recursal/Fanatic-Fandom huggingface dataset:
Malignance

Malignance 01

Malignance 02

Malignance 03

**The Malignance** is the ninth area in Marrow.

## Description

The Malignance is an area to the right of the Sewage. To access it, the player must defeat the Cloven and find the Emissary lurking at the rightmost part of the map. The Emissary will appear near the wall at the top of the right portion of the Sewage and drip marrow from its eye. If the player allows the marrow to drip onto Daniel, the entrance to the Malignance will be revealed.

The Malignance is red and fleshy in appearance. Several faces called Gloom lurk harmlessly in the background. It is almost entirely devoid of monsters and instead filled with several blue search orbs that patrol the level. Should the player be stuck by one of the search orbs, the walls of the Malignancy will quiver and the Gloom will start to chase Daniel. They can only be deactivated by finding the Emissary hidden on the level, or leaving to a different screen.

The main purpose of the Malignance is to defeat the Imprisoned Seer hiding inside. If the player has found all three Eyes of the Seer, the path to the Imprisoned Seer will be opened upon entering the Seer's Hut. After defeating the Seer, the player will be rewarded with the Tendril Sword, the final weapon in the game. Inside the Malignance is the Blue Medallion, the final medallion in the game with the highest luminosity. It is locked behind a wall and can only be opened by playing the tune according to the colors of the Lumen flies that flock there after striking the correct Red Harps. Two harps are located within the Malignance, while the other two are located outside in the rightmost area of the Sewage. Once all four Lumen Flies have been found, the player may play the notes according to their colors on the Resonant Orb and destroy the wall. Additionally, the Tendril Sword may be used to destroy a wall blocking Daniel from one of the Orphans.

## Notes

* The Malignance does not connect to any area apart from the Sewage.
* Due to its name and fleshy appearance, the Malignance can be seen as some kind of living body, with the Gloom behaving like an immune system as they try to destroy the foreign object invading its body, (Daniel)
* The soundtrack of the Malignance is *Malignance:* https://www.youtube.com/watch?v=hu9LnuL61ls
Dying Successes

The Dying Successes are minibosses in Marrow

## Description

Dying Successes are immobile creatures within Necropolis that continuously vomit marrow from their mouths. They are necessary to kill in order to clear out several pools of marrow and marrowfalls within Necropolis in order to pass certain areas without taking damage.

Upon entering a room with a Dying Success, a wall will appear behind Daniel, locking in the player until it is defeated. The floor will be nothing but marrow and several platforms will litter the area. The Dying Successes themselves do not move or attack the player, but instead summon four Stillborns to attack the player. After all four Stillborns have been killed, a glowing vulnerable zone will appear within the Dying Successes' mouth and can be attacked before disappearing.
The Kingdom of Stone

**The Kingdom of Stone**, the homeland of the StoneWings, is currently ruled by Queen Lapis . It makes up the "base of wing", or the base of the northerneastern peninsula of Ignis. The kingdom is composed primarily of mountains and glaciers while the surrounding ocean is speckled with ice floes. It is characterized by extremely cold temperatures and freezing wind that often reach subzero. The weather is complementary to the StoneWing tribe's abilities and traits and how they are primarily underground. It borders the Tailspike Gulf, The Eye of the Tribes,the Kingdom of Earth, and the Kingdom Of Stars.
The Host

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

## Description

The Host has the appearance of a deformed humanoid body with a blade sticking from its belly. The Host attacks by walking slowly across the room and continuously thrusting out the blade in its gut. It cannot be passed by taking damage and must be killed to progress. When The Host is killed, it falls apart and its belly continues to stab the player whenever they are near.

## Trivia

* The Host contains a parasite inside its belly that stays alive even after the Host is killed. It's unknown, what kind of parasite it is, and to where it does belong.
Guardian

**The Guardian** is an enemy and miniboss in Marrow.

## Description

The Guardian stands outside the doors of the Dying Successes Within Necropolis as well as appearing as a miniboss within the Sewage.

