recursal/Fanatic-Fandom huggingface dataset:
Informe 87

**"Tengo que Apoyarlo"** es el octogesimo septimo capítulo de la serie ReLIFE.

Se ha detectado un bucle de plantilla: Plantilla:Capítulo

## Resumen

*Yoake prepara las medicinas para él y Kaizaki, Onoya quiere ir con ellos, pero Ryo le da una misión. le da la medicina a Kaizaki, y le explica que se sentira mareado luego de despertar, luego los dos se duermen profundamente.*

## Informe del Experimento

**Supervisor: Yoake Ryo**

**Sujeto: Kaizaki Arata**

**1 de Julio**

Desde el día en que Kaizaki Arata renuncio en esa compañia.

Desde el día en que la Senpai de Kaizaki Arata se suicido.

Exactamente un año a pasado.

El mismo sujeto pregunto si era posible volver a su forma original por un pequeño tiempo para visitar su tumba.

## Personajes

Kaizaki Arata

Yoake Ryo

Onoya An

Hishiro Chizuru

Michiru Saiki (mencionada)
Monsters

**Monsters** are hostile entities that roam the ship in *Monstrum*. Each time the game is loaded, one of the three monsters is randomly selected to spawn for that playthrough.

Monsters wander about the ship searching for the player and have no specific pattern, their movements can swap at different times, however some AI have special functions when it comes to their movement and will aggressively begin pursuing them upon sighting them (marked with an audio cue unique to each monster).

## Theories

* All three monsters may have once been human. The Brute's hands, feet, and left arm are very human-like, the Fiend appears to have human ears that have been "melted" or fused into its head, and the Hunter has a mammalian skeletal structure and human feet.
* Note #12 suggests that the *Hisa Maru* was being used to transport mysterious "specimens", unbeknownst to its crew. These specimens apparently pose a "risk from exposure" to those nearby, even when properly contained. Whatever those specimens were, it could be that each of the three monsters are the result of an infection, infestation, or mutation of one or more crew members of the *Hisa Maru*, or of the individuals involved in the operation of smuggling them aboard, due to said exposure.
* It is entirely possible that some of the monsters may have some human like brain development. But this is hard to confirm.

## Related Images

A fanmade 'velocimeter' that displays the relative speed of each monster in relation to the player's. Created by **C.Hyperion**.
## Trivia

* Only **ONE** monster may spawn per playthrough.
* Each monster represents a different fear; **The Brute** represents raw physical danger, **the Hunter** represents a fear of being stalked, or a sense of paranoia, and **the Fiend** represents a fear of the insane and unpredictable.
* Originally there was going to be a monster named Sparky, but he was removed due to him being too large to fit in the corridors of the ship.
* Note #17 states that Subject 1 had '*increased muscle growth and strength outside of pre-determined parameters*'. It also states that Subject 1 had '*showed increased aggression*'. This leads to Subject 1 being The Brute, as it is extremely strong and violent.
Informe 20

**"De Verdad Rarito"** es el vigesimo capítulo de la serie ReLIFE.

Se ha detectado un bucle de plantilla: Plantilla:Capítulo

## Resumen

*Kaizaki al llegar a la escuela, se encuentra con una carta de Hishiro en donde está tenía comicamente 1000 yenes.Luego, se presento a los Representantes de la Clase, Ohga Kazuomi y Hishiro Chizuru.Kaizaki observa el estado de Kariu al no ser la Representante de la Clase.*

## Informe del Experimento

**Supervisor:** Yoake Ryo

**Sujeto:** Kaizaki Arata

**9 de Abril**

Recibimos los resultados de los exámenes que hicimos ayer.

Siguiendo con la tradición de la Secundaria Aoba, la chica y chico con la mejor puntuación de cada clase fueron designados como representantes para el resto del semestre.

## Personajes

Kaizaki Arata

Yoake Ryo

Hishiro Chizuru

Kazuomi Ohga

Kariu Rena
Informe 135

**Entiendo tu corazón** es el centésimo trigésimo quinto capítulo de la serie ReLIFE.

Se ha detectado un bucle de plantilla: Plantilla:Capítulo

## Trama

El capítulo comienza con Hishiro rememorando su pasado en la empresa. Despierta y Kaizaki le comienza a hablar, despues de un tiempo hablando Yoake le manda unos mensajes a Kaizaki. El capítulo termina con Yoake y Onoya espiando a Hishiro y Kaizaki.

## Informe del experimento

Septiembre 10

Los preparativos para el festival cultural están progresando de manera constante. El sujeto No.002 Kaizaki Arata esta cuidándola, asegurándose de que los mayores problemas se resuelvan en armonía y que las cosas estén progresando acuerdo a ello.

Una vez dicho esto, manteniéndose fiel a su naturaleza y trabajando duro por sí misma, ella recordó su tiempo como empleada de la compañía donde se enfrentó a múltiples conflictos y problemas.

Hishiro Chizuru se vio afectada por este recuerdo y terminó colapsando.

De todos modos, desde el inicio de la prueba en el segundo semestre se sentía que algo estaba mal, que perturbaba su corazón y espíritu. Desde ese momento yo he podido observar varios cambios.

Tengo confianza al decir que esto esta marchando bien.

