recursal/Fanatic-Fandom huggingface dataset:
AJP July 2018

**Cofran, Z. (2018). Brain size growth in wild and captive chimpanzees (Pan troglodytes). *American Journal of Primatology*, e22876.**

Because wild and captive populations of chimpanzees often show differences in body size and growth, Cofran (2018) sought to determine whether similar differences are observed in brain growth rate and growth duration in captive and wild chimpanzees. Previous findings suggest brain growth may be impervious to environmental influences, considering the evolutionary importance of proper brain functioning. It was found that there are little differences in brain growth rate and duration between the wild and captive chimpanzee populations. The author suggests that this insulation from environmental influences may be due to the high selective pressure for efficient and timely brain development and functioning and to the heritability of brain size among nonhuman primates. However, Cofran (2018) also cautions against over-interpretation of the results when taking into account the influences of social deprivation on nonhuman primate brain development and function.
AJP-May 2018

**Chotard, H., Ioannou, S., & Davila-Ross, M. (2018). Infrared thermal imaging: Positive and negative emotions modify the skin temperatures of monkey and ape faces. *American Journal of Primatology, 80*(5), e22863.**

Changes in facial temperature have been found to reflect emotional changes in humans. However, the direction of that change (e.g. increase or decrease in temperature for positive emotions) is still not clear. The current study used facial thermal imaging on five primate taxa (three monkey and two ape) while inducing either a positive emotional experience or negative emotional experience in order to determine whether temperature changes in facial regions are related to mood/emotion. Positive experiences included tickling or playing with toys while negative experiences included teasing or food delays. The facial areas measured were the peri-oribital area, nose bridge, nose tip, and upper lip. Based on previous work, the authors hypothesized that positive emotions would decrease facial temperatures while negative emotions would increase facial temperatures. The five species included in the study were: common marmosets, white-throated capuchins, rhesus macaques, bornean gibbons, and western lowland gorillas. During induction of a positive or negative state, facial temperatures were measured using an infrared thermal imaging device (much like a camera that reads facial temperatures). It was found that upper lip temperature increased during negative state induction and nose tip temperature decreased while peri-orbital temperature increased during positive state induction. These findings were (mostly) in agreement with previous human and nonhuman primate studies. However, the opposition seen in facial temperatures for the positive condition was not hypothesized and could have been due to (1) physiological differences and/or (2) the stimuli used to induce the positive and negative states.
Animal Behaviour - June2018

I like this experimentally-derived window into aquatic creatures' headspace. In the same way we must learn to negotiate a space very rich with visual stimuli, these little guys are bathed in a very smell-rich environment with cues of all kinds (including those they need to get their little flippers a-moving in response to). Quite the problem to solve, and this research also suggests that there is a real ceiling on how good they can be at it - negotiating the presence of multiple types of predators, fish and crayfish, at the same time limited their effectiveness.
## AVAILABLE ON REQUEST
**Nicole DesJardins, Elizabeth A. Tibbetts,**
Journal Summaries

April 30, 2018

Submitted by MJB regarding journal Animal Behavior and Cognition

A new issue of AB&C came out yesterday.  A couple of exciting things in here for me to
highlight.  First, Audrey and I published
a peer-reviewed, pre-registered report, that we designed with a high school
student who contacted me a year and a half ago.
It is about the decoy effect, in a particular approach.  We trained monkeys to be fairly indifferent between
PURSUIT and MTS icons, and then introduced more terrible versions of one of
these tasks into trinary choice sets, to see if the more terrible version
(e.g., longer PURSUIT time needed, or much slower cursor for MTS responding)
would lead monkeys to choose the asymmetrically dominating option (e.g., chose
MTS more over PURSUIT when the MTS decoy was present, and vice versa).  We failed to get this effect, in the
pre-registered experiment and in a replication of that effort, but with even
less allowance for initial preferences between MTS and PURSUIT.  We are not entirely sure why, but likely the
monkeys came to ignore the decoys or perhaps not learn about them in a way that
made then truly “like” their partner tasks.

In another featured article in this issue, there is a good
paper on dogs and owners, and how dogs respond to owners.  It was done in a natural setting, and shows
some real limits on what dogs seem to do, and what owners do, when
communicating about games involving toys.
And, there is a very nice Appendix to this article that criticizes some
past work with dogs and apes about statistical analysis and what was
reported.

Finally, there is an article on a cockatoo that kind of used
tools, for those interested in too use.
The bird seems to combine materials with foraging for coconut material,
although the evidence is not super strong.
But, if you are interested, check that one out as well.