Guardians only moves by teleportation and cannot be killed by physical attacks. They can teleport on any surface near their spawn points and will fire homing projectiles at the player. Their projectiles can block your fireballs and render them useless. There is little strategy for fighting guardians other besides waiting for them to teleport in front of you and spamming fireballs in the hopes that they do not get blocked.

The Guardian within the Sewage cannot be damaged by physical or magical attacks
Thaumaturge

Thaumaturge attacks

**Thaumaturge**  - enemy in Marrow.

## Description

One-eyed creatures that always appear in pair at each direction of movement (except the one appearing after Daniel takes Deep War Gem at the Gravity Anchor secret corner in Reservoir). They keep standing at same point and cast a blue fire pillars on Daniel. Using Fire Blast provokes them to cast a spark that severely extinguish Daniel's light source.

## Trivia

* Thaumaturges are very vulnerable to fire attacks, and two Fire Blasts is more than enough to kill the foe. Be careful, however, as upon getting hit by it, Thaumaturge immediately retaliates with a spark.
Serf

**Serf** - enemy in Marrow

## Description

Tall and sharp-toothed humanoid creature with ripped belly(?). Slowly walks to player and deal a medium damage. After taking several hits his head reveal its mechanical part, that leave the body after a couple of seconds and starts floating towards Daniel, dealing the same amount of damage.

Serf also could be damaged in its legs. In that case it falls on the ground and starts crawling. When destroyed, its body becomes an impassable obstacle.
Redeemer

**The Redeemer** is a character in Marrow

## Description

The Redeemer is a non-hostile monster that will carry the player across large bodies of marrow within Necropolis. After the player stands atop his head for several seconds, he will begin to walk towards the other end of the marrow. Getting knocked off of his head is almost certain death, as he cannot be walked through and will trap you between him and the wall as you drown in the marrow.

## Trivia

* No matter which way Player gets at start of the Necropolis, he must ride on him until the end of a marrow pool or at least send Redeemer forward in couple of places. After that, the Redeemer will appear under the lower Necropolis checkpoint, making it possible to pass the marrow pool and get to the Orphan.
Living Marrow

**Living Marrow** is an enemy in Marrow.

## Description

Living Marrow crawls along the ground slowly until finally jumping into the air and flying towards the player. While they are on the ground, they are too short for the player to attack. The player must wait for them to jump into the air and attack while they are level with the sword in order to kill them.
Kranditri Classification/Т

Te (Т, т) is a letter of the Cyrillic script. It commonly represents the voiceless alveolar plosive /t/, like the pronunciation of ⟨t⟩ in “stick.” The Cyrillic letter Te was derived from the Greek letter Tau (Τ, τ). The name of Te in the Early Cyrillic alphabet was тврьдо (tvrdo), meaning “hard” or “surly.” In the Cyrillic numeral system, Te had a value of 300.

## References

<references>

1. ↑ “Te (Cyrillic) - Wikipedia.” 2018. May 10, 2018. https://en.wikipedia.org/wiki/Te\_(Cyrillic).
Grit

Deep Blue Gem

**Grit** is an attribute in Marrow.

## Description

Grit is used as health in Marrow. There are several Grit upgrades hidden throughout Marrow. They are called Deep Blue Gems when found and each increases Grit by one. There are 35 altogether and bring Daniel's total health to 50 once all have been collected.

Grit is depleted by taking damage and Daniel will die when his grit reaches zero. It is possible to increase the effectiveness of Grit by finding Earrings. Daniel can also heal Grit using the Grit Regain spell

## Notes

* Grit is fully restored when a Deep Blue Gem is found.
Windheim

Windheim 1

Windheim 2

Windheim 3

**Windheim** is the second area in Marrow.

## Description

Windheim is a forgotten village buried under the mountain, where player enters from the Old Mountain Home. Windheim has several vertical climbs, tunnels, and long falls. Throughout Windheim are Wallows, Crawlers, Spitters, and Snatchers. Though that area contains few puzzles, its convoluted layout will confuse many new players after the linear nature of Old Mountain House. There are several places in Windheim can only be accessed later in the game and require backtracking to reach.

