rapier

There are five different weapons to be found throughout Marrow. The Broken Dagger, Clumsy Rapier, Decrepit Golden Sword, Golden Sword, and Tendril Sword. They are found in Old Mountain House, Stuland Manor, Laboratories, and Malignancy respectively.

The main propose of weapons is to damage enemies, but they can also be used to activate switches and destroy certain walls. Weapon upgrades will not only increase the damage of the weapon, but its reach as well, making striking enemies much easier.

## Notes

* The Decrepit Golden Sword will break if used too much before turning it into the Golden Sword.
* If the Decrepit Golden Sword is broken, it is possible to die in order to return to a previous save and try again. Should the player save after having destroyed the sword it will be gone for good.
God's Eye

**God's Eye** is an enemy in Marrow.

## Description

God's Eye appears in Necropolis crawling on the walls outside of the level. They are very difficult to see, as most of their bodies exist outside of the screen itself. Also, they cannot be killed.

God's Eye will continuously crawl up and down the side wall of the level, firing enormous beams of light as tall as the player and spanning the whole length of the level. Their beams are difficult to avoid, and their hitbox is much larger than they seem. The only reliable method for avoiding them is watching the God's Eye as it crawls on the walls and running away when it stops to fire.
Cloven Spawn

**The Cloven Spawn** is an enemy in Marrow.

## Description

The Cloven Spawn cannot be killed by the player and instead will walk along the roof, spitting pellets at the player below. They are easily avoided, but can make attacking other enemies below quite aggravating.

## Lore

The Cloven Spawn is notable for its relation to the boss The Cloven

## Notes

* Huge carcasses of creatures that resemble the cloven spawns lying on the bottom of Laboratories before the entrance to the Sewage.
Orphans

**The Orphans** are characters in Marrow.

## Description

The orphans are a set of thirteen children whose spirits were stolen away by Familiar. Marrow starts with Daniel awakening in the Old Mountain Home to find all of the Orphans missing and a hole in the bottom of the manor. There, Daniels ascends into the corrupted world of Marrow in order to rescue the Orphans. All thirteen Orphans must be rescued before the player can access the good ending of Marrow. Should the player not rescue all the Orphans, they will instantly die upon defeating Familiar.

1. Windheim. No requirement. Located near the save in the bottom left corner of the area.
2. Windheim. Requires the Flame Burst spell. Located above the triangle-shaped room with a Void.
3. Windheim. Requires playing song of the blinking lighthouse in the backdrop with the Resonant Orb.
4. Stuland Manor. Located below the main floor by a Void. Requires playing the Lumen Flies song on the Resonant Orb.
5. Stuland Manor. Found in the area behind the mirror in the top right of the manor.
6. Reservoir. Behind a wall that requires passing through in the Echo Realm. Need to clear out the enemies in front of the door beforehand.
7. Necropolis. Can be found in the lower part of the level, on the platform above the three Imps.
8. Necropolis. Can be found after being transported by the Forgotten to the hidden location.
9. Necropolis. Can be found at the end of the long corridor, filled with marrow, under the lower Save room. The Redeemer is required in order to get to the Orphan.
10. Laboratories. Requires breaking a yellow wall blocking a crawl space from the left side then circling around to the right side to crawl through.
11. Sewage. Requires hitting a hidden Red Harp that will open the green wall blocking this Orphan until the timer runs out.
12. Malignance. Found behind the purple wall that requires the Tendril Sword to break.
13. Red Tower. Requires crawling into the room from above.

## Trivia

* Daniel appears to be the leader of the group of orphans.
* The Orphans appeared to be on the run, taking refuge in the Old Mountain Home before being snatched by Familiar
Wretched Stuland

**The Wretched Stuland** is an enemy in Marrow.

## Description

The Wretched Stuland is an enormous figure that slowly crosses the room, perusing the player. The Wretched Stuland cannot be killed and will instantly kill Daniel upon contact. The only way to avoid it is to either exit the level or climb above its head.

The Wretched Stuland appears in several places throughout the Stuland Manor and is portended by red Lumen Flies within the level. When a Wretched Stuland can appear from either direction, the red Lumen Fly will indicate which from whence it will come, while the green Lumen Fly will indicate which way is safe

His approach can be noticed by muffled wailings.

