recursal/Fanatic-Fandom huggingface dataset:
Crowbar

The Crowbar's Icon in Haydee

The Crowbar is a utility item in Haydee used to unlock certain crates found within the game. It is found midway through the game in the Black Zone.

## Overview

The Crowbar is needed to open the various locked crates scattered around the game.

Although a non-essential item, the crowbar is a very useful tool to pickup, as locked crates are known to contain very useful items like Ammo and Medkits. It is worth noting that the Magnum Pistol is found inside of a locked crate, making it necessary to obtain the crowbar before attempting to get the Magnum.

## Location

The Crowbar is found on the Black Zone's ground floor, in the room directly ahead of its entrance. It will be found on a dead Haydee body, with her killer standing unaware in front of her and the door against its back. The floor does not need to be powered in order to obtain this item, and instead Haydee is free collect the crowbar very early into the game without any extensive preparation.
Censor

A censored outfit in Haydee

The Censor is an option in Haydee used to hide any explicit material visible.

## Affected visuals

Any custom Outfits using a Censor map will have sensitive areas pixelated completely when facing the camera.

Apart from these, several items will have altered appearances to remove the explicit images on them; these being all Keycards, Ammunition Boxes and Medkits.
Keycards/Orange

#### Orange:

Only one Orange Keycard can be found in Haydee. It is located at one end of the Blue Zone, on a dead Haydee body behind a locked gate. In the same room are letters arranged in a square on the floor; spelling out 'Haydee' will unlock it and allow access to the card.

The Orange Keycard is needed to access any of the Endings in Haydee; using it in the Blue Zone will lead to the Escape ending, whereas using it in the Black Zone will lead to the Control and Deadlock endings.
Keycards

The Keycards' Icons in Haydee

Keycards are utility items in Haydee, used to unlock their corresponding doors.

## Overview

Keycards are one-use items that open a specific door in Haydee; enforced via a colour-coding system and assisted by intelligent level design.

Throughout the Facility, Haydee will often be faced with coloured locked doors, preventing her from accessing important areas and items. In these cases, it is still wise to search the immediate surroundings for a keycard; however, it is most likely that Haydee will have to explore a new location before being able to return and unlock the door.

The Keycards found in Haydee include each colour of the visible spectrum, although multiple cards in Haydee use the same colour - often resulting in a single area requiring several copies of identical keycards.

## Locations

* Red Keycards
* Orange Keycard
* Yellow Keycards
* Green Keycards
* Blue Keycards
* Purple Keycard
* Pink Keycard
* White Keycards
Green Zone

The Green Zone's four-dot puzzle room

The Green Zone is an area explored in the earlier stages of Haydee.

## Overview

The Green Zone serves as the field test for Haydee, being comparatively easy and having a multitude of puzzles, enemies and secrets to find as part of their first true experience of the game.

However, the Green Zone is still difficult and calls on knowledge of the game learnt from the tutorial; most deaths are caused by negligence or unawareness, forcing Haydee to act smarter and carefuller in preparation for the later stages of the game. Most of the area is built upon platforming and directly changing the environment using various buttons and switches; enemies are generally reserved as puzzle elements, usually being clearly visible before attacking and allowing Haydee ample time to intelligently react to their presence.

## Notable Items

* Magnum
* Night Visor
* Remote Control

## Keycards

#### Found:

* Yellow Keycard x 1 (Used in Green Zone)
* Green Keycard x 1 (Used in Green Zone)
* Blue Keycard x 1 (Used in Blue Zone)

#### Used:

* Yellow Keycard x 1 (Found in Green Zone)
* Green Keycard x 3 (Found in Yellow and Green Zone)

## External Links

Community Guide - Haydee Walkthrough #1, Green Zone
Armored Vest

The Armoured Vest's Icon in Haydee

The Armoured Vest is an equipable item in Haydee used to reduce the damage dealt by enemy attacks. It is found early on in the game during the tutorial in the White Rooms.

## Overview

The Armoured Vest reduces damage taken from enemies by 33%. It must be both equipped and stored in Haydee's inventory to be worn.

The 33% damage reduction is a huge boost to Haydee's survivability, giving her an effective 50% higher health in combat and allowing a much higher amount of hits to be taken before death. On Softcore mode, the reduction will stack with Haydee's doubled health, totalling at 300% of the standard unprotected amount on Hardcore mode; allowing as many as 5 hits from Slashers to be taken, or 3 from Walkers. The nature of a damage reduction rather than a health boost also allows Haydee to use a Medkit with the same efficiency as usual, healing herself to full or half health in one use depending on the difficulty.

The Armoured Vest comes at a slight drawback of having to permanently occupy a slot in Haydee's inventory when worn, which can reduce the extent of exploration and gathering that can be done before returning to a crate to store excess items in. However, this drawback is extremely minor compared to the extremely worthwhile benefits of the Vest, giving little reason to ever take it off at any stage in the game.

## Location

The Armoured Vest is found extremely early in the game, but cannot be accessed unless acquired before leaving the White Rooms. When first encountered, the Vest is behind a locked gate only accessible using one of the white keycards found in the tutorial later on. It is vital that one white keycard is used to open the gate, as otherwise the Vest will be unobtainable from that point on. Once the gate is unlocked, the Vest may be equipped and a second keycard collected from underneath it, allowing Haydee to continue the tutorial freely.
Difficulty

The achievement icons for Haydee's two difficulties, Softcore (Left) and Hardcore (Right)

## Mechanic Functions

### Purpose

Modifies gameplay

In Haydee, there are two Difficulty options to choose from, each vastly changing how the game plays and how Haydee must act to survive it.