Windheim contains many hidden Grit and Clarity upgrades, as well as three Orphans. Inside Windheim is the first Warp Room, though it is not usable without first finding another Warp Room, it is very useful for later if the player wishes to backtrack.

Before exiting Windheim, the player must outrun the Familiar's presence as it chases them up the shaft towards the Honoured Refuse.

## Trivia

* Windheim's people were tasked in excavations under the Manor before the demise of Stuland family.
* A noose with a hanging corpse in blue robe can be found in the biggest room in Windheim. Considering, that the corpses in the Manor are also clothed in blue, it can be assumed, that Windheim's villagers ultimately had raised a rebellion against Stulands.

* In the one of rooms a strange spiky pulsating mess can be found, that damages Daniel on touch. It's purpose or nature is unknown.

## Notes

The soundtrack of Windheim is *Entombed*: https://www.youtube.com/watch?v=BxQKp3GFO1g
Connor Stuland

**Connor Stuland** is a character in Marrow

## Description

Connor appears to be the spirit of one of the Stulands. He appears several times throughout the Stuland Manor and appears at the end, pointing towards the Reservoir. He is passive, and completely harmless

## Notes

* One of the residents of Stuland Manor
* Though he is a Stuland, he does not attack the player and appears to want to help them as he directs Daniel toward the Reservoir.
* He seems to have kept his sanity despite being corrupted like the rest of the Stulands
* Being the same size as Daniel, Connor is likely a child, and son of the Stuland Patriarch
Scamp

**Scamp** - enemy in Marrow.

## Description

Strange creature that looks like a human in a red coat, with bloodstained hands and huge deformed head. It's neither walks nor runs, but moves in unpredictable leaps, always targeting Daniel's spot.

Though Scamp is very nimble and one of the most annoying enemies in the game to deal with, its attacks don't deplete Daniel's Grip, only Clarity.

## Trivia

* Scamp is the only enemy in the game that stays defeated until screen transition, and then respawns again.
Sprite

Location: Necropolis

**Sprite** is a friendly creature in Marrow.

## Description

Blue slender creature that resembles a lantern on two legs. Can be found in the room where is Forgotten teleports Daniel, but only in return.

Sprite is completely friendly and will follow Daniel wherever he go until he leaves the room.

## Notes

* Lots of them inhabit the 7'th level of Exoder.
Red Tower

Red Tower 01

Red Tower 02

Red Tower 03

**The Red Tower** is the tenth area in Marrow. Its entrance is located in the Sewage.

## Description

An extended straightforward tower with many side halls and stairs, that extends into the depths of the Earth. Key Masters constantly fly towards the player and Lurkers patrol the floors.

There is little to do in the Red Tower in the form of puzzles. There are Grit and Clarity upgrades hidden below and an Orphan is hidden behind a wall that the player must crawl trough the area above in order to bypass. There is an empty area containing two Seer-like beings and another area containing two Discarded leading to a Clarity upgrade. There is a wall at the bottom to the left that does not open until the player has defeated Familiar.

The main purpose of the Red Tower is to lead the player to Cinders.

## Lore

The Red Tower is the place of the sacrilegious experiments with marrow, peformed by the ancient scientists. As we can see in Exoder, the Red Tower is connected to Adit in some way (though it's still unknown in the Cinders area has any relation to Adit, too).

The Red Tower is the place of the Familiar's birth, and on the bottom of the construction Daniel can find a room with it's dead mother husk chained to the altar.