## Lore

The Wretched Stuland is a Stuland, one of the denizens of the Stuland Manor.
Marrow

**Marrow** is a 2D cosmic-horror metroidvania about 12 years old boy named Daniel and his quest to find and rescue his orphaned friends that have mysteriously gone to the depths of Mountain.

Marrow mix classic platformer elements (such as Metroid or Ninja Gaiden) with a bit of "survival-horror", including brutal and agressive enemies, non-rewarding combat and rare checkpoints. It also has "soulsborne'ish" enemy respawn system, that is to say most of the killed enemies are dead until you get to the checkpoint (though there's a few types of foes that keep respawn permanently).
Witness

**The Witness** is an enemy in Marrow.

## Description

The Witness is a disturbing creature with a ruined face and no arms that jumps around on thin, metal legs. Each jump is accompanied by the sound of metal and can be used as an indicator that they are within the room. The Witness will jump around aimlessly back and forth throughout the room.

Their torso is their only weak point and their constant jumping can make hitting it quite a challenge. Some Witnesses will be more mellow, but other variants will jump constantly, making killing them without taking a few hits very difficult.

## Lore

*"The most peculiar of the delegation, the Octave, shrouded in hooded cloaks, skulking about in a crudely inhuman manner, adorned with masks depicting some vaguely lizardly face. Terrifying creatures, easily mistaken for the otherworldly things beneath the Manor, but still normal enough to remind the eye of their human past. They will frighten the children, the women, but it is worth it, to have audience with this most magnificent guest. The Octave, these witnesses of the deeper truths. Beneath the cloaks and masks I've glanced the most gaudy and pitiful of forms, yellow, skeletal things; armless, with a plunging endless hole where instead should be a face."*

"The Witness is one of the more common enemies in the game, though it only appears in a couple of areas. It is an emaciated human form, without arms, with pikes instead of legs, and a faceless head. Its Idle movements are erratic but the Witness only has one way to move, and that's leaping. Presumably it can't walk due to the bizarre shape of its legs, its arms likely removed to prevent it from falling over.

Like quite a few enemies in Marrow the Witness can only be damaged by attacking a specific spot on its body. Striking or shooting the legs or head won't do anything, instead the Witness must be bisected by hitting it in the abdomen.

Another wildcard factor with a number of enemies in the game, including the Witness, is their behaviour. Some of the Witness enemies will act differently than others. Some will bounce randomly around a room, while others might lie dormant until you approach and than retreat backward until you are close enough for them to strike, leaping forward and catching you off balance." (c) official lore

## Trivia

* The Witness's subtitle is "Keeper of Secrets".
Marrow (substance)

## Marrow

Pool of marrow in the Honoured Refuse

Marrow produced by Dying Successess

In the main menu

**Marrow** - mysterious and extremely dangerous substance that filling the inners of the mountain beneath the Old Mountain House.

## Description

"Marrow is a reddish-black substance which materializes in places where the space between realities and perception have been bent or broken, wounded. Its purpose is to seal that wound. It's like...reality blood. Also called "God Blood" by some.

It has mutagenic properties causing horrific and irreversible damage or transformation. Contact can lead to such things as gigantism, while ingestion may lead to such things as liquefaction (not always fatal). It is best avoided even in diluted forms.

It makes Marrow a very useful commodity for those who would seek to do biological experiments with it. Hideous, hideous experiments. "(c)official lore

## Notes

* Stulands discovered and experimented with the Marrow many years before the events of the game. They've also given it this name.
* Before that, ages ago, ancient creatures from the same race with the Seer have been experimenting with it also. Bodies on the slabs in the Red Tower represent these experiments.
Sewage

Sewage 01

Sewage 02

Sewage 03

**The Sewage** is the eighth area in Marrow.

## Description

The Sewage is directly below the Laboratories. It is a long, murky tunnel with pools of marrow covering the bottom. Several invisible platforms span the length above these pools of marrow and can only be seen when one of the torches scattered throughout the level are lit. Falling into the marrow will send Daniel to the Echo Realm and damage the player continuously for as long as they are standing in it. Within the Echo Realm, walls appear to block the player's progress until they revert and manage to traverse the platforms without falling in. The marrow in the rightmost level of the first part of the Sewage will instantly kill the player if they fall in. Several Taken, Seekers, and Wallows stalk the Sewage, as well as several other enemies.