## Personajes

Arata Kaizaki

Chizuru Hishiro

Ryo Yoake

An Onoya
Informe 110

**"Cambio de Tono"** es el centecimo decimo capítulo de la serie ReLIFE.

Se ha detectado un bucle de plantilla: Plantilla:Capítulo

## Resumen

*Yoake le dice a Kaizaki que aunque los recuerdos del "Kaizaki Arata de 18 años" desaparezcan, nunca se va a olvidar el momento en el que un adulto de 28 años estuvo con unos niños de 18 años.Antes de que siguiera hablando, Onoya se desperto y se fue de la casa de Arata junto con Ryo.Mientras tanto, Kariu les confiesa a Hishiro y a Honoka que su relación con Ohga, torpemente Chizuru le dice a sus amigas que sabia que Kazuomi se iba a confesar a Rena, incluso le dice que ella junto con Kaizaki espiaron las confesiones de Kariu y Ohga lo que las deja muy sorprendidas a las dos.*

## Informe del Experimento

**19 de Agosto**

Una semana ha pasado desde el fín de las vacaciones de verano.

Desde el festival, el sujeto ha estado indeciso en todos los modos posibles.

En el ultimo día de sus clases suplementarias por sus re-intentos de examenes, en otras palabras hoy.

Grandes cambios y desarrollos pasaron hoy.

## Personajes

Kaizaki Arata

Yoake Ryo

Onoya An

Kariu Rena

Hishiro Chizuru

Tamarai Honoka

Kazuomi Ohga (mencionado)
Sentinels

Sentinels are squid-like creatures spawned by the Malacosm that prisoners may encounter while trying to escape the Sea Fort.

## Overview

Sentinels are small, squid-like entities with five tentacles and a small mouth. They are the result of the Malacosm's asexual reproduction ability, being, in essence, its immature forms, genetic clones.

Normally, sentinels swim in a circle around a blue, electrical orb, appearing harmless. However, the moment they sense another living being close to them, they will make a metallic screech and stand upright, their head pulled up into the electrical orb that accompanies them, alerting the Malacosm to the presence of potential victims. In addition, the Malacosm, which, via a telepathic link, can sense its sentinels and their current state regardless of distance and obstructions. The Malacosm can then choose to use its telepathic link teleport to these sentinels at will and ambush players.

The Malacosm can only set down three sentinels at any given time, though they get destroyed when the Malacosm teleports to them, replenishing the amount of sentinels that can be spawned. It is believed that the Malacosm actually dissolves its old body and regenerates a new one within the targeted sentinel, destroying it in the process.

For those using the Malacosm, sentinels are key to catching players since it is too slow to chase its victims. For those playing against the Malacosm, it is best to stay away from sentinels (and therefore their detection range) as much as possible.

## Trivia

* The Malacosm's sentinels serve the same purpose as the egg sacs of the Hunter, which are also a result of its asexual reproductive ability.
	+ Unlike the Hunter, the Malacosm's usage of its asexual reproductive ability as a means to teleport across the map gives some proper reasoning as to why there can only still be one of it in each gameplay. Unlike the egg sacs, which supposedly spawn a new Hunter (and thus, should logically fill up and overwhelm the Hisa Maru were it not an unfair, game-breaking mechanic), the old Malacosm takes the place of the spawn it chose to teleport to, so players are indeed running into the same individual that hunted them before, and not a new being.
Vents

## Notes

* Though the vent is the easiest method for The Hunter to get from point A to point B, it's not the stealthiest. The Hunter does produce a lot of noise when it crawls in the vents.

* If the player knows that they are being stalked by The Hunter, and hears a ventilation grill being opened while roaming the hallways, the player should take extremecaution.
* Vent openings spawn on the roof in the lower and upper decks; In the upper decks they will also be on the walls. In the Engine room, the Hunter may emerge from the pipelines.
Hunter Traps

Egg Sacs are pustule-like growths that appear around the Ship if the Hunter is the monster. Although harmless in and of themselves, they have a chance to "trigger" when the player comes near them, causing the Hunter to burst out.

Curiously, this means that they are only dangerous from afar, but are effectively inert if the player manages to get close to them without them triggering.

Note that the Hunter Traps do not spawn multiple Hunters; there is only ever one Hunter in the game at a time. Because of this, Traps will not appear if the Hunter is currently roaming on foot or actively chasing the player.

## Cargo Hold

Unlike the Traps that appear throughout the rest of the ship, the ones found in the cargo area are static and do not de-spawn after being triggered. It is unknown if the egg sacs were placed before or after the events that happened on the ship.

## Trivia

* If the Hunter is "in the area" (indicated by the ambient squicking sounds it makes), but not roaming outside of a vent, Traps may form along the walls or ceilings outside of rooms in great numbers. This can be shocking, and can occur as quickly as it takes to enter a room and come back out. If the player leaves the area and comes back later, the Traps will be gone without a trace.
* It is unknown how the Hunter is able to place these formations without physically emerging out of vents and doing so.
* Unlike the Hunter, the Traps are immune to fire so burning them will have no effect.
* The hunter is never seen in game laying the eggs its self. It is unknown how the hunter manages to teleport to them in the first place should they be triggered. Some speculate that there are multiple hunters on the ship and by approaching hunter traps you make more, however likely due to gameplay balance reasons there will never be more than one hunter.
* Triggering a Trap with an item is the objective of the **Bait 'N' Switch** achievement.
Barricaded Rooms

A barricaded room is an initially inaccessible room that is, as its name describes, blocked from the inside, preventing the player from entering it. In order to access it, a player must trick the monster into destroying the room's door, which can be very lucrative as barricaded rooms always contain at least one valuable item (such as a mission item or a Backpack).