## Overview

The two Difficulties available are the appropriately named Softcore and Hardcore modes. Respectively, they function as Haydee's Easy and Hard modes; although due to the already challenging nature of the game, each functions more accurately as Hard and Very Hard.

Almost all of the game's mechanics are modified by the Difficulty chosen; enemy damage, medkit efficiency, availability of items and even inventory space are all affected.

## List of differences

 Ammunition
 Inventory
 Combat
Diskette

The Diskette's Icon in Haydee

The Diskette is an item in Haydee used to save progress at a Save Station. They are found in every location in the game, but are very rare and generally difficult to find.

## Overview

Diskettes are vital to sustaining Haydee's progress, due to the lack of checkpoints or infinite manual saves. Instead, Haydee is limited to these one-use items, which can only be activated at a Save Station.

It is important to collect Diskettes whenever possible, as the difficulty of Haydee makes attempting to work through the game without them an incredibly risky task. Diskettes are also incredibly easy to store due to their large stack size, which allows them to only take up one slot in the inventory. Also, the tendency of the Save Station to be placed directly on top of Haydee's personal container allows Diskettes to be stored in it without consequence, as if she finds another Save Station somewhere else in the game then they are immediately accessible anyway.

Save Stations are the device used with the Diskette to save a game; they are not portable or collectable, so Haydee can only save at predetermined locations. Upon using a Diskette on a Save Station, the options to save to a new slot or overwrite an old one are presented. Saves can only be named upon creation, and cannot be renamed or deleted after this without directly modifying the game's save files.

Once a save is created, Haydee can load it from the menu at any time, to revert all in-game progress back to when it was saved.

## Trivia

* The Diskette has a stack size of exactly 100, despite far fewer than that being found in the game.
* The Diskette is referred to as a Floppy Disc in the game's Items.pack, where Save Stations are also referred to as Savers.
Keycards/Red

#### Red:

A total of four Red Keycards can be found spread across the Black and Red Zone. One is found in a small structure opposite a large gap, proceeded by a count-based button puzzle. Two buttons on the structure itself must be activated, one of which is guarded by a Proximity Mine. Once Haydee exits the room, several Slashers will ambush her.

A second Red Keycard is found behind a locked door, after a T-Junction populated by two Walkers. To unlock the door, Haydee must navigate a dark maze in a ventilation system and place a Remote Device on a button at the end of it. Activating the Remote Control once back on the locked door's side will open it and allow Haydee to retrieve the card after destroying a waiting Slasher.

A third Red Keycard is found on Floor C's interior in the Black Zone. A Remote Device must first be placed in the power room opposite, accessed earlier in the complex. This will allow Haydee to unlock the door to the card; however, stepping too far into the room will release four Walkers, easily killing her in the confined space. A button in one of the Walker's cages will deactivate the detection system, to allow her to exit it once dealing with the attackers.

A fourth Red Keycard is found on the Black Zone Ground Floor. After destroying four Slashers and solving a button puzzle, Haydee can drop down to a room filled with many Haydee corpses, apparently being cremated, and a single Walker. The Red Keycard is found on one of the bodies, along with a Yellow Keycard needed to escape the room.

All Red Keycards are used in the Red Zone themselves, to unlock small cage accessed by a platforming section utilising toggleable platforms. Inside the cage is a Blue Keycard, which will cause two Slashers to ambush Haydee immediately after being retrieved. Haydee is then forced to travel a longer route to return to the main Red Zone, facing many enemies along the way.
Тайная жизнь домашних животных Вики

**Добро пожаловать на Тайная жизнь домашних животных Вики!**Это энциклопедия, посвящённая мультфильму **«Тайная жизнь домашних животных»**, которую может редактировать каждый!
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Night Visor

The Night Visor's Icon in Haydee

The Night Visor is an equipable item in Haydee used to enhance visibility in dark areas. It is found in the midway through the game in the Green Zone.

## Overview

The Night Visor is necessary for proper navigation through the many dark areas in Haydee. It automatically activates itself when equipped.

The Night Visor is mostly needed in the late stages of the game, particularly the Black Zone, where little or not light is available. Although it can be possible to get through these areas without visibility, it is very difficult and generally not worth the risk of running into enemies or falling off ledges without warning. However, it is still important to be careful in these areas even with the Night Visor, as the range of visibility is still fairly low distance and low quality.

Unlike the Armored Vest and Respirator, the Night Visor has a counterproductive effect when worn in certain environments; the light-enhancing effect extends to bright areas as well, which can potentially limit visibility due to the lack of contrast or grainy filter applied when using them.

## Location

The Night Visor is located deep within the Green Area at the top of a small room. To access the room, a small maze must be completed by eliminating a few Slashers/Walkers to activate a button before exiting through a vent system, the other side of which is unlocked by the quad-dot puzzle in the room below. This will allow Haydee access to the Yellow Zone, but instead she must open the door behind her to return back to the maze area. After pressing another button and fighting off an ambushing Slasher, Haydee will have access to the Night Visor's room itself, where it will be found behind a gate at the top. Once picked up, the lights will immediately turn off and Haydee must use it to escape the room in otherwise total darkness before proceeding back to the core Green Zone.

Note that Haydee must have completed the quad-dot puzzle in the Green Zone before initially pressing the button, as otherwise the exit vent will be locked and prevent her from leaving. Toggling the button again will unlock the entrance, allowing her to complete the puzzle before continuing through the vent.
Magnum

The Magnum Pistol's Icon in Haydee

The Magnum Pistol is an upgraded version of the default Pistol, found midway through the game in the Green Zone.