All of these articles are free online, and can be downloaded
here:

http://animalbehaviorandcognition.org/issue.php?id=19
Current Directions in Psych Science August 2018

**Weisberg, S. M., & Newcombe, N. S. (2018). Cognitive Maps: Some People Make Them, Some People Struggle. *Current Directions in Psychological Science, 27,* 220-226.**

The formation of cognitive maps to promote navigation has been a topic of research for decades. However, debate still exists over the specific mechanisms of cognitive map formation as well as findings that often contradict the existence of cognitive maps. Weisberg and Newcombe (2018) briefly review the literature on cognitive maps and suggest an explanation of the discrepancies based on individual differences. Through the use of both real-and-virtual-world environments, findings suggest three groups of individuals with varying levels of performance: (1) integrators, who are efficient at both types of route judgements, (2) non integrators, who excel only at one type of route judgement, and (3) imprecise navigators, who perform poorly on both types of judgements. Following from this, further investigations in the three performance groups revealed correlations to other spatial tasks. For example, integrators perform the best on the mental rotation task, non integrators perform second best, and imprecise navigators perform the worst. Further, integrators appear able to employ multiple strategies for navigation while imprecise navigators are restricted to the use of a single strategy. Ties to increased anxiety among and the personality traits of imprecise navigators are suggested as possible explanations for their overall poor performance.
JCP (Nov 2018)

This issue of JCP has a special section celebrating Machiavellian Intelligence.  Review papers, and some papers on new thoughts about the role of MI for cognition, social behavior, etc.  Nothing really jumped out at me.

Two other papers were notable:

Cheng, K., & Byrne, R. W. (2018). Why human environments enhance animal capacities to use objects: Evidence from keas (Nestor notabilis) and apes (Gorilla gorilla, Pan paniscus, Pongo abelii, Pongo pygmaeus). Journal of Comparative Psychology, 132(4), 419-426.

Worth reading because it speaks to individual differences.  And, it says if you are an animal who is around humans, you do more interesting (to humans) kinds of things, like use tools.  This is probably because you have free time (humans are taking care of you, in a lot of cases). Also, human activity leads to stimulus enhancement toward objects that humans use, and maybe even direct imitation or emulation.  These idea obviously tie to others such as the role of enculturation on cognitive development.

One more:

Kret, M. E., Muramatsu, A., & Matsuzawa, T. (2018). Emotion processing across and within species: A comparison between humans (Homo sapiens) and chimpanzees (Pan troglodytes). Journal of Comparative Psychology, 132(4), 395-409.

Humans show a bias toward emotional stimuli (both chimp and human emotional faces), but chimpanzees show no such bias (for any species or type of visual stimuli). Perhaps this relates to theory of mind, or reflects early rearing, or social norms, or is much more foundational to affective system differences between humans and chimps.
Primates September 2018

**Pinheiro, T., & Lopes, M. A. (2018). Hierarchical structure and the influence of individual attributes in the captive squirrel monkey (*Saimiri collinsi*). *Primates, 59*, 475-482.**

Social hierarchy in nonhuman primates is not confined to a single definition. The hierarchy that dominates the primate social network can differ depending on degree of linear arrangement, such as in partial hierarchies in which several members may occupy the same position, and the steepness of the hierarchy, which refers to the degree of distance between adjacent members. In a test of the prior-attributes model, positing that individual traits such as age and sex determine hierarchy position, Pinheiro and Lopes (2018) assessed the social hierarchy of captive squirrel monkeys along with relevant attributes, hierarchy steepness, and correlation with agonsitic behavior. It was found that the squirrel monkeys adhered to a partial hierarchy with a smooth dominance gradient that was not dependent on individual attributes such as sex, age, weight, or captive versus wild origin, with the exception of the males that occupied the highest position in the hierarchy possessing the largest body size of all other members. In addition, agonsitic behavior was found to correlate with position for males only. The authors suggest that the prior-attributes model does not apply to this species of squirrel monkey which may be due to similar body size between males and females. Further, the relation between hierarchy position and agonistic behavior in males suggests males of this species rely on threat and force to obtain and maintain social position while females may employ more affiliative strategies.
Andrew Heidrich

## Andy

* Arc 1
* Arc 2
* Arc 3
* Arc 4

**Andrew "Andy" Heidrich** is one of the ten main characters in TWIP.

## History

Andrew was born in the October of 1982.

In his school years, he was good friends with Joel Steinberg. The two were very close, and remained as such well after their time in university.

Soon after graduating college, Andy joined the military, and became a member of the army. Given the close ties the Department of Research on the Applications of Minerals has with the army, several members took part in the integration of minerals in weaponry. While Andy was never offered an injection, he was given highly advanced battleaxes, Bliksem & Ijs, which utilized Apexite and Pictite, respectively.

During his time in the Army, Andy had met Air Force Pilot J.P. Kulani, and while they developed a sort of rivalry, the two became close friends.

Sometime in 2006, he married a girl named Annamaria. They were happily together for a while, until she was involved in a fatal accident. Andy had no power over the situation, and was wracked with guilt. His anger towards his inadequacy caused a shift in his demeanor, and he became very conceited and guarded, blocking out most everyone from his heart. This included his best friend Joel, and the two had fallen out over this shift in character.

His misconduct had gotten him removed from the military, so Andy had then started his career in carpentry and woodwork.