There are only two different variations of barricaded rooms:

**The Workshop**: Located in the Lower Decks. It has a metal door with a broken window.

**The Studio:** Located in the Upper Decks. It has a wooden door with a gaping hole in it.

## Gaining Entry

The only way to trick a monster into breaking into a barricaded room is to drop a source of continuous sound into it, such as an active Egg Timer or Radio. The player should then quickly hide or leave the area, whichever is preferable. Flare Guns can also be used if the player aims carefully, though it is not recommended to waste the item's potential by using it in this way as both radios and egg timers tend to be far more plentiful and expendable.

## Tips

* If you are using an egg timer, keep in mind that if the monster isn't anywhere within the nearby vicinity when it goes off, it will likely fail to reach the door before the egg timer stops ringing, meaning that the monster will not break the door down and the egg timer will have been wasted (you won't be able to retrieve it). This also applies to Flare Guns, as flares expire even quicker. However, you can grab the radio or the timer if you put them very close to the hole.
* Try to determine what item is in the room before you waste time and effort getting the monster to break into it. **The Studio** has windows that may or may not be accessible depending on which level the room has spawned on, and the item that spawns in **The Workshop** is always directly within line of sight from the door.

## Trivia

* Gaining access to a barricaded room is the objective of **I Love It When a Plan Comes Together**.
* There is a bug where the metal door to **The Workshop** can spawn in the Upper Decks for **The Studio**. The reverse of this phenomenon has not been observed.
* The names of these rooms are unofficial, and are merely based on what they loosely appear to be. For instance, "The Studio" is so named because of the electronic keyboard and tape recorder found on the desk.
* It is unknown how these rooms were barricaded in the first place, as no human remains can be found in either of them. "The Studio" does have windows, but they aren't broken in any way and in fact appear to be bolted shut, something that would be impossible to do from the outside.
* Sometimes if you are hiding from the monster near a Barricaded Room they may smash the door without the need of using an Egg Timer or Radio.
* There is a bug which occurs when you drop a radio. The monster may break into the room, but not break the radio. Because of the sound, the monster will stay nearby, making it very hard to leave the area.
Monstrum Wiki

**Recore Memories: A Monstrum Story has been released, please do NOT mess it up like the last one**
-EchoDust47

**The Survival Horror Labyrinth**
*Monstrum* is a first person survival horror game created by **Team Junkfish**, which finds players stranded aboard a vast, derelict ship filled with traps, environmental hazards, and another passenger in the shape of a terrifying and deadly beast.

**Multiple Escape Routes**

With no means to take their pursuer down, the player must search the ship to discover a possible means of escape, using their wits and guile to evade the monster hunting them, running, hiding and luring it away with distractions to avoid getting killed.

**Rogue-like Gameplay**

Combining permadeath, a variety of different hunters and a procedurally generated ship that changes its layout every time, *Monstrum* is a challenging and punishing game that aims to be a truly replayable horror experience.

* Steam Page
* Developer's Website

## Latest Activity

1/23
Sub Headlights

## Locations

The Sub Headlights can be found in Generic rooms in the **Upper Decks** (Deck 5 & 6), near the Liferaft and in the Cargo Hold. It is most commonly found in the upper decks.

## Trivia

* Only one sub headlight will spawn in the entire map, and it can spawn *anywhere* in its sections; On desks, the floor, shelves, boxes, in beds, and sometimes even behind shower curtains, making it possibly the hardest Mission Item to find in the game, if less it's near the Life Raft. (but fortunately, you only need one)
* It is one of very few in-game items (other than smashables) that make detectable amounts of noise when dropped (aka any of the monsters can hear it pretty easily)
Informe 134

**Robot roto** es el centésimo trigésimo cuarto capítulo de la serie ReLIFE.

Se ha detectado un bucle de plantilla: Plantilla:Capítulo

## Trama

El capítulo comienza con Yoake y Onya preguntando por Hishiro, la cual se había desmayado. Mientras Kaizaki esta atendiéndola, y Asaji le pregunta a él si la lleva a la enfermería, a lo que el le responde que no, que la lleva el.

Kaizaki carga con Hishiro hasta la enfermería, y Sumire, la enfermera le dice que tiene un resfriado y que es la causa de una acumulación de cansancio. Sumire se ausenta un momento y Hishiro le dice a Kaizaki que vuelva con el grupo, que no se preocupe por ella. El capítulo termina con Hishiro postrada sobre la cama.

## Informe del experimento

En este capítulo no hay informe del experimento.

## Personajes

Arata Kaizaki

Chizuru Hishiro

Ryo Yoake

An Onoya

Asaji Nobunaga

Sumire Inukai
Pump

## Locations

The Pump can be found easily in the Cargo Hold, and uncommonly in Barricaded Rooms and Power-Locked Rooms, but one may also be commonly found on the deck near the Life Raft, making it one of the easiest items to acquire. Keep in mind that two are able to spawn in one playthrough, so make sure to check any Barricaded or Power-Locked rooms twice before opening them.

## Trivia

* Fully inflating the Life Raft with a pump takes approximately 10 seconds.
* Many players do not hold down the button while they are inflating the life raft, taking much longer.
* Throwing the pump at the life raft may prevent you from picking it up again, as it is underneath the deflate Life Raft. You can retrieve it by grinding a chair against the floor, gradually pushing it away from the Life Raft.
Chain Spool

## Common Places

The Chain Spool can be found in Generic Rooms at Lower Decks, Barricaded Rooms, Power-Locked Rooms and The Engine Room.