## Notes

* The soundtrack to the Red Tower is *Into the Breach*: https://www.youtube.com/watch?v=LXtRRfYbR6Q
Echo Realm

## Description

Echo Altar

Echo form

Echo denizens

There are few places in a world of Marrow that cannot be reached in human form so Daniel have to use the Fissures and transform into the Echo form. The Echo form looks like a little frog-like creature that cannot attack or use magic powers (including Healing and Luminous Orb). The world also becomes monochrome-colored.

Most of enemies don't exist in Echo realm, so you can pass them freely. But don't relax: instead of them there are a lot of deadly Echo Denizens floating around you. Once you enter a next room, they immediately move to you. There is no way to fight them, only to run away.

In Sewage you have to meet a unique, huge Echo Denizen, that deals a horrible amount of damage.

"Echo Enemies: the Echo realm contains one very distinct enemy type, and in this state, most other enemies become invisible and harmless, however there are few enemies that retain their damaging qualities even inside the Echo realm.

Some of the harmless threats in the echo realm will turn invisible after you have viewed the echo light, but not all. Even inside the echo realm certain enemies will see you and attack you but can't do damage, though you won't know this until after the enemies have already struck. In addition, there are enemies, like the Mass, which will remain a threat even inside the altered perceptive state that is the Echo realm. The Mass in particular is a nuisance because it cannot be passed by or avoided, and since you cannot attack in your echo form, the creature must be defeated in the realm of normal perception.

As a side note, non-echo enemies which remain active in the Echo realm also deal different damage percentages in their echo state. " (c) official lore

## Trivia

* You can only see the Unseen in Echo form.
Lumen Caster

**The Lumen Caster** is the second of the six bosses in Marrow.

## Description

Derelict alien machine driven by Lumen Flies. Its body bound to a chair with vines made of Marrow.

The Lumen caster is the boss of Necropolis. He guards the entrance to the Laboratories. In order to reach him, the player must defeat the Dying Success above the large pool of marrow in the rightmost part of Necropolis.

The Lumen Caster is protected by a shield that will block all magical attacks and backlash at the player if they attempt to attack it. While the shield is up, it will fire projectiles as well as summon two small Stillborns that weave up and down, shooting at the player. Eventually, a skull-shape named The Corroded will appear and Three Stillborns will attempt to attack it. If the player kills the Stillborns before reaching The Corroded, it will attack the Lumen Caster and destroy his shield and allow the player to attack it until the shield regenerates. Should the player stand atop the Luman Caster when its shield regenerates they will suffer massive damage.

## Strategy

The best method for fighting the Lumen Caster is to simply stand on the middle platform and jump to avoid the attacks of the two small Stillborns until the Corroded appears. If they were standing on the middle platform, they will usually be in a good position to kill all three Stillborns before they can reach the Corroded. It is best to attack the Stillborns below Daniel, as it is much easier to hit the higher Stillborns because the player cannot crouch midair.

After its shield is destroyed, it is best to use flame bursts to attack the Lumen Caster in order to avoid getting caught in the shield when it regenerates. As long as the player does not waste their Clarity, the Lumen Caster can be killed with flame bursts alone, which makes it quite an easy fight.

## Lore

* In the first place, Lumen Caster was a security system against invaders and for preventing the escapes.
* Lumen Flies took control of him to defend themselves from the experiments of Stulands and Olnok.

* The Lumen Caster shares his name with the Lumen Flies

## Trivia

* If the player takes too long to defeat it. The Familiar's Presence will appear from behind the Lumen Caster and slowly engulf the player, instantly killing them.