## Personality

Andy, at first glance, looks to be a jerk who does not seem lovable in the slightest. The overconfidence he exudes stems from the need to prove himself. Andy's hardened outer shell will often deter people from seeing his attempts at genuine compassion.
AJP-June 2018

**Freeman, S. M., Rebout, N., & Bales, K. L. (2018). Effect of reward type on object discrimination learning in socially monogamous coppery titi monkeys (Callicebus cupreus). *American Journal of Primatology,* e22868.**

The impact of reward type on learning has been studied in many species, including rodents and nonhuman primates. Social rewards, such as access to or a photograph of a conspecific, have been found to be at least as effective as food rewards and in some cases even more so. Coppery Titi monkeys are a highly social, monogamous species forming strong social bonds with their pair-mates. Freeman, Rebout, and Bales (2018) hypothesized that access to a pair-bonded mate should be a more efficient reinforcer than food when coppery titi monkeys are learning a two-choice discrimination task. In order to test this hypothesis, 28 monkeys, housed in heterosexual pairs and offspring if applicable, participated in the study. Pair-mates and offspring were separated from the test subject prior to testing. Subjects were visually separated but auditory and olfactory contact was still possible. Training sessions occurred to acclimate test subjects to separation with 12 animals reaching criterion and moving on to testing. The stimuli used were three different shapes (triangle, circle, square) in three colors (black, white, gray). The design was within-subjects with reward type counterbalanced across subjects. Subjects made their decision regarding two stimuli, one of which was designated the correct choice (S+) while the other was the incorrect choice (S-). If S+ was chosen, the monkey would, depending on their pre-designated reward type for the first round, either get a food reward or social reward which entailed releasing the previously out of view pair-mate into the enclosure. If the monkey chose S-, no reward was given and the monkey could continue choosing until either correct or five minutes had elasped. After reaching criterion (10/12), the monkey moved onto the other type of reinforcer for the second round of testing. It was found that the food reward group took less time to engage in the task, had higher percentage correct, had fewer trials needed to reach criterion, and were less likely to balk (make no response during trial) than monkeys receiving a social reward. Further, 83% of the food reward group learned the task while only 45% of the social reward group learned the task. Explanations for the results included: high value of food reward (bananas), food reward usage during training, and the fact that monkeys may be overly familiar with short separations from their pair-mates during other activities. Future studies could be conducted to flesh out the relative value of social rewards compared to values of food rewards as well as the impact of food reward use during training on later testing sessions.
Animal Behavior and Cognition Nov 2018

A new issue of AB&C is now out, and is a special issue. Might be of interest to some of you. It is all about the role that robotics will play in animal cognition. So, what is the future of robot-animal interactions for our science? There are six articles, some of which are more theoretical. This one might be a good one to look at in terms of the usual cognitive stuff we like:

Porfiri, M. (2018).  Inferring causal relationships in zebrafish-robot
interactions through transfer entropy: a small lure to catch a big fish.
 *Animal Behavior and Cognition, 5*(4), 341-367

Basically, robot fish were introduced to see how real fish reacted in a variety of contexts. Makes me think of what Charles is really starting to do now.

This one shows that real rats are more inclined to release "helpful" robotic rats than non-helpful ones. I am not entirely sure whether I agree with some of the assumptions made about what the real rats might be "thinking," but it is a cool method.

Quinn, L. K., Schuster, L. P., Aguilar-Rivera, M., Arnold, J., Ball, D.,
 Gygi, E., Heath, S., Holt, J., Lee, D. J., Taufatofua, J., Wiles, J.,
& Chiba, A. A. (2018). When rats rescue robots. *Animal Behavior and Cognition, 5*(4), 368–379.

This last one is about dogs turning on tvs, and although there is not a ton to say about their behavior, it is really as much about ideas behind technology for these kinds of tests.

Hirskyj-Douglas, I., & Read, J. C. (2018). DoggyVision: Examining how dogs (*Canis familiaris*) interact with media using a dog-driven proximity tracker device. *Animal Behavior and Cognition, 5*(4), 388-405.
Behavioural Processes May 2018

To understand the interest in Amd et al. (2018: Effects of orientation and differential reinforcement II: transitivity and transfer across five-member sets), I need to summarize the Amd et al. (2017) part-1 study. People were trained on three-item equivalence classes and then tested for transitivity (e.g., A1-B1, B1-C1 were trained and A1-C1 was tested). Four training procedures were compared, but the two of interest were an operant one (symbolic MTS with reward--the same way that we've generally trained equivalence categories) and a Pavlovian one in which the A1 and B1 stimuli, for instance, just appeared after one another on the screen. For the key comparison, the participants had to make an orienting response (click a spot on a corner of the screen)--that is what 'orientation' means in the article title--to see the two stimuli. **The interesting finding is that performance on transitivity tests was better for this orientation+S-S training than for the differentially rewarded S-R MTS training.** The 2018 paper replicated and extended this effect to five-member sets (A1-B1-C1-D1-E1) and also demonstrated that affective responses associated with the A1 stimulus (an emotion-inducing face) became associated by transitivity with the other members of the equivalence class. *I'm skeptical that you'd find this same orientatiion+contiguity > consequence effect with monkeys. If we didn't, it would be an interesting insight into how humans viewed the S-S presentation. But if we did replicate the effect, maybe this would provide an avenue into the other, elusive aspect of stimulus equivalence: symmetry. When we've studied stimulus equivalence in the past, using symbolic MTS training and testing, monkeys readily pass the transitivity test but reliably fail the (simpler) symmetry test (e.g., if A1-B1 then B1-A1)).*

If interested, see paper at https://www.sciencedirect.com/science/article/pii/S0376635717306046#bib0010