## Trivia

* The chain spool's model was reverted to the original one in v.1.0.0 of Monstrum, as the other model was causing performance issues.
* The chain spool does not appear to have a hook. However it shows it when used on the crane near life raft.
Helicopter Keys

## Description

The keys are a mission item for the Helicopter escape route and are needed to unlock the door.

The keys represent a helicopter key and a tag next to It with a helicopter drawing on it.

The game requires that the door be open before the refueling process can begin.

## Locations

Like most mission items, there may be 2 keys present on the ship. The keys can spawn almost anywhere on decks 5-8 but can also be found in rooms behind barricaded or power-locked doors.

They can be found anywhere on desks, shelves or the floors but are often found on the bridge (deck 8), the security room (deck 7 or 8), or the room with broken furniture and junk scattered around. They can also be located in the bathroom sink (deck 7).

It's possible for keys to spawn in filing cabinets (decks 5-8). Keys cannot spawn in the randomly generated filing cabinet in the spawn room.

## Tips

* Due to their size, keys can be difficult to spot, the player should keep a sharp eye out for them when wandering around decks 5-8.
* It is best to search around big rooms carefully in order to not miss these items and don't forget to check the filing cabinets because they have a chance to spawn in them.
* The Helicopter keys do NOT spawn in the lower decks, unless they are behind a barricaded or power-locked door.
Fire Extinguisher

## Uses and Effects

Spraying any of the three monsters with a fire extinguisher will halt their movement for about what is a large decimal, rounded to a second, potentially saving your life during a chase. Note that the monster will become immune to the effect for approximately 11 seconds after they are stunned, meaning that subsequent blasts will not have any effect during that time.

Fire extinguishers can also be expended in one long, continuous blast by holding down the **Use Item** button until it is empty, though this serves no purpose.

Fire extinguishers are not that useful during a normal chase, but become very important if you are trapped in a room or a dead end.

## Trivia

* Ironically, fire extinguishers cannot put out **fire**.
* Fire extinguishers are the only "STOP" item that works on all monsters.
* By spraying a monster with the fire extinguisher you will be given the achievement "Aim away from the face".
Self-Defense Weapons

If you can't kill monsters, you can defend yourself from them, in the ship you can find fire extinguishers and other objects that can stop or stun the monsters for a short period of time. Often you can find them hanging on the walls or in the electrically locked rooms.

## Weapons and Distractions

The Self-Defense and Distraction Weapons are:

The Fire Extinguisher, Flare Gun (Dialed down pistol), Smashables (bottles and mugs) and any item that you drop will attract and/or defend yourself against the monsters.
Hongsha-Miller

Hongsha-Miller is a pharmaceutical company in the Monstrum universe. Described as a company with too much money and very few morals, Hongsha-Miller had seen soaring profits since the 1950s, but as the demand for their products began to dwindle they began to use more and more extreme methods to accrue more human test subjects, and more invasive and immoral experiments to create products. On the surface, they research, test and distribute drugs and pharmaceuticals across the western world, but is more like an underground trafficking network that produces and sells bioweapons.

## Trivia

* Hongsha-Miller seems partly inspired by companies like Weyland-Yutani from the Alien franchise and the many "pharmaceutical" companies found in the Resident Evil series, such as the Umbrella Corporation.
Generic Rooms

Generic rooms make up the randomly generated areas of the Ship and can contain anywhere from 0 to 3 or more various items, as well as hiding places such as lockers, cabinets, beds, or tables. The rooms are labeled as "generic" because they are otherwise unremarkable, and can even appear multiple times in an area.
Informe 51

**"¿Una Verdadera Chica de Secundaria?"** es el quincuagesimo primer capítulo de la serie ReLIFE.

Se ha detectado un bucle de plantilla: Plantilla:Capítulo

## Resumen

*Onoya le pregunta a Kaizaki si había alguna chica que le interesase, entonces esté (que estaba pensando en Hishiro) responde que no había nadie.Rapidamente Onoya se "lanza" hacía Kaizaki y le dice que quiere ser su novia, y ella le pregunta su respuesta "Si o No?".Yoake se dirige rapidamente hacía el apartamento de Arata.An se acerca lentamente a él para darle un beso, pero Arata la aparta y le dice que no puede, en ese mismo instante aparece Ryo y ve a Kaizaki con An.*

## Personajes

Kaizaki Arata

Onoya An

Yoake Ryo
Gasoline Canister

## Creating Fire

*Main article: Fire*

The player can spill some or all of the gas within a gas canister onto the ground and ignite it via a lighter, creating a fire that will burn for several seconds before expiring. This is a notably a very potent weapon solely against the Hunter, rendering it temporarily harmless and forcing it to retreat.

## Tips

* Gasoline Canisters can be found nearly anywhere on the ship, and there will usually be 5 present on the ship in any given playthrough.
* Remember that you need 2 canisters to refuel the helicopter.
* Gasoline Canisters can be used for the Helicopter regardless of how much fuel there is left in them, even if they are completely empty.
Cargo Hold

## Interior

The Corridors that sandwich each cluster of containers are permanently lit, which means that they cannot power on or off, unless the Fiend is nearby. Each corridor is lined with railings, and large overhead lamps sit on top of arching girders, illuminating the space. In the bow, the corridors are accessible from decks 1-2, and in the stern, they are accessible from decks 3-4. Staircases can lead the player further up or down through the corridors. No items will spawn there.

The Containers themselves have turned into a deadly maze full of dead-ends and cloaked in darkness, as they have been busted open by the Monster. No electrical equipment run through here, so it is advised that the player stock up in light sources before choosing to come here.