## Overview

The Magnum Pistol has a black frame and a small, white slide. It deals 70 damage and has an ammo capacity of 7 Magnum Rounds.

The Magnum Pistol is an excellent weapon for precisely and efficiently dispatching Slashers. It's high damage allows it to stagger them if a shot hits any part of their body, and a headshot will kill a Slasher instantly. However, ammo for the Magnum is premium at 10 rounds per box found and a full stack is only worth 20; forcing the user to either fill their inventory space with large amounts of ammo when exploring, or risk running out of it at a crucial time to be able to pick up more important items.

## Location

The Magnum can be found in a locked crate deep in the Green Zone, behind a locked door opened by a yellow key card. The card can be looted off a dead Haydee, though the Magnum will be behind several doors and enemies as opposed to immediately across from it as with most yellow cards.
IMC Dynamic Testing Facility

The **IMC Dynamic Testing Facility** is a facility on Typhon, and part of the World Foundry. The facility is composed of a number of simulation domes, with terrain and buildings constructed by the foundry and built in a matter of minutes for Live-fire testing of new weapons, armour, tactics and automatons.

## History

The facility was constructed by the IMC before Operation: Broadsword. After the Militia landing on the planet, the facility was given to Ash, who attempted to use the domes to 'play' with captured Militia troops by unleashing hordes of Spectres and Reapers on them. As Jack Cooper made his way through the facility, he was eventually entrapped within a simulation dome and faced against various IMC troops before escaping and reuniting with BT. To prevent his escape, Blisk ordered Ash to scuttle the facility. Jack and Ash would face down in a testing dome shortly before the facility's destruction.
Beta Content

Before the official release of Haydee, several items and mechanics were designed but ultimately scrapped from the final game.

## Player Models

### Eva

Eva was the original design for the player's avatar in-game. She wears very similar clothing to the final Haydee model, but has a human face and arms, with no signs of cyber-augmentation. Eva was eventually redesigned due to technical difficulties regarding her outfit, but has since been made available on the Steam Workshop for download.

A nude model of Eva was also created, as part of an unfinished gameplay mechanic - at some stage in the game, Eva would be forced to remove all clothing to proceed through an area; this would force the player to abandon the Armored Vest, making the game more difficult past that point. A small part of this design still survives within the final game - Eva's nude model still appears on the uncensored version of Ammo boxes, Medkits and Keycards.

## Items

### Shotgun

The Shotgun was a fully implemented, but unobtainable weapon in the Haydee greenlight Demo. It dealt up to 200 damage to the body and fired 8 pellets, using a randomised spread with every shot - as opposed to the perfect accuracy of the other firearms.

Although the item data, model and sounds for the Shotgun were removed from the game, the animations for it are still included, and the attributes for multiple pellets and spread are still completely functional.

## Enemies

### Ranger

The Ranger was a hostile enemy that used ranged firearms instead of melee combat. It was never completely finished, being absent from all public releases, and used Haydee's model as a placeholder - playtesting revealed the concept of a ranged enemy was not enjoyable to fight against, leading to it being removed early on in development.

## References

1. ↑ https://steamcommunity.com/app/530890/discussions/7/1640912849405900027/#c1812044473324423532
Red Zone

The Red Zone's main connective area.

The Red Zone is an area explored midway through Haydee.

## Overview

This area is similar to the Green Zone in nature, albeit a step-up in difficulty. The main focus of the area is exploration and combat, with almost all of the deeper complex being either difficult to locate or guarded by many enemies.

Most items are hidden rather than locked behind puzzles, and ambushes are very frequent and deadly. The Red Zone also contains several darker zones, similar to the connected Black Zone. However, these are generally not pitch black and can usually be successfully navigated without the use of the Night Visor, with the notable exception of a maze-like tunnel system allowing access to a Red Keycard.

## Notable Items

* Respirator
* Pliers
* Remote Device x 1
* SMG
* Power Node x 1

## Keycards

#### Found:

* Yellow Keycard x 1 (Used in Red Zone)
* Red Keycard x 2 (Used in Red Zone)
* Blue Keycard x 1 (Used in Blue Zone)

#### Used:

* Yellow Keycard x 1 (Found in Red Zone)
* Red Keycard x 4 (Found in Red and Black Zones)

## External Links

Community Guide - Haydee Walkthrough #2, Red Zone and SMG/Magnum
Keycards/Purple

#### Purple:

Only a single Purple Keycard can be found in Haydee, at the very end of the White Zone. It is found on a dead Haydee body in the same room as the Pistol; a lone Walker guards the body and will attempt to kill Haydee if it has an unobstructed path to her. Although it is possible to use the ammunition found in the tutorial to kill the Walker, it is considerably more economical to evade it instead - leading the enemy into a corner of the room will buy Haydee enough time to retrieve the card and lock the door safely, without using a significant portion of her ammo.

The Purple Keycard is used to complete the tutorial, by exiting the White Zone and gaining access to the Bridge.
Yellow Zone

The Floor Access Shaft in the Yellow Zone

The Yellow Zone is an area in Haydee, which requires use of the Respirator to avoid death by its flood of poisonous gas.

## Overview

This area has several unique distinctions, the most noticeable being the presence of poisonous gas completely flooding the entire complex; the Respirator must be retrieved from the Red Zone as otherwise Haydee will take continuous, lethal damage over time.