Other papers in the May 2018 issue of *BP*: aggressive b'ior by kittens during feeding; aggression in sows; a concurrent-conditioning study with pigeons; female-limited polymorphism in butterflies; ethanol consumption by rats in a maze; social structure of flamingos; social behavior of blackface sheep
AJP September 2018

**Gennuso, M. S., Brividoro, M., Pavé, R., Raño, M., & Kowalewski, M. (2018). Social play among black and gold howler monkey (Alouatta caraya) immatures during intergroup encounters. *American Journal of Primatology*, *80*, e22909.**

Social play between group mates in nonhuman primates is large part of their social lives, as it aids in the development of motor and social skills. Gennuso, Brividoro, Pavé, Raño, and Kowalewski (2018) sought to further the vast literature on social in nonhuman primates by extending observations to intergroup interactions. Encounters with other groups of monkeys provides information about potential breeding mates and overall group composition. The authors found that male and mixed-sex play groups were most frequent among howler monkeys, as well as most play episodes occurring between juveniles. Further, monkeys tended to play more with others in their same age group and to play more in the summer and the spring seasons. The results suggest that males may play a larger role in intergroup interactions and that play behavior serves to promote the learning of social skills. In addition, the authors suggest that play behavior may also contribute to behavioral flexibility by thrusting juveniles into unfamiliar situations, which can be invaluable when the social environment is not always static.
Foxgoblin(mod)

Nickname
 Gender

FoxGoblin, also known as Fox(fox), is one of the mods and long time followers of the Dynamotre Twitch. She requests the My Little Pony theme song every stream, and that is one of her more known activities.

Quotes

"Fucking FoxGoblin."/"Fuck you, Foxgoblin." -Everyone to her

"haha" -After requesting MLP or doing something stupid

Fun Facts

* She made the wiki!
Forgotton Anne Wiki

## Welcome to the Forgotton Anne Wiki

Forgotton Anne is a seamless, cinematic adventure-platformer developed by Copenhagen-based studio ThroughLine Games. In this wiki, you will find pages for characters from the game, links to fanarts and fanfics, and opportunities to engage with the fandom!

## translations&updates&please do not erase this block

Some search engines (similarity Yandex) and tools automatically translate sites into languages for which there is already a localization, but it is not yet indexed in search engines, in this case, **this wiki already has a localization for the Russian language and you are on the English version of the wiki**, But to wait until the Russian version appears in the search engines is not very nice, and to read the machine translation with hand-editing is more pleasant than it would be just a shitty machine translation (even this text is translated by a machine a little bit incorrect, so I will bring the Russian original below). In general, there is a link to Russian at the bottom of the languages category, as well as in the top right corner of the article in the drop-down list.

If nobody minds, I plan to translate this wiki into Russian and add to it already in my native language, using updates to the English wiki and getting new information directly from the game, as well as various theories.

I have all the text and almost all the sprites in different languages directly from the game, if you want to help, develop and translate the wiki in your own language, then I can provide the localization files, but you will have to wait a little, I need to clean the files from the code for readability, if I receive requests from each localization will have to wait a little longer

Original:Некоторые поисковики (наподобе яндекс) и инструменты на автомате переводят сайты на языки, для которых уже есть локализация, но она ещё не индексирована в поисковиках, в данном случае, **у этой вики уже есть локализация для русского языка и вы находитесь на английской версии вики**, а вот ждать когда русская версия появится в поисковиках неочень, да и читать машинный перевод с ручной правкой приятнее, нежели он будет просто галимым машинным переводом (даже этот текст машина перевёла немножко не верно, поэтому приведу русский оригинал чуть ниже, сообственно вы его сейчас читаете). В общем внизу в категории языки ссылочка на русский, а также в правом верхнем углу статьи в выпадающем списке.

Если никто не против, то я планирую перевести эту вики на русский и дополнять уже на родном языке, используя обновления английской вики и получения новой информации непосредственно из игры, а также различных теории.

У меня есть все тексты и почти все спрайты и на разных языках непосредственно из игры, если вы хотите помочь, развить и перевести вики на родной язык, то я могу предоставить файлы локализации, но немножко придётся подождать, надо вычистить файлы от кода для удобочитаемости, если мне поступят запросы от каждой локализации придётся подождать чуть больше.

Editor: GORUHUCH
Fig

**Fig** is a forgotling and the original leader of the Rebels. During the game, he becomes Anne's, perhaps, best friend and greatest ally during her journey.

## Appearance

Fig is a display mannequin. His face is located on his chest, instead of his head and he has a goatee. He wears a blonde wig, brown gloves and boots, and carries around with him a rapier sword.

## Plot

### The Final confrontation

#### If Anne sacrifices herself

Fig will write a letter where he admits that it sometimes hurts to think about her but that he would still rather have it that way instead of never having known her.

For a short time, the player will be able to steer Fig, just after having "given" his letter.

#### If Anne crosses The Ether Bridge

Though Fig can seem bewildered over Anne's choice, he will admit that he has already forgiven her choice when she asks for forgiveness.

## Powers and abilities

Fig is capable of making huge leaps that Anne is unable to. Even when using her Arca-wings, she had a difficult time keeping up with him during their chase over the rooftops.