## Mission Items

The containers in the Cargo Hold are a very lucrative area to find many mission items.

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

* Pumps can be found on the floor in the containers. The cargo hold is the only area where the pump spawns naturally, other than the Life Raft deck.
* Chain Spools can spawn in the containers, on the floor.

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

* Bolt Cutters can spawn on the floor of the containers.
* Gasoline Canisters can spawn anywhere in the containers. They may even spawn clipped into the walls or boxes.

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

**ALL**the Submarine Items can spawn in the Cargo Hold.
Informe 66

**"Corrosión"** es el sexagesimo sexto capítulo de la serie ReLIFE.

Se ha detectado un bucle de plantilla: Plantilla:Capítulo

## Resumen

*Honoka le pregunta a Amatsu cuanto tardara en sanarse el tobillo de Rena.Ella le dice que en dos semanas ya estara curado.Tamarai esta feliz por lo dicho por su profesora, pero ella duda si Kariu iria a jugar al torneo.Diez minutos antes, Kariu va a la sala de maestros y le dice a Kokoro que se saldra del club de voleybol, porque aunque su tobillo se cure, ella sería una carga para el equipo.Más tarde, cuando Kaizaki se va, el piensa porque Rena no fue al club cuando había un torneo cerca.*

## Personajes

Kaizaki Arata

Kariu Rena

Tamarai Honoka

Kazuomi Ohga

Amatsu Kokoro

Koushi Usa
Beta/Unused Content

This article contains content that either *was* in the game, or was originally planned, but *not used* in the game.

## Monsters

#### **Sparky**

**Sparky** is an unused monster. He was one of the concepts for the first monster that was eventually going to be the Brute, though he was scrapped as he was simply too enormous to move through the corridors and doorways effectively. He was then turned into an A.I test monster, and dubbed Sparky.

Team Junkfish has stated that Sparky will sadly only remain a concept monster.

#### **The Stalker**

**The Stalker** was the original name for the Hunter. It followed the same concepts, lurking around in the vents, preparing for a strike, though it was supposed to have much different A.I. It was going to follow a "scent trail" that the player would leave, and which would build up over time. It was also supposed to have a strange attraction to electricity. Originally, the Stalker had more sluggish animation. Looking more absent and forcing itself to move. Making it more clunky than the developers intended, so they changed it to the intensive twitching and bestial movement that they have presently.

## Items

#### **Walkie-Talkies**

Walkie-Talkies were distraction items that could be found by the player in various rooms.

They spawned in pairs, and one of them could be dropped in an area, while the player called it with the second one, luring the monster over there (basically a portable Engine Room phone system.) The Walkie-Talkies had a limited range, which meant that they could not call each other if they were too far apart.

They were removed in patch v.0.9.3 as they caused performance issues, and had multiple bugs.

**Compass**

In version 0.5.2, there was a compass in the game. It's purpose was likely used to tell which direction you were facing. Likely it was cut due to it being redundant. It was found in a video done by a YouTuber named Two Angry Gamers TV. It's shown in the video Monstrum - Second Peek. It can be hacked into the game using some modding tools. (IMAGES TO BE ADDED)
Escape Routes

Escape Routes are various means of transportation that represent the primary objective or goal in *Monstrum*; namely, to escape the ship via one of them. They are the only means by which the player can achieve victory.

## Trivia

* It is unknown why there is only one life raft on such a large ship.
* It is highly unusual for a cargo ship to have its own exploration submersible.
* It is possible, albeit difficult and pointless, to complete all 3 escape routes simultaneously.
Welding Kit

## As a Key

* Welding Kits have a lesser known function in that they can be used to "break" the sliding lock on doors from the outside of a room. Since such doors can only be locked by the player themselves, this only applies to rooms that have more than one door, such as the Kitchen or the Engine Room. Once a lock is broken in this way, the door can never be re-locked.

## Tips

* The player is advised to use the tool first in order to the other items needed, as the noise generated will attract the monster to the sub's bay and the player will need to leave the area to search for more items anyway. If however the player has all the items required before applying them to the submarine, the welding kit should be applied last, as the monster will be attracted the slowest this way.
* Unlike a lighter, a welding kit effectively has infinite fuel and is thus a decent alternative to a flashlight. However, a welding kit's flame will only stay active for a few seconds before it must be activated again, making it less reliable.

## Locations

* The Welding Kit can spawn anywhere in decks 1-4 or in the Engine Room.
* The welding kit **cannot** be found in the power-locked rooms.

## Trivia

* Welding Kits cannot be dropped in their active state, meaning they cannot be used to ignite fuel.
* There is only one Welding Kit across the entire map, making it one of the hardest items to find in the game.
* The time the light of a welding kit stays on is roughly 9-11 seconds, but can be cancelled any time. It is interesting to note how it is able to be used unlimited times despite the small container.
Sparrow Lock

**Sparrow Lock**, alternatively **Sparrowlock** or simply the **Sea Fort**, is the main setting where Monstrum 2 takes place. It was built by the hugely successful Hongsha-Miller pharmaceutical company in 1972. Formally registered as a research station to study marine life, it became a black site for the company to test their products and develop new ones using human trials.

The runaway creation of a company with too much money and very few morals, the Sea Fort design began as a test site and grew into a living complex; tens of huge structures filled with labs, industrial complexes, storage, vaults, and housing for the hundreds of employees, as well as holding cells for the abducted test subjects.