The Yellow Zone is also notable for the lack of visibility brought on by their green fog, as well as the Night Visor being unavailable due to the need to be wearing the Respirator constantly. Additionally, the Yellow Zone runs on an extremely limiting floor/power system which dictates what rooms can be accessed; toggled via a the Power Control Room on Floor 5, numbered doors will only unlock if their respective Power is activated - however, Powers 1 or 6, 2 or 5 and 3 or 4 cannot be activated simultaneously and instead Haydee can only toggle between either of them.

As well as this, the Yellow Zone restricts Haydee's inventory as a dual-gate system bars access to the Floor Access Shaft, by refusing to unlock if she has any weapon (Bar Proximity Mines) in her possession; instead Haydee must use a transfer window on Floor 4 to smuggle them across.

## Trivia

* The cake visible on the opposite side of the Remote Device is unobtainable.
* The poisonous gas does 10 damage every second, giving Haydee a maximum of 10 before dying.

## External Links

Community Guide - Haydee Walkthrough #4, Yellow Zone
Keycards/Blue

#### Blue:

Only two Blue Keycards can be found in Haydee; they are vital to accessing the entirety of the Blue Zone and the Orange Keycard, thus naturally being incredibly difficult to obtain.

The first of these is located in the Green Zone, down a narrow shaft accessed through the lower floor of the second four-button puzzle room; a reader on the upper floor must be activated using a Green Keycard to unblock the shaft first. After completing a unique tile-rotation puzzle, Haydee will be able to enter the Blue Keycard's storage room; however, a set of two gates will prevent her from reaching it without activating a further two green readers. One is located off the side of the walkway leading to the Yellow Zone, through a vent in the wall. Another is through a corridor at the bottom of a dark stairwell, accessed via another ventilation system at the very top of the same room containing the first Yellow Keycard.

The second Blue Keycard is found within the Red Zone, in a small cage accessed by a platforming section utilising toggleable platforms. After using a total of four Red Keycards to unlock it, Haydee can retrieve the Blue Keycard, though this will cause two Slashers to ambush Haydee immediately afterwards.

Each Blue Keycard is used within the Blue Zone; one immediately after completing the first water puzzle, granting access to the inner section of the area. The second is used at the top of a tall climbing section, leading to the Orange Key.
Haydee Wikia

## Welcome to the Haydee Wikia

Welcome to the not-necessarily-official Community Fandom Wikia for the 2016 Metroidvania game *Haydee*! Here you can find detailed information for the game and some gameplay tips too! Also, everybody can view and/or edit most of the pages without major persecution.

## Haydee

**Haydee** is a Metroidvania third-person-shooter developed by Haydee Interactive. After being greenlit, it was released on Steam for 15 dollars on September 26, 2016. It can be bought here.

Starring the titular Haydee, a cybernetically modified/manufactured human female, the game revolves around her making her way through a large but isolating facility by solving puzzles, exploring the environment for resources and defending against any hostile enemies in her way. Haydee has several options available to her as to how exactly she accomplishes these, including deduction/brute force against puzzles, preplanned/blind exploration or evasion/destruction of enemies. Haydee can attempt to escape the facility altogether, or stay to find out its true nature; but swarms of robots roam the hallways she must navigate, their only objective to kill Haydee on sight.

## Pages of Interest

* Haydee (Game)
* Haydee (Character)
* Items
* Locations
* Difficulty
* Achievements
White Zone

The White Zone's save location.

The White Zonemakes up the basic tutorial in Haydee.

## Overview

This area is the starting place for the player and acts as the game's tutorial; teaching them how to move Haydee around and solve simple puzzles, introducing them to the basic mechanics.

Although each room contains an example of the core mechanics of Haydee, the lack of direct instructions means the player must work out each puzzle by themselves through trial & error or logical deduction.

## Notable Items

* Armored Vest
* Diskette x 5 (Softcore) / Diskette x 3 (Hardcore)
* Medkit x 1
* Pistol
* Pistol Ammunition x 12
* Screwdriver

## Keycards

#### Found:

* White Keycard x 2 / 3 (Used in White Zone)
* Purple Keycard x 1 (Used in White Zone)

#### Used:

* White Keycard x 2 / 3 (Found in White Zone)
* Purple Keycard x 1 (Found in White Zone)

## External Links

Community Guide - How to Flawlessly complete the tutorial.
Screwdriver

The Screwdriver's Icon in Haydee

The Screwdriver is a utility item in Haydee used to open locked grates leading to vents. It is found very early on in the game during the tutorial in the White Zone.

## Overview

The Screwdriver is needed to access the many ventilation systems found in the game.

Unlike the Crowbar and Pliers, the Screwdriver is necessary for proper navigation throughout Haydee, and should be carried at all times. Many locations, both important pathways and secret areas, can only be accessed through the use of the Screwdriver, making it an essential part of Haydee's capabilities for progressing through the game as a whole or simply exploring to collect useful items for later use.

## Location

The Screwdriver is found within the White Zone, accessed by a small crawlspace above a stack of crates. Being necessary to complete the tutorial, it is not hidden and can be collected freely without consequence.
Keycards/Yellow

#### Yellow:

A total of three Yellow Keycards can be found in Haydee. However, unlike other multi-card colours, Yellow Keycards have no relation to eachother; they are simply the default keycard, used as an element in puzzles rather than having an overarching effect on Haydee's progression - although in most cases Yellow Keycards are still needed for certain areas to progress at all.