The main goal of the Sewage is to knock down the ferry at the topmost level and use it to cross the river of marrow and reach the other side in order to access the Malignancy. In order to free the ferry, the player must attack the chain holding it up, and defeat the Guardian that appears afterwards by smashing the mirrors on each wall of the arena. After boarding the ferry, Daniel will be attacked by The Cloven

There is an Orphan hidden within the Sewage that can only be accessed after striking a hidden Red Harp. An image of a demon encircled by stone will flash and a timer will begin. A Vicar will start following the player through every level until they reach the original image of the demon. If the player has pressed the switch by dropping down from the right side of the area above and the timer is running, the player will be able to jump down through the floor directly below the demon.

Below the Sewage is the entrance to the Red Tower.

## Notes

* It is possible to reach the Red Tower and defeat Familiar without activating the purple orbs in the Laboratories, defeating the Lumen Caster, the Cloven, or the Imprisoned Seer.
* The soundtrack of the Sewage is *Pathways:* https://www.youtube.com/watch?v=1tQ0cJJ2lug
Crawler

**Crawler** - enemy in Marrow.

### Locations:

Old Mountain House; Windheim; Honoured Refuge; Reservoir; Necropolis; Laboratories

## Description

One of early enemies in the game. Little bubble-like creature that usually crawls around the platforms and behave passively. More like living obstacles.

## Trivia

\* They look and behave very similar to Metroid's crawlers.
Honoured Refuse

**The Honoured Refuse** is the third area in Marrow.

Honoured Refuse 01

Honoured Refuse 02

## Description

The Honoured Refuse follows directly after Windheim. It is an underground dungeon filled with spinning blades, spikes, chains, and tombs. Upon entering, the player will instantly be assaulted by infinitely spawning spinning blades from above and below. The player must platform across, dodging spinning blades, Crawlers, and Spitters.

Inside the Honoured Refuse is where the player will first enter the Echo Realm in order to solve several puzzles and eventually flee the area. the main puzzle of the Honoured Refuge is finding the two switches hiddin within the echo realm throughout the area and pressing both in order to open one of the walls.

The Honoured Refuse is home to the Unseen, an invincible, invisible entity that will instantly kill Daniel upon contact. It skulks atop a gilded gravestone and a red Lumen Fly will warn the player of its presence. After escaping under the Unseen, the player will enter Stuland Manor.

## Notes

* The soundtrack to Honoured Refuse is *Lurking Echos:* https://www.youtube.com/watch?v=cH0dRbFDJZ0
Emissary

**The Emissary** is a miniboss in Marrow.

## Description

There are several Emissaries throughout the world of Marrow. Three are encountered as minibosses within their arenas and each will drop the Left, Right, and Middle eyes of the Seer respectively. Killing them is necessary in order to fight the Imprisoned Seer within the Malignance. Emissaries are always hidden, but can be located by the sound of whispering, thereafter the player may crawl through a hidden passageway into the Emissary's arena. Though they can be encountered very early in the game, they are almost impossible to defeat without the appropriate Magic and Medallion upgrades

1. Can be found to the far left of the area in Windheim after you escape from Familiar (red mist).
2. Found in the Honoured Refuse. Located in a small, empty room with two torches not far from the entrance to the area.
3. Can be found in Necropolis and requires you to have killed the Dying Success to clear the Marrowfall blocking the entrance. The same Marrowfall also blocks the upper pathway from the Necropolis entrance.

Another, passive Emissary is encountered at the far right of the Sewage. After finding this Emissary, it will appear again to the left up a large ramp and float beside a wall. Marrow begins dripping from its eyes and allowing the marrow to drip onto Daniel will reveal the entrance to the Malignancy.

Within the Malignancy, Emissaries are hidden across the map and only appear when the player has activated the Gloom guarding the place. Upon touching these Emissaries, the Gloom will cease attacking the player and the orbs will resume searching for Daniel.

## Strategy

The Emissary cannot be attacked physically and will cause damage backlash to the player should they attempt to strike. The Emissary's only vulnerable zone is its eye and can only be damaged with either the flame burst or the flame blast.

The Emissary's arena is almost completely dark, making it very difficult to fight. It will continually drip marrow, spawning Pathfinders and Critters to attack the player as it teleports about the room. The Emissary will usually loom above the player, spawning enemies, but occasionally it will teleport to the floor to fire two horizontal projectiles at the player, leaving its eye vulnerable to attack. It will only every teleport to the middle, left, or right, and cannot appear in any places in between. Its projectiles will block the players magic, much like the Guardian, so it is important to time magical attacks properly.