Functioning as a small city state from its inception, the Sea Fort had resources on such a scale that Hongsha-Miller had office buildings, embassy suites for its executive guests, and even bars and recreational areas. Most employees weren’t even aware of Sparrow Lock’s true purpose; in its height, the sprawling structure housed most of Hongsha-Miller’s clerical and admin staff, functioning as a hub for the company’s activities.
The Spawn Room

**The Spawn Room** is the first room the player begins in during a playthrough of *Monstrum*. There are 2 possible variations of the Spawn Room, each one located on opposite ends of the ship. Only one of the two will be generated per playthrough.

## Items

The **Spawn Room** always has the same items in it, in the same exact spots no less:

* There is always a flashlight here, in the middle of the room on the floor by the bed/shelves.
* There is always a fuse here, on the table/counter.
* There are always 2 notes here; one next to the fuse (always #10), and one on the floor (which is always a random note, though never #10).
* There is always a lighter OR a glowstick here, always located in the right-most, middle file cabinet/drawer.

## Gallery

The game blocking off the spawn room locker doorway.
## Trivia

* Once the player steps out the door, the spotlight shining onto the flashlight shuts off, and the room behind the locker is closed off by the game, making it inaccessible to the player. This is so that they cannot hide there from the monster, which cannot fit through the lockers.

* The lower-deck spawn room always spawns on deck 3, in the bow, while the upper-deck spawn room has a chance to spawn in either deck 5 or 6.
* It is unknown how the player got behind the lockers, since they were obviously constructed as a barricade. Given that the player has no idea where they are, yet appears to be wearing crew attire, it can be assumed that the player has amnesia, though this still does not explain how.
* If you spawn in the lower decks (Deck 3) then Decks 5 and 6 will not be lit.If the player spawns on Deck 5 or 6 on the other hand then Deck 3 will not be lit.
	+ On very rare occasions the floor the player spawns in will not have any power.This has currently only been seen in the upper decks.
Lighter

## Uses

Aside from being an expendable light source, lighters are notably one of the only two items that a player can use to ignite fuel to create fire, which is a powerful weapon against the Hunter.

## Tips

* Lighters have a full lifespan of approximately 103.5 seconds.
* The Fiend has no effect on the light generated by lighters as he only affects electricity-based lighting, meaning they cannot be used to detect his presence.
* A lighter has a chance to spawn in the Spawn Room, instead of a glowstick.

## Trivia

* Monsters do not react in any way to the presence of an active lighter, even if the player holds one while hiding (in a locker, under a table, etc.).
The Engine Room

**The Engine Room** is located on **Deck 3**, in the aft end of the ship.

## Interior

The engine room is four stories high. Catwalks span across the room, and machinery is spread out rather densely. Unlike some other areas of the ship, the engine room is always generated in an unpowered state.

## The Phone System

The Engine Room contains four phone boxes, each one located within a room on each level. Once the engine room's power is activated with a fuse, the phone boxes can be used to distract or lure the monster to any of the other four phone boxes by calling them. When a monster reaches a ringing phone, they will destroy it like any other noise making object, meaning that the phone system effectively has 4 "charges" before it is rendered totally useless.

Notably, the phone system can be used to trick a monster into breaking down the door to the inaccessible room on the fourth and lowest level. This room (**Phone Junction #2/1**) contains a **Master Steam Control Valve** that will permanently shut off all active steam vents (except for the two near the helipad).

## Tips

* The Engine Room is great for finding mission items, such as bolt cutters, welding kits, sub batteries, or chain spools.
* Upon starting a new game, it is a good idea to quickly locate the engine room and use the free fuse from the Spawn Room to power the area. Once the monster spawns and comes for you, you can use the phone system to call **Phone Junction #2/1**, so that the **Master Steam Control Valve** will be accessible. Turning off the steam vents will make traversing the lower decks much safer (especially if you are being chased and flee down an unexplored corridor), not to mention much quieter (making it easier to hear certain monsters).
* If possible, try to avoid hiding on the third or fourth levels against the Brute or the Fiend, as navigating your way back out with either of them in such constantly close proximity can be difficult, especially the Fiend whose electrical distortions can affect you from above or below, making it harder to tell what floor it's on. The Hunter, on the other hand, is easy to hide from here, since it will eventually retreat back into a pipe or vent after an unsuccessful chase, allowing you to explore or escape in peace.
* Each Monster can be easier or harder depending on which floor you're hiding, due to the windows and arrangement of the layer. (**The Hunter** is extremelly easy, independent of the layer you're hiding in. **The Brute** is easy to trick and control in the 2nd and 4th Layer, from bottom to top, but can be EXTREMELLY DIFFICULT in the 1st Layer. **The Fiend** is easy in the 2nd and 3rd Layer, if you're hiding in a room with windows, use them to know where the monster is going and where he is.)
* Some new players will have trouble locating the Engine Room, but it will ALWAYS be located in Deck 3 of the Crew Deck stairs.
Silliness

The following is a collection of humorous media related to *Monstrum*, such as videos, gifs, screenshots, and even fanart. The only requirement for content posted here is that it is depicting something comical or lighthearted related to the game, whether it's a natural occurrence, something orchestrated by the player, or something made up outside of the game (ie; fanart).