## Notes

* The Lumen Caster's the is *The Lumen Caster:* https://www.youtube.com/watch?v=gk49wrJzqaE
Earring

Earring in Stuland Manor

**Earrings** are an item in Marrow.

## Description

There are two Earrings in Marrow. When found, Daniel will wear them on his left and right ears respectively. Wearing earrings will increase Daniel's defense, allowing him to take more damage before dying. The two Earrings are located in the Stuland Manor (available below once you've lit all 3 fireplaces) and the Laboratories (available once you have unlocked the purple orbs).
Cinders

Cinders

**Cinders** is the eleventh and final area in Marrow.

## Description

There is very little in Cinders. It is a perfectly flat strip of ashen path that leads directly to the boss Olnok's Eyes. Hoary mountains loom in the background while an otherworldly starscape shines from above. There is a save point right before the player encounters the four Haunters of the Broken Spheres as they urge Daniel to jump into the pit and fight the Familiar.

## Notes

* Because of the mountains, open sky and foreign stars, Cinders is most likely the entrance to a different world.
* The soundtrack of Cinders is *Cinders:* https://www.youtube.com/watch?v=BJP7CXAvkdk
Totem

The **Totem** - enemy in Marrow.

## Description

Deformed creature that resembles a bit humanoid with bird-like head, with its hands impaled by two iron spikes.

It appears in the Necropolis. It's hidden, so the player must use the Resonant Orb in order to locate it. Totem behaves similar to Faithless that means it stands still and casts a distant projectiles on player but instead of throwing them vertically it throws it horizontally.

## Notes

* Probably, due to clothes, Totem somehow related to Stulands.
Medallion

Medallions are an item in Marrow

## Description

Medallions bestow luminosity upon Daniel, allowing him to see farther in the dark depths of the world of Marrow. When the light of the medallion is completely depleted by Voids, Watchers, or Messengers, Daniel will die within several seconds of standing in complete darkness.

Medallions are extremely useful for exploring the world of Marrow, as they allow the player to see much more of the screen, and thus prepare better for the dangers ahead. Without a properly upgraded medallion, the level will be completely dark except for an aura of light emanating from Daniel. There are some enemies that are completely invisible without the proper medallion.

There are four Medallions to find throughout Marrow, each bestowing more light than the last. Any medallion past the first is optional and can be skipped, but at great peril. Should the player skip a medallion upgrade and pick up the next, the previous upgrade will disappear from the map and the player will receive the full luminosity upgrade.

The level of Medallion will also dictate the number of times the player can check their Grit/Clarity.

1. Yellow Medallion is found in Stuland Manor behind the mirror in the top right.
2. Green Medallion is found in Laboratories and requires playing the Lumen Flies song found by hitting Red Harps.
3. Blue Medallion is found in Malignance. You need to find and hit 4 Red Harps (2 in Malignance and 2 in the Sewage area right before) to create colored Lumen Flies that will fly to the Medallion's room, then you need to play on the Resonant Orb the song in the order the Lumen Flies appear. The Red Harps are not optional.
Legion

Legion is an enemy in Marrow

## Description

Legion appears in the same areas as the Baptized. It is much larger and possesses more health than the Baptized. Instead of dying and melting like the Baptizes, Legion will slowly fade away when it has taken enough damage. Its appears to be an amalgam of Baptized, hence the name, Legion.
Wallow

### Locations:

Old Mountain House; Windheim; Honoured Refuge; Stuland Manor; Necropolis; Laboratories; Sewage

**Wallow** - enemy in Marrow.

## Description

First enemy that player meets. It looks like a half-transparent waddling figure without hands, with faint glowing eyes inside its skull. Once it sees Daniel, it shouts out a brief shriek and rushes to him.

Once visible contact with Wallow is lost, it becomes indifferent to player.

Not a hard enemy but very pushy, and can easily stunlock Daniel to death.

## Trivia

* Wallows are rotten human corpses, supposedly revived by marrow influence. Most of them belong to Windheim village people, and to Stuland Manor residents.
* Unlike Growths, Wallows are only able to walk the flat surfaces, and this can be used as a tactic advantage against them.
Messenger

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

## Description

The Messenger exists in long corridors. It shuffles back and forth and will begin firing projectiles when the player draws near. Much like the Watcher, the Messenger's projectiles will drain the player's luminosity. The Messenger is immune to physical attacks and attempting to attack them will cause a backlash that damages the player.