The best strategy for killing Emissaries is for the player to kill everything it spawns as soon as it appears so they do not get overwhelmed and to wait for it to appear at either left of center or right of center. Because the arena is so dark, it is difficult to see when it has appeared at the other end of the room, and will usually disappear before the player can find it. It is best to stay in one area and only attack the Emissary when it appears near the player so they can attack without getting interrupted by the Emissary's projectiles.

## Lore

The Emissary's arenas appear to be connected to the Echo Realm
Baptized

**Baptized** - enemy in Marrow

## **Description**

Baptized is slimy and half-liquid humanoid creatures that keep swarming around once Daniel steps on the pools of drying marrow.

Baptized can't be defeated and keep respawn permanently. They don't deal much damage so it's often better to pass them with the dash.

## Lore

*"The surface was solid but suspect, not unlike ice near the end of winter, with the familiar crunch and crackle of the pieces jutting out of the ground. Odd reflective pools of muddy liquid dotted the area, pools which moved and writhed and sloshed unnaturally in the damp cave. Peering into the puddles for too long might give the vague suggestion of an almost human form slurping and tossing inside the sludge. Soon after one might see the bright pinpoints denoting eyes, and a face wrought in agony." (c)*

"The Baptized are a humanoid, swarming enemy and like certain forms of the Stillborn they cannot be permanently defeated, merely knocked back down into the muck from whence they came. Once knocked back they will re-spawn elsewhere within their pool and re-emerge once more if approached.

They only appear inside large pools of dried Marrow. It is solid enough for Dan to walk across, and distinct enough to be recognized as a place that will harbour these goopy, undead beings. They have no real nuance to their behaviour; once they have line of sight to Dan they will come after him until beaten back or until they hit something.

The inhabitants of the dried Marrow come in two forms, the larger of the two is no faster than its smaller counterparts but is more deadly and has a much bigger pool of health.

The Marrow-men of the deep regions of the Mountain represent some of the gruesome and twisted ways in which Marrow can effect an organism (living or dead). The Baptized were likely the victims of internal Marrow poisoning, either during the course of an experiment or in a misguided step along some blasphemous ritual, these people ingested Marrow and were eaten and transmogrified by the substance, changing them into an almost completely liquid state.

Their new forms were not fatal at first. These poor souls likely lived a long, natural life as a pool of muck, contemplating their own choices and existence as the horrors they had become, before succumbing to death. Now even some of those still wander, undead, inside the halls of the Mountain." (c) official lore

## Trivia

* Baptized's subtitle is "Digested in Marrow"
Reservoir

**The Reservoir** is the fifth area in Marrow.

Reservoir 01

Reservoir 02

Reservoir 03

## Description

The reservoir is located at the bottom of an enormous basin on the outskirts of the Stuland Manor.

It is home to Thaumaturges, Scamps, and Lambs. The main purpose of the Reservoir is for the player to obtain the Resonant Orb, which allows them to solve the puzzles required to advance as well as defeat the Lambs.

The Resonant Orb is located to the left of the Reservoir, while the entrance to Necropolis is located to the right. There are two Orphans and the Flame Blast are located below. On the way to Necropolis, the nearest save point is far in the bowels on Necropolis, which makes the Reservoirs rightmost Save Room a common sight for new players attempting to break into Necropolis for the first time.

## Notes

* The soundtrack for the Reservoir is *Back Through the Shadows:* https://www.youtube.com/watch?v=4m\_HgW1z9Wc
Vicar

**The Vicar** is an enemy in Marrow.

## Description

The Vicar appears as a head possessing two disembodied arms. It teleports throughout the room, striking various poses with its arms as it pursues the player, firing projectiles from above.

The Vicar's projectiles fire straight down, whereupon they will split and fire two additional projectiles to both sides while the original projectile remains and an obstacle for several seconds. The Vicar is only encountered in the far right of the Sewage and from strumming the Red Harp within the upper levels of the Sewage.