Later in game, he uses this to boost Anne up to places she would otherwise be unable to reach. He uses his rapier to stay in place on a wall, so he can use the position to boost Anne.
Pax

**Pax** is a Forgotling and station master.

## History

When Anne comes to the train station, Secti accuses him of being the mole that helped the Rebels' get away. By starting to distill him, he will confess to being the mole. If the drain is stopped in time he will reveal a door to a room storing canisters of Anima. After the leaving the room, Pax will ask Anne if she is gonna distill him which she will deny and instead send him to the plant to be rehabilitated.
The Plant

The Plant is the main provider of Anima for the Forgotten Lands in *Forgotton Anne*.

## History

### Pre-Plant visit

The Plant is mostly referred to as some kind of working facility that will try to rehabilitate forgotlings that go against the order in society. This is mainly based on the fact that Anne does not know of The Plants true purpose, since Master Bonku never seems to have mentioned it to her.

### Inside The Plant with Fig

During the game, Fig will lead Anne to The Plant where it will be revealed what The Plant actually does to a lot of forgotlings: Distilling them so they can provide power to the rest.
The Ether

**The Ether**, otherwise known as **The Real World**, is a realm outside the Forgotten Lands and from where forgotlings originate.

## Appearance

Being the planet Earth, The Ether is a simple modern realm. It is full of bustling cities with buildings, homes, and shops, where humans go to spend their days.

## Description

The Ether is populated by average humans, who go about their normal lives, unaware of what happens to the things they forget.
Quill

**Quill** is a Forgotling.

## History

Quill is first encountered by Anne during the train ride. Quill is caught for forging Ether Bridge tickets. Anne will let him go and encounter him later on when captured by the rebels and he will even help Anne escape.

Later when Anne is visiting the plant with Fig, there will be a scene where Quill is talking with another Forgotling working at the plant. Quill will try to talk his way out of the situation but he will be lead to stand under a device that ends up distilling him, with Fig and Anne not being able to help him.

Anne will admit that Quill had flaws and his work was illegal but she strongly states that he didn’t deserve to be distilled.

If Anne does not confront Quill in the train, Quill will introduce himself as though they have never met.
Forgotton Anne

***Forgotton Anne*** is an indie adventure-platformer video game developed by ThroughLine Games and published by Square Enix Collective. The game was released on Steam (PC and Mac), Xbox One, PlayStation 4, Nintendo Switch, GOG, App Store (iOS), Mac App Store, and Android on May 15th, 2018.

## Official Description

Imagine a place where everything that is lost and forgotten goes; old toys, letters, single socks. The Forgotten Lands is a magical world inhabited by Forgotlings; creatures composed of mislaid objects longing to be remembered again.

Forgotton Anne is a seamless cinematic adventure with a focus on meaningful storytelling and light puzzle platforming. You are Anne, the enforcer who keeps order in the Forgotten Lands, as she sets out to squash a rebellion that might prevent her master, Bonku, and herself from returning to the human world.

### Features

* Discover a beautifully realised world of wonder filled with Forgotlings - charming everyday objects brought to life, bursting with personality.
* Uncover the truth behind the harrowing conflict taking place between an impassioned ruler and ruthless rebellion.
* Harness the power of Anima, the energy that brings life to the Forgotten Lands. Use it to solve puzzles and command ultimate control over Forgotlings’ lives.
* Choose carefully. Your words and actions can alter the tale being told thanks to a branching dialogue system that places the power in your hands.
* Run, leap, and soar as you strive to guide Anne home, unlocking areas and abilities along the way.
* Enjoy hand-animated visuals created using the same traditional techniques that brought your favourite animated movies to life.
* Immerse yourself in a soaring orchestral score performed by the Copenhagen Philharmonic Orchestra.

## Cast

* Rachael Messer as Anne
* Lou Lambert as Bonku
* Daniel Pierce as Fig
* Christopher Tester as Bulb
* Brandon Fague as Magnum
* Amelia Tyler as The Caretaker

## External Links

* Steam
* Twitter
* Facebook
Current Directions in Psychological Science-June 2018

**Salter, P. S., Adams, G., & Perez, M. J. (2018). Racism in the structure of everyday worlds: A cultural-psychological perspective. *Current Directions in Psychological Science,* 27(3), 150-155.**

Racism is often not distinguished from individual psychologies such as discrimination, prejudice, stereotyping, and bigotry. Studies of racism can inadvertently ignore the historical and cultural impact of racism and how this influences marginalization and individual cognitions about race. Moving the study and discussion of racism from inside the mind to the world outside is imperative in gaining a full understanding of the psychology of racism. In other words, “the problem with restricted focus on individual bias is that it obscures the institutional, systemic, and cultural processes that perpetuate and maintain race-based hierarchies.” The authors take a cultural-psychology approach in order to illuminate racism as not only a cognitive bias but also a cultural structure. This approach views racism in the mind and in culture as “inseparable outgrowths of one another” that equally contribute to psychological manifestations of racism both inwardly and outwardly. The authors argue that applying the cultural-psychological perspective to racism can provide a better understanding of the cognitive underpinnings of racism as well as the cultural influences and implications.
Dilly

**Dilly** is a forgotling and member of the Rebels. He is the first forgotling encountered in game.

## History

Dilly first appears when he bursts into Anne’s house after the Rebels' attack on the watch tower. Threatened with distillation, the terrified Dilly tells an unlikely story about being a welder who has been sent to Master Bonku to report that the workshop has run out of Anima. However, he has no validation sticker, and Anne knows that Tiphany would never have let him through without one. Anne concludes that his explanation is a lie and that he must be a rebel. In a panic, Dilly threatens her with a shovel he grabs from behind the stairs. It is at this point the player can choose to distill Dilly, or trigger his escape by edging forward twice.