They are best dealt with by shooting fireballs down the corridor from outside their attack range.
Mass

**Mass** - enemy in Marrow.

## Description

A huge deformed mass of flesh with one massive hand, head with glowing red eyes and two long necks. It's always stand still and have a very short attack range, so you can cut it even with a knife without any problems.

Mass is one of few enemies, that exist also in Echo realm, so be sure that you've beaten it before you turn into defenseless Echo form.

## Lore

*"What devilry?! I am at my wit's end! No matter what we try, those which succumb to the sickness have an insatiable thirst and will to remain. We have buried them, locked them away, chopped them and even burned them to no avail. Perhaps in this pursuit of the secrets held within the deep we have neglected this saddening display of the will of man to circumvent his very death. Some have formed hulking masses, twisted perversions, melted into a husk of dead flesh and bone, writhing in the darkened corners. They are harmless though, unless approached, best leave them where they stand, cemented in the ground, waiting for a second death."*

"Mass is a simple enemy type encountered a number of times during the game under varying circumstances. It does not move or chase you, it will not curse you and it doesn't pack the hardest punch in terms of damage (though it is still substantial). However it is impassable, and they do guard a number of important places and are often assisted in this task by other enemies making them a little more complicated than they may seem at first glance.

Their main and only attack is to swipe at you with their one big arm. In order to damage them they must be struck in the head. The length of your weapon makes all the difference in these encounters, assuming you have beaten back any assisting enemies striking the head and avoiding the claw attack should be quite easy, but, do look up from time to time." (c) official lore

## Trivia

* The Mass's subtitle is "Amorphous Amalgam".
Migrant

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

## Description

The Migrant spawns in two places within the Laboratories and must be killed in order to progress the game. The Migrant possesses two attacks. For the first, it will stomp the ground, causing a tendril to attack the player from below. For the second, the orb atop its body will detach and fly into the sky, firing two projectiles at the player before disappearing. After this second attack its body will disappear and appear somewhere else.

To kill the Migrant, it is best to continually jump and attack its head, making sure to stay in the air in order to dodge its tendrils.

## Lore

*"It has been weeks now... or is it months past since that bulbous, beautiful sphere had been cracked, and that low, maddening hum still wafts out from the walls and hollow ground beneath. My workers, the simple but observant men from Windheim could sense a presence, a mind, inside that darkened and dormant orb found beneath the Manor. Something was hiding inside, like a turtle flees to the inside of its shell. After it was cracked, but before it could be shattered, a face emerged, or so I was told. I did not see it, I seem rarely so lucky to witness such things, but others have said the face seemed to mimic the face of a man. The others surmise it was pleading to us, pleading for its life, I read it differently. I believe it was a warning to its kin below of the form of its captors. That is why it needed to be shattered, and soon we will have what's needed to harness that wretched hum."*

"The Migrant is an enemy composed of two parts; the body of the creature is a muddy, scaly blue form with two legs and what seems to be a single eye, but the "brain" of the creature is the sphere which is attached on top. The migrant is a kind of mid-boss of sorts. It is only fought a few times in the game and can even be circumvented in one particular case. The enemy's only weak point is its brain, the body is impervious to both weapons and fire. Fortunately, the migrant begins in a kind of sleeping state and can be damaged easily from far away without making it aggressive if you are willing to spend the clarity to do so, otherwise you must approach it and begin attacking.