One Yellow Keycard is needed to retrieve the Magnum in the Green Zone, being found upon a dead Haydee unit's body behind a locked door. The room itself is on the upper floor, on the right just after completing the second four-button puzzle. Inside, Haydee must fend off a Walker and a Slasher before climbing to a ledge above the doorway. A button there will unlock the door to the Haydee body, where the Yellow Keycard can be taken.

A second Yellow Keycard can be found in the Black Zone, alongside the fourth Red Keycard. After destroying four Slashers and solving a button puzzle on the Ground Floor, Haydee can drop down to a room filled with many Haydee corpses, apparently being cremated, and a single Walker. The Yellow Keycard needed to escape the room is found on one of the bodies, along with the Red Keycard used later in the game.

A third Yellow Keycard is found in the Blue Zone, on a Walker body trapped underwater by a cage. A button is located on the other side of the wide body of water; after jumping the gap from a slightly higher point, Haydee can navigate to the button and release the Walker. The card can then be retrieved and used to access a route leading to the Blue Room's Save Station and, eventually, the Orange Keycard.
Cuốc

**Pickaxe** là một Công cụ trong Stardew Valley. Nó có sẵn ngay lúc đầu game.

Nó có tác dụng chính là đập vỡ Stone và vật phẩm Nội thất (bao gồm cả nền nhà và Sprinkler. Với mỗi lần nâng cấp, số lần đập yêu cầu sẽ giảm và đập được những tảng đá to.
Sử dụng pickaxe vào quái vật sẽ gây ra một lượng sát thương nhỏ cho chúng.

## Chỉ số

 Pickaxe
 Axe
 Watering Can
Pistol

The Pistol's Icon in Haydee

The pistol is the first weapon you can obtain in Haydee. It is found in the White Zone.

## Overview

The Pistol has a black frame and white slide. It deals 30 damage and has an ammo capacity of 12 Pistol Rounds.

The Pistol is best suited for the early sections of the game and conserving ammo for the Magnum and Sub-Machine Gun in the later ones. It's relatively low damage and semi-automatic firing may limit its potential in certain situations - particularly against multiple enemies - but the Pistol, thanks to its low recoil and abundant ammunition, is still a capable weapon in the right hands that can see Haydee throughout the entire game. However, headshots are particularly important with the Pistol; although it does have comparatively abundant ammunition, it will still take Haydee an entire 7 shots to kill a Walker just by targeting the body. The perfect accuracy and quick recoil recovery allow Haydee to fire multiple well-aimed shots at targets to take them down considerably more efficiently, in some cases tripling the amount of enemies that can be taken down with the Pistol's 12 round clip.

## Location

The pistol can be found in a container in the White Zone, in the same room as the first enemy in the game. The crate can be found in a narrow antechamber, beside which is a closed room containing a Walker, dead Haydee and a vent.

Note that the Pistol does not come with Ammo, which instead must be picked up through a series of platforming through a vent in the room adjacent. A button, accessed through another vent at the bottom of the pit containing the second keycard, must first be activated to unlock the door to the platforms. From here Haydee must carefully make her way down to the last one, where a stack of 12 Pistol Rounds is found; providing Haydee with only a single magazine.

## Trivia

* The Pistol is referred to as a 'Colt 1911' in the game's 'System.pack' file.
Black Zone

A hall of deactivated Slashers in the Black Zone

The Black Zone is the second to last stage of Haydee, filled with enemies and little-to-no light.

## Overview

This area is notoriously difficult and set in pitch-blackness for most of Haydee; the Night Visor is needed to successfully navigate it, although the use of Power Nodes can light up specific areas, as well as supply the vital power needed to unlock certain doors, activate buttons or move the central elevator used to access Floors C and D.

Many enemies are encountered in the Black Zone, often ambushing Haydee from around tight corners or places she just cleared; the lack of free movement makes Walkers considerably more deadly than anywhere else in the game, as Haydee will often be caught off guard and take high damage before she can react. Items are considerably rare and almost non-existent if not specifically hunted down, and the common appearance of Slashers, although not entirely threatening in the straight corridors that help make them easy targets, can quickly drain Haydee of resources; unlike the Blue Zone, which are best attempted in one long run, it is extremely helpful to leave the Black Zone temporarily to retrieve more ammo and medkits; although the frequent occurrence of enemies spawning in previously visited areas can catch a careless Haydee off-guard when they retreat.

The deeper parts of the Black Zone can only be accessed once the elevator is called to Floor B and Floor C's second section is entered - this allows Haydee to traverse to the core of the entire complex, where a Red Keycard and Floor G's power socket are found; allowing further access eventually leading to another key.

After retrieving the Orange Keycard, Haydee can use it on Floor B of the Black Zone to access the Control and Deadlock Endings.

## Notable Items

* Crowbar
* Remote Device x 1

## Keycards

#### Found:

* Red Keycard x 2 (Used in Red Zone)
* Yellow Keycard x 1 (Used in Black Zone)

#### Used:

* Yellow Keycard x 1 (Found in Black Zone)
* Orange Keycard x 1 (Found in Blue Zone)

## Notes

* After reaching Floor C's secondary level, Haydee **must** power Floor A in order to be able to return the elevator back down to it; dropping down to Floor A while it is unpowered **will** prevent her from reaching Floors B and C if the elevator is at either of them.

## External Links

Community Guide - Haydee Walkthrough #3, Black Zone
Pliers

The Pliers' Icon in Haydee

The Pliers are a utility item in Haydee, used to defuse Proximity Mines. They are found within the Red Zone.