If Dilly escapes he will later appear at Anne's trial, where he explains that he was not distilled and that Anne delayed long enough for him to escape.

If Dilly survives the game and Anne sacrifices herself to save the Forgotten Lands, he can be spoken to by Fig after the credits roll. He expresses excitement at the thought of the new library.
The Caretaker

> "*I am the first to be forgotten, the oldest thought and the earliest memory.*"
>
>
>

**The Caretaker** is the first Forgotling in existence and the original ruler of the Forgotten Lands.

## History

The Caretaker is the oldest and first Forgotling in existence, since it is a manifestation of the first thoughts and memories of humankind.

### After the Plant

After escaping from The Plant and having an argument with Fig, Anne will run away until she stumbles upon a mysterious contraption, in the middle of nowhere.

After opening a gate, down in a cavern, she proceds into what looks like a beautiful clearing in a forest. Anne will exclaim that the place can't be real, whereafter The Caretaker begins to speak with Anne.

It will explain to Anne, how she is walking through a memory of The Ether, projected by the collective of crystals in the cave she entered.-
Jennifer Weghorst

## Jenn

**Jennifer "Jenn" Weghorst** is one of the ten main characters of TWIP.

## History

Jennifer was born to Jason Fawles and his mistress Caren Weghorst in the November of 1992.

Seen as a mistake and something that shouldn't have happened, Jason left Jenn to be taken care of by her mother all on her own. While she did not grow up with any major problems, she was left with the mystery of who her father was.

She was accepted into the Deerfield University of Art and Technology, where she studied the visual arts. One of her professors would be Chet Alden, who joined as a painter and potter shortly after leaving the Department of Research on the Applications of Minerals.

## Personality

Quiet, timid, and filled to the brim with creativity, Jenn is all about appreciating life's beauty. She prefers to express herself through the visual arts, rather than her own words.
William Byrnes

## Will

* Arc 1
* Arc 2
* Arc 3

**William "Will" Byrnes** is one of the ten main characters in TWIP.

## History

William was born in the August of 1970.

After joining the police force of Deerfield, Will was offered an injection by his chief, Laurent Richoux, of which he accepted. He was given an Ivorene injection, which enhanced the sight in his right eye tremendously.

In 2012, on the same day as the Fawles Mansion fire incident, a shockwave was emitted from the attempted rift opening. This disturbance caused a pile-up to occur on the nearby Route 109, where Will and his family were involved in the accident. His wife and daughter were both killed in the event, and his anger and guilt over it influenced his outward personality, especially to his colleagues at the Deerfield Police Department. His methods as a detective became harsh and cold-hearted, and Will was ruthless in his investigations.

His search for answers extended to his family, and he was callous to the repercussions that would come from it. He just needed to know who or what really caused his loved ones to die that day, and he would do anything to figure it out.

The only other person he came to trust was his partner Detective Burdick Moretti. They were long-time friends, and he was one of the few people Will could truly express his emotions to. Burdick would assist in Will's investigation on his family.

## Personality

He's a stoic and gruff man who does not tolerate any nonsense. Works himself to the bone in an attempt to escape his own thoughts.
Current Directions in Psych Science October 2018

**Jones, D. M., & Macken, B. (2018). In the beginning was the deed: Verbal short-term memory as object-oriented action. *Current Directions in Psychological Science*, *27*, 351-356.**

In a new take on verbal short-term memory (vSTM), Jones and Macken (2018) present a framework for vSTM as not a separate system but rather the same system as STM for objects that is goal-oriented. The authors provide several points to argue in favor of this suggestion, focusing on evidence from effects on STM from modality, presentation, re-presentation, complexity, stimulus similarity, and irrelevant information. In sum, it is posited that accounts of vSTM have been weighed down by the assumption that human minds mirror those of machines and is suggested that researchers in the field instead work to understand these processes as an organic, animalistic phenomena.
Bonku

**Bonku** is a main character in *Forgotton Anne.* He is a human forgotling and the totalitarian ruler of the Forgotten Lands, who usurped control from the original ruler, The Caretaker.

## Appearance

Bonku appears to be a middle aged man. He has long, blonde hair and a beard. He wears a white shirt, with a red vest and brown pants. Bonku sometimes wears a green cape, though not always. On his right hand, Bonku wears one of the Arca's and he is always seen carrying with him a walking cane.

## Personality

Once an inventor in the human world, otherwise known as the Ether, Bonku is the totalitarian ruler of the Forgotten Lands. He is determined to escape the Forgotten Lands and be remembered once more. Though some are loyal to him, Bonku sees all forgotlings as mere objects and a means to an end. Despite this, Bonku does appear to care deeply about Anne, raising her from infancy and desiring for her to be remembered, just like himself.