## Videos

Monstrum Shenanigans The Monsters' Day Off! GlitchesHow REAL people play MonstrumMONSTRUM - Gentleman CallerMONSTRUM - Brute, I...MONSTRUM - How It HappensMONSTRUM - Sick of Your Shit, Eggs!Monstrum Glitches Pumpkin Monsters! (Halloween Special)MONSTRUM - My Heart Will Go On\*And I miss you Brute~
## Screenshots

The Brute chases a swarm of fireflies as the player jams fireside with a boombox.After a brief physical altercation with the player, the Brute gazes out at the sea, wondering if maybe he really should call the Hunter.High Five!Brute, stop, you are not the Hunter, you cannot fit in walls.Brute in time-out.Hmm, this is an oddly-shaped lamp. Must be the new trend.Trust me, this is much more comfortable than it looks.The Brute believes it can fly.The Hunter photo-bombs.WHERE'S THE COFFEE???!!!The Hunter's head is stuck.The Hunter is not pleased.Sir, I'm here to inform you that your welding torch is defective."***That's a nice place you got in there!***""Good afternoon sir, could we interest you in some chocolate?" "Chocolate? Did you say... chocolate?! CHOCOLATE!!! *CHOCOLATE!!!!!!* ***CHOCOLATE-*"**Do you wanna build a snoowwwmaaaan?????Dentist appointment gone wrong.Brute stop, you are not the Fiend, you cannot float.Even the Monsters celebrate Halloween!What does it mean...?Hunter can you stop drooling on my book, I am trying to read.I am not going out of this room...Hello.
## Fan-Art

Monsters in their downtime.
(**EZRA-KANJI-TRICKS**)Very accurate depictions of the Hunter and the Brute!
(**asdfghjkl;**)"50 shades of Brute (Truly 4)
(**Thanadrax**)
Glitches/Bugs

This is a comprehensive list of all known bugs and glitches in *Monstrum.*

## Anomalies & Oddities

The following is a list of bug or glitch like occurences in *Monstrum* that are more likely due to technical limitations rather than technical malfunctions, which is to say they are the way they are by design and are unlikely to be changed or fixed.

## Related Videos

Monstrum Shenanigans The Monsters' Day Off! GlitchesMonstrum Glitches Pumpkin Monsters! (Halloween Special)Monstrum Glitches Invincibility, Stunts, and Tricks (1080p 60fps)Monstrum Glitches Oblivious Monsters! 1080p 60fpsMonstrum Monster Trolling (Buggy Monster Compilation) v.1.0.0Monstrum Trolling Sitting on the BruteGlitches and bugs of Monstrum v.1.0.0Monstrum Bugs and glitches; Part 2
Room C06

## Description

Room "C06" is a bedroom for the crew members aboard The Ship and can be found on decks 5 and 6.

Searching for items and hiding spots is generally pretty quick due to how spacious and junk-free C06 is compared to other rooms.

## Hiding spots

C06 is a good choice as an escape room because of its wide variety of hiding areas.

This room contains 4 different hiding spots in which the player can use to avoid threats. A set of 2 lockers, 1 bunk bed along the far wall, and a desk beside the door.

## Item Locations

C06 has very few item spawns despite its size and will most often only have 1 or 2 items.

Items can be found on or under the desk or on the floor in front of the lockers. The top bunk will never contain items like some other rooms with bunk beds.

## Tips

* It's advised that the player use the desk or lockers when attempting to hide from threats, the bed is the furthest from the door and will make escaping that much harder for the player.
Audio Logs

Audio Logs automatically play when picked up, unless the player has already acquired that particular recording (in which case no sound will play). Unlike Notes, Audio Logs cannot be accessed in-game again after being collected, and can only be replayed via the Collectibles tab at the Main Menu.

## Audio Logs

 **Audio Log 2**

**[0:00 - 0:16] - Wilson:** *There have been a lot of delays, and the big boss Kobayashi's on board. Some of the guys are wondering why he's here, and what's his big private stash down in the hold. Might explain why the captain is pretty on edge too. But we should start soon, so I better make this one a quick one for now, so uh, stay tuned for more.*
 **Audio Log 3**

 **Audio Log 4**

**[0:00 - 0:17] - Wilson:** *So now I'm just waiting on Chekov getting here before we can start making our way back up the ship. Oh yeah, before I forget, he said one of the boss's containers exploded! Like, completely burst open! Can imagine him speaking to the captain just like all, "Captain, the wessel is danger!" or something like that.*
**[0:17 - 0:18] -** *\*Distant, incomprehensible voice, presumed to be Chekov.\**
 **Audio Log 5**

**[0:00 - 0:26] - Wilson:** *Hey mom, hey dad, still in that workshop but doing some solo work at the bottom of the ship, I decided I wanted some company? \*Laughter\* Ah this is stupid. Right. \*Sound of a steam valve turning.\* Deck one valves all seem secure, no leakages or pressure build ups. Hopefully Chekov started on the Engine Room and I can get the hell out of here. Hey Chekov, if you find this and I'm dead, you can keep the recorder.*
**[0:26 - 0:28] - Submarine Bay Automated Voice:** *(Incomprehensible.)*
**[0:28 - 0:28] - Wilson:** *What the hell is that?*
**[0:30 - 0:32] - Submarine Bay Automated Voice:** *(Incomprehensible, followed by the sound of the Submarine Bay sealing and pressurizing, then a loud bang.\**
**[0:32 - 0:33] - Wilson:** *The hell is that?*
**[0:33 - 0:35] - Submarine Bay Automated Voice:** *(Barely comprehensible.) Charging vehicle.*
 **Audio Log 6**

**[0:00 - 0:03] -** *(Garbled static and electrical buzzing. Strange, worbly humming sound.)*
 **Audio Log 7**

**[0:00 - 0:21] - Dr. Zhao:** *Doctor's report, dated 15th February. Follow up on able seamen Wilson and Chekov, at the behest of Captain Mikkleson and Mr. Kobayashi. Both patients are currently sedated due to pain, but with patients showing slow recovery possible due to current conditions, no sign of infection in Mr. Chekov at present.*
**[0:21 - 0:25] -** *\*Sound of bandages being peeled off.\**
 **Audio Log 8**