The migrant essentially only has two attacks. For one, it can strike one of its legs into the ground and send it shooting out of the ground at the very spot the player is standing. The only way for the migrant to move is to send its head flying across the room in a circular motion, it protects itself by forming two projectiles around itself and firing them at the player as it moves away. At this point it could emerge just about anywhere in the immediate area, even right where the player is standing so it is important to try and defeat the monster as fast as possible." (c) official lore

## Trivia

* The Migrant's subtitle is "Celestial Nomad".
Lurker

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

## Description

The Lurker appears on the Floor in the Red Tower and cannot be killed. It quickly teleports along the floor chasing the player and is almost entirely invisible, only ever occasionally appearing for one frame at a time. There is no strategy for dealing with them other than spending as little time on the floor as possible.
Sky

Sky is a male Skywing. He is the son of Kestrel and Chameleon. He is Wren’s friend. Sky is also Peril's twin brother. In their egg, Peril “sucked all the fire out of him” so he cannot breath fire like other Skywings. He can also speak human. He also has appeared in the The Dangerous Gift, and in Dragonslayer. His scales are kind of pale orange. In The Flames of Hope, he was a member of the expedition team to Pantala
Necropolis

Necropolis 01

Necropolis 02

Necropolis 03

**Necropolis** is the sixth area in Marrow.

## Description

Necropolis is a daunting area with Save Rooms being few and far between. It directly follows the Reservoir. It is divided into two sections by large elevators. The bottom of Necropolis is filled with pools of marrow and long strips of dried marrow that will infinitely spawn Baptized and Legion so long as the player stands on it as well as endless attacks from Stillborns.

Upon entering Necropolis, the player will be presented with two paths, up or down. Upon heading upwards, the player will be blocked by a marrowfall spewing from one of the Dying Successes in the room above. While it is possible to backdash into the marrowfall in order to bypass it by damage-boosting, it is ill-advised. Should the player head down, they will be greeted by a large room with pools of marrow covering the floors and their first introduction to the switches located throughout Necropolis. When the switches are activated, Stillborns will not spawn and all elevators will be active, though they will eventually time out. The player will then ride the Redeemer across the pool Marrow and continue right across the dried Marrow until reaching the save point. At the save point, it is possible to use the Imps to quickly reach to top of the room without needing to walk across the swath of dried marrow.

The upper levels of Necropolis are bright and crystal-like in contrast to the dirty and corrupted levels of its depths. Killing the Dying Successes inhabiting the upper levels will remove the marrowfalls blocking off several areas and open up the path to the boss of Necropolis, The Lumen Caster. After defeating the Lumen Caster, the player may proceed to the Laboratories

There are three Orphans hidden within Necropolis, as well as an Emissary.

## Notes

* It is possible to bypass the Lumen Caster entirely by damage-boosting through the pool of marrow below the rightmost save point and killing the Dying Success on the other side in order to proceed directly to the Laboratories.
* If Player return to the room to where the Forgotten teleports them a blue friendly creature can be found there. The same creatures inhabit the 7'th level of the Exoder.
* Upper floors of Necropolis have surprisingly hi-tech environment compared to other locations of the game.
* The soundtrack of Necropolis is *Decayed Madness:* https://www.youtube.com/watch?v=Ip0GOHnvRzM
Lidércek

A **lidérc**ek *(Wraith)* egy kitalált faj a Csillagkapu: Atlantisz sorozatban. Az "Atlantisz" sorozat főszereplő faja,

egyben az atlantiszi expedíció legnagyobb akadályozója. Lakhelyük aPegazus-galaxis. A lidércek a galaxis domináns faja, akik rettegésben tartják és pusztítják az összes értelmes fajt, főleg a legnagyobb számban élő, és technológiailag fejletlen embereket (a legtöbb emberi kultúra vaskori vagy középkori szinten rekedt meg), mivel belőlük táplálkoznak. A faj ősök/emberek és az egyik bolygón található bogár (iratus bogár) hibridizációjából jött létre.

Filmes kliséként tekintve rájuk, a lidércek a vámpírokra észombikra vonatkozó hiedelmek számos elemét hordozzák magukon; a klasszikus sci-fi irodalomból pedig leginkább a H. G. Wells által *Az időgép* c. regényben megalkotott morlock nevű fajra hasonlítanak.
Magic

Flame Burst

Flame Blast

Grit Regain

**Magic** is used in Marrow.

## Description

Magic spells can be found throughout Marrow and cast at the cost of Clarity. There are three forms of magic within Marrow: Flame Burst, Flame Blast, and Grit Regain.