## Trivia

* Bonku and Anne are seemingly the only human Forgotlings in the Forgotten Lands.
The Military

**The Military** has a major presence in TWIP.

## History

After the discovery of minerals in the Old World, the United States Department of Defense immediately took action to control these materials. They created a specialized department dedicated to researching the properties of minerals: the Department of Research on the Applications of Minerals, or DRAM. This agency is responsible for the innovation of technology through the integration of minerals as alternate energy sources.

DRAM had sent in teams to scout out the New World for minerals, but encountered fierce opposition. For the safety of the general public, the executive decision to close rifts was put into action. DRAM selected a few specific rifts to remain as controlled and heavily monitored ports of entry to the New World. These mainly served as extraction points for minerals, rather than for recreation or tourism. A noteworthy example is the rift near Tokyo, which supplied the city a bounty of crystals to use in their advancement. Even though not all rifts were sealed, very few still linger in the Old World.

## Notable Members

* Andrew Heidrich (Army; formerly)
* Chet Alden (DRAM; formerly)
* Scott Lawson (DRAM; formerly)
* Patrick Fawles (Army)
* Bridge Terrence (DRAM)
* J.P. Kulani (Air Force; formerly)
* El Guerrero (DRAM)
* Jason Fawles (DRAM)
* Georgia Fortier (DRAM)
TWIP Wiki

## Welcome to the The World In Progress Wiki

A collection of thoughts and ideas of original characters, places, and stories.

This is entirely a work of fiction. Names, characters, businesses, places, events, locales, and incidents are either the products of the author’s imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.

## Characters

### **Main Characters**

* Karson Fawles
* Rachel Smith
* William Byrnes
* Richard MacAlister
* Joel Steinberg
* Andrew Heidrich
* Brian Haynes
* Chet Alden
* Jennifer Weghorst
* Scott Lawson

### **Recurring Characters**

* Burdick Moretti
* Donovan Steinberg
* Patrick Fawles
* Cassandra Fawles
* Bridge Terrence
* Jovan Kulani

### **Antagonists**

* El Guerrero
* Alan Weschler
* Laurent Richoux
* Jason Fawles
* Georgia Fortier
Rachel Smith

## Rachel

**Rachel Smith** is one of the ten main characters in TWIP.

## History

Rachel was born in the March of 1982.

Before pursuing a career in the medical field, Rachel took part in dancing and performing in local theaters. To enhance the appeal of her shows, she had specially designed shoes to assist in her movements. The heels that would take the name of Danzacqua used Catalium to propel and boost Rachel's movements on stage, and would eventually become her choice of weaponry during the events of TWIP.

Her musical accompaniment was overseen by Alan Weschler, a talented musician who saw great potential in Rachel's career. He became increasingly attached to her, so much so that it was a detriment to the quality of work that the two produced.

Rachel then began to work towards becoming a doctor, and she put her dancing career on hold for one in health care.

In 2015, Rachel met Richard MacAlister, and the two eventually started dating.

## Personality

Rachel tries to do the right things for the people she helps. Her kindness reaches out to many, even to those who just cannot stay away.
Bobby Moynihan

Bobby Moynihan

Information

**Name**
Robert Michael Moynihan Jr.

**Gender**
Male

**Birthday**
January 31, 1977 (47 years old)

Maiden Names
Bobby Moyniham

Jobs

**Jobs**
ActorVoice Actor

**Voices**
Brian Mulrooney

**Robert "Bobby" Michael Moynihan Jr.** (born January 31, 1977) is an American actor.
He is the voice of Brian Mulrooney on *It's Pony*.

Trivia* He mentioned *It's Pony* in an Unfiltered episode "Wrestling Slimy Snails!" which aired on August 21, 2021 on Nickelodeon USA.

Videos
Richard MacAlister

## Ricky

**Richard "Ricky" MacAlister** is one of the ten main characters in TWIP.

## History

Richard was born in the September of 1987.

During his college years, Richard became close friends with both Karson Fawles and Scott Lawson. Thus, he was greatly affected by Scott's sudden departure from Wolfesboro.

In 2012, Richard moved out of the country to take up a job offer as an employee of Clark Inc. Mineral Processing, who have factories all over the world.

In 2015, he was relocated to the Mineral Processing Plant in Deerfield, where he met Rachel Smith after a small accident at the factory. They kicked it off fairly easily, and were quick to become friends.

## Personality

Ricky is the life of the party. He's energetic and exceedingly optimistic. He will always try to have fun and look on the bright side of things.
Locations

The story of TWIP takes place in many settings. Below are all of the areas that the characters interact in and with.