## Overview

The Pliers are needed to safely defuse Proximity Mines in order to collect them for later use.

Proximity Mines are generally difficult to pass without destroying or triggering them, but the pliers allow Haydee to defuse mines, and return them to their item state. This is much easier said than done; the Proximity Mines have a surprisingly small detection range, but they detonate instantly and will always kill Haydee if she is the one to trigger them. However, due to the large amount of scripted and predictable ambushes in the game, Proximity Mines are invaluable weapons and it is always wise to obtain them whenever possible; making the pliers surprisingly useful at helping to stock up on mines throughout the game.

## Location

The Pliers are found in the Red Zone in a storage area at the top of a tall shaft, and are accessed by climbing up the large stack of crates and jumping the gap. A Walker and a Slasher wait around each corner inside the room once entering it, making caution advisable. The pliers will be found on the right side, on one of the bodies in a pile of Haydee corpses, with two mines hidden behind them. The pliers can be collected off the body without triggering the mines, allowing Haydee to test the item out on them and collect some Ammo also in the room.
Keycards/White

#### White:

A total of three White Keycards are available in Haydee, although only two are required to pass the White Zone. The first White Keycard is found in a small room, containing nothing but a vent and a reader; however, Haydee should ignore both and return to the room holding the Armored Vest. Using the card here will allow Haydee to retrieve both the Vest and the second White Keycard.

The third White Keycard is found at the bottom of the elevator shaft connecting the White Zone to the Red Zone. It can be retrieved from its crate and used to progress to the next room, or to retrieve the Vest if not done so already.
Keycards/Green

#### Green:

A total of three Green Keycards can be found throughout Haydee; one in the Green Zone and another two in the Yellow Zone. The card in the Green Zone is located through the central door in a C-Shaped corridor; the card is guarded by two Slashers and a locked door. After clearing the room, Haydee can activate a button to open a vent near the entrance. Navigating through a small series of vents and pipes will bring her to the card from the side, allowing her to retrieve it. After doing so and exiting the card's storage space, a third Slasher will ambush Haydee as she attempts to leave.

A second Green Keycard is found on Floor 6 of the Yellow Zone, guarded by a large team of Slashers and Walkers; Haydee will have to retrieve her weapons from Floor 4 as Proximity Mines and evasion alone is not sufficient to retrieve the card. Two Slashers will ambush Haydee after she unlocks the entrance to the card's room, and a third as she attempts to leave; guarding the room from the inside are two pairs of a Slasher and a Walker each, while another of the former drops down to attack Haydee from the ceiling the moment she picks the card up.

A third Green Keycard is found on the opposite side of the Trap Pit, in front of a deactivated Walker unit. Accessing this side requires Haydee to plant a Remote Device on the button outside, so that it can be activated from a safe distance. This opens up a door behind the Walker, lead to by a jumping puzzle through Floor 3. A button in the room also re-enables the floor above the Pit, allowing the Remote Device to be retrieved.

Each Green Keycard is used within the Green Zone themselves, although each Keycard Reader is placed some distance away from eachother. One is located off the side of the walkway leading to the Yellow Zone, through a vent in the wall. Another is through a corridor at the bottom of a dark stairwell, accessed via another ventilation system at the very top of the same room containing the first Yellow Keycard. The final reader is located in the second four-button room, and leads to the Blue Keycard itself.
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The Sub-Machine Gun's Icon in Haydee

The Sub-Machine Gun is a fast-firing automatic weapon, found midway through the game in the Red Zone.

## Overview

The Sub-Machine Gun has a black frame and a white receiver. It deals 25 damage and has an ammo capacity of 30 SMG Rounds.

The Sub-Machine Gun is an ideal weapon for exploring new areas, thanks to its high ammo capacity and fire-rate which can get Haydee out of almost any situation; from taking out large ambushes without the need to reload or just conserving inventory space with the Sub-Machine Gun's ability to store 90 Rounds in only two slots, making it especially valuable in the Yellow Zone. Despite dealing the lowest damage out of all weapons Haydee has in her arsenal, the Sub-Machine Gun is very versatile, with its only major drawbacks being the rarity of its ammunition and high recoil per shot - so burst firing is a necessity for efficient use.

## Location

The Sub-Machine Gun can be found through an easily overlooked passageway underneath the elevator connecting the Red Zone to the White Zone. To access it, a Remote Device must be placed on the inner elevator control button and activated while Haydee is not standing on the elevator floor. This will reveal the elevator shaft, and allow one to drop off the ledge and grab onto the opening into the passageway. (You can also just travel down the elevator and find your way back up to the shaft. There is a shortcut nearby.) The Sub-Machine Gun will be found in the hands of a dead Haydee body, and a door can be opened to allow access back to the Red Zone. In order to recollect the Remote Device for future use, Haydee must use the elevator from the White Zone to transport it back up and eliminate the possibility of falling down the shaft.

## Trivia

* The Sub-Machine Gun is referred to as the 'OCA Submachine Gun' in the game's System.pack file.
Норман

```

 ### Пол

 Мужской

 ### Тип

 Хомяк

 ### Появления

 "Тайная жизнь домашних животных""Тайная жизнь домашних животных 2"

"Телевидение Нормана"

```

## Характер

Он счастлив почти все время, и довольно опрометчиво. На самом деле, когда его поймали раскрасневшиеся питомцы, он даже не беспокоился об этом. Вместо этого он поощрял их.