 **Audio Log 9**

 **Audio Log 10**

 **Audio Log 11**

 **Audio Log 12**

**[0:00 - 0:15] - Captain Mikkleson:** *Well, thankfully the doctor is here and Mr. Kobayashi didn't really seemed concerned about the man's injuries. Now we're even more delayed. Down two men. I hope no more issues will arise, at least not until we've docked.*

## Trivia

* Audio Logs were added in the v1.3 Halloween update.
* Audio Logs and Notes are the only items that carry over when a player dies or successfully escapes.
Mess Hall

**The Mess Hall** is a dining cafeteria, presumably used by the former crew members of the *Hisa Maru*.

## Description

The Mess Hall is a spacious room, with two exits/entrances and two large dining tables, littered with plates. Shelves line the walls, and a radiator rests in a corner, next to a wooden divider.

## Tips

* The Mess Hall can contain many valuable items, such as sub batteries and backpacks.

* The tables here are arguably the best places to hide in the game. Monsters cannot see you inbetween the seats, even if they look right at you, but you will be able to see exactly where the monster is and which direction it's facing at all times, as opposed to hiding in a locker or cabinet where your vision is much more limited. Having two doors to this area also means you cannot be cornered.

## Trivia

* While looking for the player, The Hunter will sometimes walk up on top of one of the tables. If this happens, it will never come back down.
* Oni masks may spawn under the tables here.
Lower Decks

The Lower Decks take up decks 1-4 of the ship. They lead directly into the Cargo Hold and the Engine Room, and they can be accessed through the Outer Deck in the bow, and through the Upper Decks in the stern.

## Interior

The Lower Decks are the leaky bowels of the ship. As such, the corridors are jammed with pipes, and are severely rusted, giving them a very industrial feel. Hazardous ruptured steam pipes will also appear here. Different rooms are scattered around, some of which can spawn very important mission items.

The Lower Deck is notable in that it is split into two sections, in the bow of the ship, and in the stern.

**Bow Decks**: In the bow, the Lower Decks take up decks 1-3. Deck 3 consists only of rooms and corridors, and it is one of the three decks that the player may spawn in. Decks 1-2 lead directly into the Cargo Hold, and they may contain a few additional work-rooms, though Deck 1 is notable for housing the Submarine, one of the three escape-routes in the game

**Stern Decks**: In the stern, the Lower Decks take up decks 3-4, and they can be accessed by the staircases through the upper deck. Decks 3-4 may spawn a few work-rooms, and they both lead directly into the Cargo Hold, yet deck 3 is notable for being the only point of entry to the Engine Room, which can be accessed through two corridors located beside the two staircases.

***Note***: The two sections of the lower deck are connected through the cargo hold, so it may happen that the player crosses the two sides of the ship without going through the outer deck.

## Mission Items

The Lower Decks are home to many important mission items;

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

* Chain Spools have a very high chance of spawning in various workrooms, and can spawn in any of the 4 decks.
* Duct Tape has a chance of spawning on benches in locker rooms, or in drawers in work-rooms in any of the 4 decks.
* The Pump can be found in Barricaded Rooms and Power-Locked rooms in the lower deck, though will not spawn in any work-rooms.

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

* Bolt Cutters have a chance of spawning in work-rooms in any of the 4 decks.
* Gasoline Canisters can spawn anywhere in the lower-deck, in various work-rooms. They are very common.

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

* Welding Kits have a high chance of spawning in various work-rooms from decks 1-4.
* Submarine Batteries have a high chance of spawning in various work-rooms from decks 1-4.
* Fuses have a chance to spawn anywhere in the Lower-Deck.

## Trivia

* The Lower Decks used to have a completely different design, until update v0.9.3.
Pit Trap

## Trivia

* Pit traps are the only non-monster specific hazard that may sometimes not be generated at the beginning of a playthrough.
* **The Fiend** is "immune" to pit traps because it does not move via bipedalism.
* According to **Team Junkfish's Design Blog #07**, 2 other traps were planned to be implemented into the game: the ***Tripwire Trap***, and the ***Drop Trap***.
Recore Memories: A Monstrum Story

*Tony Recore wakes up in an unfamiliar location, not knowing what is going on. This is his story.*

Tony:"Ugh, where.. where am I? What is this place?"

Tony:"Wait, am I.. on a ship? Why the hell would I be on a ship?"

-A man comes charging in-

Man:"TONY! THANK GOD YOU'RE HERE!"

Tony:"JAMES?! WHERE THE HELL AM I!!"

James:"Look, you're on the Hisa Maru! The reason why I brought you here is because you were unconscious, more on that later, but right now WE NEED TO RUN!"

-A blue tinted creature comes racing through the hall leading to the room tearing apart everything in it's path and leaving a trail of sparks-

Tony:"WHAT THE FUCK! YOU BROUGHT ME ON A GODDAMN SHIP?! WHAT A STUPID IDEA!!!"

James:"I thought it was safe, but now you should HURRY YOUR ASS UP AND GO!"

-Tony gets up, peeking outside to see if the sparking monstrosity had gone away-

Tony:"We're clear, now lets move."

Me-a hulking flaming monstrosity killed them the end

thing?"

here."

two-

FUCK?!"

power's-"

later-