## Old World Locations

### Wolfesboro

* Fawles Family Mansion
* Wolfesboro Fire Rescue Department
* Route 109

### Deerfield

* Wentworth Memorial Hospital
* Don's Lakeview Tavern
* Deerfield University of Art & Technology
* Deerfield Police Department
* Haley Point
* Melvin Marina
* Clark Inc. Mineral Processing
* WCHR Radio Tower

### Falconia

* Falconia National Laboratory for DRAM
* Emerson Airport

### Other

* Precinct 19 of South Boston
* Rotterdam
* Zermatt Mountain Resort
* Tokyo
* Oshima
* Pine Gap Military Base
* Standley Chasm

## New World Locations

### Caelum

* Excipio Docks
* Centrum Square
* Aerarius District
* Regnum Citadel

### Suibotsu

* Great Wall of Suibotsu
* Shizunda Palace

### Abyssal

* Colosseum of Vices
* Amperetheater Tunnels
Anne

**Anne** is the main protagonist in *Forgotton Anne*.

## Appearance

Anne is a young human-looking woman. She appears to be around her late teens or early twenties, regarding her age.

During the game she is wearing the same blue and white dress together with brown boots. She wears a glove on her left hand (The Arca) and has a pair of mechanical wings (Arca-Wings) which helps her jump higher and climb. She has brown eyes, pale skin, and ginger hair.

## Personality

Anne's role as the enforcer makes her strict, but she is also compassionate. Some of her actions are dependent on the player's choices.

## History

***(This section may/will contain spoilers to the storyline. CONTINUE AT YOUR OWN RISK.)***

## Trivia

* Anne and Bonku are seemingly the only human Forgotlings in the Forgotten Lands.
Joel Steinberg

## Joel

**Joel Steinberg** is one of the ten main characters in TWIP.

## History

Joel was born in the June of 1982.

In his school years, Joel became good friends with Andrew Heidrich, and the two remained in close contact long after finishing their educations.

Joel began his career as a college professor for a university in Wolfesboro. This is the same school that Karson went to, and the two met several times, getting to know each other better over the course of his years here.

Encouraged by Andy, who recently joined the military, Joel took part in a civilian injection event hosted by the Department of Research on the Applications of Minerals. Here, ordinary people had the chance to acquire an injection for testing purposes. Joel was given a Currantite injection, giving him the ability to release fire right from his hands, but at the cost of his own body heat.

Sometime in 2006, Joel married Lisa Wiltz.

As Joel's father Donovan Steinberg approached his retiring years, he was asked to carry on the family business. In fear of disappointing his father, he soon stepped down as a professor and entered the food industry.

In 2010, after the death of Andy's wife, Joel was pushed away out of jealousy and frustration, and their friendship was significantly damaged, almost to the point of being irreparable.

## Personality

A total people-pleaser, Joel does his best to satisfy everyone. Even if it is sometimes to his own detriment, he would rather exhaust himself than experience failure.
Brian Haynes

## Brian

* Arc 1
* Arc 2
* Arc 3
* Arc 4

**Brian Haynes** is one of the ten main characters in TWIP.

## History

Brian was born in the May of 1984.

Realizing that he was not like most people, Brian had come out to his family, which the majority had consisted of those religiously affiliated with a local London church. This was a decision that Brian instantly regretted, as he was then subject to verbal and sometimes physical abuse. Fearing for his safety, he had learned to hide his sexuality from the world, and would even deny any allegations that he was, in fact, gay.

Brian had become a college professor early on in his life. He first started in London, but was forced to move to America as a way to escape his hateful family. There, he began teaching at the Deerfield University of Art and Technology as one of the music directors.

Despite being away from his family, Brian still had a hard time accepting his own way of life, so as what he believed to be punishment, he would frequently harm himself, especially around his abdomen and forearms.

While at the university, Brian met Chet Alden, a fellow professor who taught various forms of art. The two conflicted at first, with their differing personalities, but soon became good friends.

## Personality

He's the one who prefers everything to be in right order and in tip-top shape. His passionate fervor will often cause him to turn his excitement into obsession.
AJP August 2018

**de Andrade, A. C., & de Sousa, A. B. (2018). Hand preferences and differences in extractive foraging in seven capuchin monkey species. *American Journal of Primatology*, *80*, e22901.**

In an analysis of the relation between hand preference and foraging type in capuchin monkeys, de Andrade and de Sousa (2018) predicted that capuchins who occupy drier regions would tend toward right-handedness and that right-handedness would be correlated with extractive foraging (i.e. foraging that requires extensive use of hands and motor skills). The authors argue that previous research employed tasks that did not engage the cognitive faculties necessary to evoke observation of hand preference. Using a tube task that involved smearing peanut butter inside a PVC pipe that the monkey had to access and seven species of capuchin monkey, it was found that species not prone to extractive foraging showed a left-hand bias. However, one species of capuchin that regularly engages in tool use showed a left-hand preference, suggesting that the widespread evidence for relations between right-handedness and tool use may not be accounting for a multitude of factors.
Blake

Blake

Full Name
Blake

Characteristics

Species
Human

Gender
Male

Age
18-20

Pronouns
He/Him/His

Professional Status

Like(s)
* Toucans
* Horses

Dislike(s)
Horses (formerly)

Personal Status

Status
Alive

Friend(s)
* Annie Bramley
* Pony

Media

First Appearance
"Fan Pony"

Last Appearance
"Family Free for All" (*cameo*)

Voice Actor(s)
Ricardo Hurtado

**Blake** is a minor character of *It's Pony*. He first appeared in "Fan Pony".

Gallery
Fan Pony

Henrietta the Psychic

I.T. Pony

Family Free for All

Trivia