## Биография

Норман сначала появляется в квартире Макса и спрашивает Макса, каков номер дома его владельца, но Макс говорит, что не знает, и Норман не живет в его квартире, поэтому Норман уходит. Позже, когда Дюк ест из миски Макса, он чувствует, что кто-то входит в квартиру. Дюк бежит к двери, потому что он думал, что Норман-грызун. Поскольку Дюк собирается поймать Нормана, Норман кричит и, к счастью, смог убежать от Дюка.

Позже он входит в квартиру Гиджет и соглашается с ее планом поиска пропавшего Макса, только чтобы узнать, что он находится в другой неправильной квартире и пойман Тиберием. Пока Гиджет не прикажет Тиберию остановиться, Тиберий считает Нормана добычей.

Норман следует за домашними животными, чтобы найти Старчи, а затем следовать за ними в логово Снежка в канализации. Но они считаются друзьями Макса, поэтому они почти пойманы разгоряченными домашними животными. Норман входит в трубу и выходит на другом конце, думая, что он в безопасности, но Дерик хватает его ртом. Однако Норман не боится, и он даже говорит: "Молодцы, ребята!- за "раскрасневшихся любимцев" и "дай пять" с Дериком.

Он позже взят был виден Максом на Бруклинском мосте и находится в хвосте змеи, когда вспыхнувшие домашние животные собираются напасть на Макса; он позже приветствует с другими животными для спасения Макса, Дюка и Снежка и едет домой в такси Татуха. Когда большинство домашних животных добираются до своего дома, Норман продолжает находить свою квартиру, и он, наконец, находит нужное место и убирает игрушку морской свинки, которую имеет его владелец. В это время его владелец спит, но когда он замечает Нормана, он обнимает его.
Health

The Health Display on Haydee

Health is a fairly simple mechanic that remains consistent throughout the entire game. Each character (including Haydee) has a specific amount of health based on who/what they are.

## Haydee

Haydee herself has 100 health, or 150 when wearing the Armoured Vest, on Hardcore mode. Softcore mode will halve the damage that Haydee takes from enemies, but not falling damage or mines.

Haydee can heal herself using Medkits, though the amount of health regained per use varies depending on the game difficulty; 100% on Softcore, or 50% on Hardcore.

Haydee's health can be seen on the back of her head at any time, in the form of a circular clock; as her health decreases, the bars will fade and disappear one after the other.

## Enemies

Each enemy, the Walker and Slasher, has a different health and damage value. Headshots will do double damage, but otherwise locational damage does not apply and a shot to the chest is equal to a shot to the leg.

### Slashers

100 health (deals 70 damage per hit to Haydee). Staggered when hit for 50 damage or over.

### Walkers

200 health (deals 110 damage per hit to Haydee). Cannot be staggered.

## Trivia

* On the Greenlight demo, health didn't display on the back of her head, instead the screen borders got red the lower the health was, simulating blood, but was removed, probably to improve immersion.
Ковбой

**Ковбой —** кобель породы английская овчарка. Живёт на ферме.

## Описание

Крупный, поджарый и мускулистый пёс. Ноги тонкие, но мощные. Морда вытянутая, с большим, чёрным и блестящим носом. Окрас чёрный, с рыжим и белым (чепрачный окрас), брови рыжие. Грудь широкая, на шее висит красный, в белую крапинку платок. Уши большие, правое из них надорвано сбоку. Глаза маленькие, шоколадного цвета.

## Характер

Умный и храбрый пёс. Сильно отличается от домашних собак своим строгим характером и склонностью к пессимизму. Умеет говорить по-испански. У него нету доверия к Максу или к Дюку, так как они кажутся ему глупыми и трусливыми.
XO16A2 Chaingun

The XO16A2 Chaingun is an automatic rifle utilised by Vanguard-Class Titans sporting the Expedition loadout, notably BT-7274. The 'A2' variant appears to be an upgrade or replacement of the standard XOTBR-16, sporting a new reticule and the 'Burst Core' ability, granting the chaingun a massively increased rate of fire and some arc effect similar to the Amped XO16.

It has only been found in the hands of Militia titans.

## Gallery

Up-close view of the weapon in the mission BT-7274
## Appearances

* *Titanfall 2 (First appearance)*
Квартира Старчи

Кватира Старчи - квартира в Нью-Йорке, где живет Попс и его хозязин.

## Появление

### Тайная жизнь домашних животных

По словам Бадди, хозяин Старчи часто бывает вдали от своей квартиры, поэтому место становится горячей точкой; многие домашние животные (включая корги) собираются и устраивают дикие вечеринки.

Когда Бадди идет в квартиру со своими соседями, Хлоя замечает картонную трубку и заглядывает в нее, но ее голова застревает в ней, поэтому она пытается избавиться от нее. Ее большие движения случайно уронила стул, где там сидел вельш-корги, попали в котенка Шелли, и она бежит по беговой дорожке, прежде чем избавиться от трубки. Затем ее затащили в посудомоечную машину, бросили к столу с закусками и напитками, в результате чего ее тело наполнилось Читос, а ноги застряли в кексах. Весь процесс записывается Peanut и загружается на YouTube, а также отображается на Jumbotron с надписью «Видео дня» на Таймс-сквер.