After strumming the harp, the Vicar will chase the player until the timer runs out or the player enters a different area from the Sewage such as the Laboratories or the Red Tower.
Snatcher

**The Snatcher** is an enemy in Marrow.

## Description

The Snatcher crawls up and down walls, obstructing the player. It has the appearance of a humanoid torso from above the ribs. Snatchers are easily dealt with, as their only behavior is moving vertically. The Snatcher will continuously move up and down at random intervals, stopping occasionally whenever they change direction.
Clarity

Dark Warm Gem

**Clarity** is an attribute in Marrow.

## Description

Clarity is used as magic power in Marrow. There are several Clarity upgrades hidden throughout Marrow. They are called Dark Warm Gems when found and each increases Clarity by one. There are 31 altogether and bring Daniel's total clarity to 35 once all have been collected.

Clarity is depleted by using magic and also by certain enemies attacks.

## Notes

* Clarity is fully restored when the upgrade is found.
Knowledge representation and reasoning

Ф **Knowledge representation and reasoning** (**KR**, **KR²**, **KR&R**) is the field of artificial intelligence (AI) dedicated to representing information about the world in a form that a computer system can utilize to solve complex tasks such as diagnosing a medical condition or having a dialog in a natural language. Knowledge representation incorporates findings from psychology about how humans solve problems and represent knowledge in order to design formalisms that will make complex systems easier to design and build. Knowledge representation and reasoning also incorporates findings from logic to automate various kinds of *reasoning*, such as the application of rules or the relations of sets and subsets.

Examples of knowledge representation formalisms include semantic nets, systems architecture, frames, rules, and ontologies. Examples of automated reasoning engines include inference engines, theorem provers, and classifiers.

The KR conference series was established to share ideas and progress on this challenging field.

## References

1. ↑ “Knowledge Representation and Reasoning - Wikipedia.” 2018. October 31, 2018. https://en.wikipedia.org/wiki/Knowledge\_representation\_and\_reasoning.
2. ↑ Schank, R. C., and R. P. Abelson. 2013. *Scripts, Plans, Goals, and Understanding*. Psychology Press. https://books.google.com/books?id=91rp8Jf2q74C.
3. ↑ “Principles of Knowledge Representation and Reasoning.” 2018. 2018. http://www.kr.org/.
Wiki

“A **wiki** (/ˈwɪki/ *WIK-ee*) is a website on which users collaboratively modify content and structure directly from the web browser. In a typical wiki, text is written using a simplified markup language and often edited with the help of a rich-text editor.”

## Characteristics

### Editing

“Some wikis,” including Fandom, “have an Edit button or link directly on the page being viewed, if the user has permission to edit the page. This can lead to a text-based editing page where participants can structure and format wiki pages with a simplified markup language, sometimes known as **Wikitext**, **Wiki markup** or **Wikicode**.”

## References

1. ↑ “Wiki - Wikipedia.” 2018. December 2, 2018. https://en.wikipedia.org/wiki/Wiki.
2. ↑ Ibid.
Faerielands

>
>
> The Faerielands AKA the Faerie Plane
> ------------------------------------
>
>
>
> ### Location
>
>
> The Plane of the Fae
>
>
> ### Notable Residents
>
>
> The Queen of the Fae (ruler), Colin (previously)
>
>
> ### Important Places
>
>
> The Uncanny Valley
>
>
> ### Featured in
>
>
> We Demand Parsley, Welcome to the Sunken Kingdom
>
>
>
>
>

> Camilla: We need admittance to the
>
>

> Faerielands.
>
>

> Gwendolyn: Oh, sillies! You don't want to go
>
>

> there! Faeries will make masks out
>
>

> of your face flesh and eat you for
>
>

> dinner.
>
>
Usurper

**The Usurper** is an enemy in Marrow.

## Description

The Usurper appears in several long corridors throughout the game. They will spawn infinitely from either edge of the screen and run towards the player, dealing damage as they pass through before disappearing into the other edge of the screen. They have the appearance of white a humanoid.

Usurpers will die in one hit, but are difficult to fight against because of their infinitely spawning nature and semi-transparent state, making it difficult to see before it is too late. Sometimes two Usurpers will spawn from opposite sides of the screen, rendering it impossible to deal with both without taking damage.
Echo Denizen

Locations: Echo realm

**The Echo Denizen** is an enemy in Marrow.

## Description

The Echo Denizens are inhabitants of the Echo Realm that resemble floating beehives with short outgrowth. Despite the slow movement, they could be very problematic enemies not only because Daniel can't attack in Echo form but also because of their unstoppable and permanent pursuit.

## Notes

* There's a huge one that awaits in the Sewage and deals a lot of damage.