Фоновая музыка звучит как Good Day от Nappy Roots, хотя Леонард ненадолго переключил ее на Ringworm's Life after the End of the World. Позже, когда Старчи соглашается помочь Гиджету найти Макса, он объявляет, что вечеринка окончена, и приказывает Майрону активировать пылесос, чтобы все домашние животные выбежали из его квартиры.
Фред

Вид
 Пол
 Проживает
 Питомец
 Появления

**Фред** - бывший хозяин Дюка.

## Биография

Он усыновил Дюка щенком, и воспитывал его с любовью, но однажды, когда Дюк выбежал из дома, чтобы погнаться за бабочкой, он заблудился и был взят контролем над животными, и Фред, казалось, никогда не приходил за ним. Хотя Дюк не уверен, захочет ли Фред видеть его снова, Макс убеждает его, что Фред будет рад видеть его снова и убеждает Дюка отправиться на поиски своего бывшего владельца. Они прибывают в нужный дом, только чтобы узнать от кота по имени Реджинальд, живущего там, что Фред умер после того, как Дюк уехал, и новая семья переехала.
Child, Don't Play

## Biography

Jenna goes to extreme lengths for revenge against Ciara, causing Chanel to stand up for Jenna, resulting to Chanel and Jenna going to a hotel for the night. Lauren's boo pays a romantic visit. Valerie receives some shocking news.

## Cast

* Valerie Inyawu
* Jenna Wurr
* Mya Harris
* Chanel Jones
* Lauren Alvarez
* Karina Jones
* Ciara Dale
Werner Zanier

**Werner Zanier** (\* 6. Mai 1959 in Aschau im Chiemgau) ist ein deutscher provinzialrömischer Archäologe. Zanier forscht zur frühen Geschichte der römischen Provinz Raetia, zu römischen Militärlagern im Alpenraum und zu Kontinuitätsfragen zwischen jüngerer Eisenzeit und früher römischer Kaiserzeit.

## Werdegang

Nach einem Studium der Lateinischen Philologie (seit 1978) studierte Zanier ab 1981 Provinzialrömische Archäologie an der Universität München. Der Abschluss erfolgte 1988 mit einer Dissertation bei Günter Ulbert über das Kastell Ellingen. Nach verschiedenen Tätigkeiten für die *Kommission zur archäologischen Erforschung des spätrömischen Raetien der Bayerischen Akademie der Wissenschaften* (1988), die Stadtarchäologie Kempten (1988/89) und die Römisch-Germanische Kommission des Deutschen Archäologischen Instituts (1989) erhielt er 1990 das Reisestipendium der Römisch-Germanischen Kommission.

In den Jahren 1991–1994 war Werner Zanier in verschiedenen Funktionen am *Institut für Vor- und Frühgeschichte und Provinzialrömische Archäologie* der Ludwig-Maximilians-Universität München tätig (Befundauswertung der Grabungen auf dem Auerberg, Lehrveranstaltungen seit 1992). Seit 1994 ist Zanier wissenschaftlicher Angestellter der Bayerischen Akademie der Wissenschaften im Forschungsvorhaben *Vergleichende Archäologie der römischen Alpen- und Donauländer*.

Zanier ist ausgewiesener Experte für den Alpenraum in der frühen römischen Kaiserzeit, Römisches Militär, Kontinuität von der jüngeren Eisenzeit in die römische Kaiserzeit sowie Religion und Kult der Raeter.

## Schriften (Auswahl)

* Dissertation: *Das römische Kastell Ellingen.* von Zabern, Mainz 1992 (= *Limesforschungen 23*).
* (mit Günter Ulbert): *Der Auerberg II. Besiedlung innerhalb der Wälle.* Beck, München 1997 (= *Münchner Beiträge zur Vor- und Frühgeschichte 46*).
* *Der spätlatène- und römerzeitliche Brandopferplatz im Forggensee (Gde. Schwangau).* Beck, München 1999 (= *Münchner Beiträge zur Vor- und Frühgeschichte 52*).
* *Vor- und Frühgeschichte im Priental.* Herausgegeben vom Heimat- und Geschichtsverein Aschau im Chiemgau, Aschau 2001.
* *Das Alpenrheintal in den Jahrzehnten um Christi Geburt. Forschungsstand zu den historischen und archäologischen Quellen der Spätlatène- und frühen römischen Kaiserzeit zwischen Bodensee und Bündner Pässen (Vorarlberg, Liechtenstein, Sankt Gallen, Graubünden).* Beck, München 2006 (= *Münchner Beiträge zur Vor- und Frühgeschichte 59*).
* *Der spätlatène- und frühkaiserzeitliche Opferplatz auf dem Döttenbichl südlich von Oberammergau.* Beck, München 2016 (= *Münchner Beiträge zur Vor- und Frühgeschichte 62*).

## Weblinks

* Vorlage:DNB-Portal
* Lebenslauf auf den Seiten der Bayerischen Akademie der Wissenschaften (pdf, 190 kb)
* vollständiges Publikationsverzeichnis (pdf, 84 kb)

Vorlage:Normdaten

Vorlage:Personendaten
Vorlage:Import
Simulation Pod

The Simulation Pod is a piece of equipment created by the IMC to train Pilots (And presumably other infantry) when otherwise unfeasible. They can mimic a battlefield setting with maps designed by specialist programmers, and can even be networked together to allow for multiple pilots to train with/ against each other. The Militia are also known to use them.

The Simulation Pods used in the games are used by the IMC to train pilots in Training Courses,a simulation of IMC Training Ground Whitehead, the War Games setting which combines aspects of IMC Airbase Sierra and Angel City as well as one used by pilots Jack Cooper, Captain Lastimosa and others for training and competition.

Curiously, the Frontier Defense gamemode on the map War Games has the IMC training (In simulation) as Militia pilots fighting the IMC's titans.