Flame Burst is found within the Stuland Manor, Flame Blast is found within the Reservoir.

Grit Regain will be bestowed upon Daniel once he has saved 5 Orphans and can be used to spend one point of Clarity in order to gain one point of Grit. This skill is slow, and in order to use it Daniel must stand still, so it is best done before entering danger.

## Notes

* Magic attacks is the only way to destroy the Yellow Blocks.
* Fire Burst and Fire Blast can be used not only for attack but also for lighting torches. Some in-game puzzles are based on this mechanic.
* Some enemies can be damaged only by magic, such as Emissary or Messenger. In opposite, some of them are immune to magic, such as Scamp or Vacant.
* Fire Burst and Fire Blast very effective against some of the most problematic enemies: Seekers, Growth and Crossbreed.
Faithless

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

## Description

The Faithless is an immobile enemy with no means to damage the player without direct contact. It has the appearance of a man in stockades and is almost completely harmless.

## Trivia

* Attacking them causes their heads to fall off while their body remains in the stockade.
* Some of them are unseen and a player needs to use the Orb to reveal their location.
Pathfinder

**Pathfinder** - enemy in Marrow.

## Description

Pathfinders are levitating creatures that look somewhat like flying brains with hands and two red eyes. Once they notice Daniel, they rush to him while passing through obstacles, however they aren't as fast as Stillborns, so it's easily possible to run away from them.

They're invisible in some locations, and so Daniel has to use Luminous Orb or light the torches in order to discover them.

## Lore

Pathfinders are ones of the few creatures in the game that don't belong to Earth. As it can be seen in Exoder, they're being spawned in Adit, and presumably they come to Daniel's world through the passages between the worlds.
Snapper

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

## Description

The Snapper lies in wait atop the ceiling for the player to walk underneath it, snapping its massive jaws occasionally. They will not always fall when the player walks underneath. When they do fall, they will either embed themselves within the ground as a permanent obstacle, or explode. When they are about to explode they will snap their jaws frantically. After they have exploded, the area will continue to damage the player until the cloud has disappeared.
Lumen Flies

**Lumen Flies** are an entity in Marrow.

## Description

Lumen Flies exist all throughout the world of Marrow. They serve to guide the player and point out key locations. They range in color from White to Red, Green, Yellow, and Blue, though white is the most common color. Red Lumen Flies typically warn Daniel of danger, while Green Lumen Flies promise safety.

Lumen flies will always mimic the color of the Resonant Orb and resonate alone with the note played on the orb as well. Lumen Flies will inform the player of several codes that must be played on the Resonant Orb in order to solve many puzzles throughout the game.

## Lore

The Lumen Flies appear to be related to the boss, The Lumen Caster
Schwa (Cyrillic)

Schwa (Әа) is a letter from the cyrllic alphabet most known for being in the Kazakh (Қазақ) alphabet.it makes the /æ/ sound In cyrllic and is a letter of the abkhaz (Аҧсшаа) alphabet

Fun facts

Schwa is used in Abkhaz, Bashkir, Dungan, Itelmen, Kalmyk, Kazakh, Kurdish, Uyghur and Tatar.

I'm tired of typing

Әә
--

Yes

### Non-Slavic letters

Ӑ А̊ А̃ Ӓ̄ Ӕ Ә Ә́ Ә̀Ә̃ Ӛ Ә̄ В̌ Ғ Г̑ Г̣ Г̌Г̂ Г̆ Г̈ Ҕ Ӻ Ғ̌ Ӷ Д́Д̌ Д̈ Д̣ Д̆ Ӗ Е̃ Ё̄ Є̈Җ Ӝ Ӂ Ж̣ Ҙ Ӟ З̌ З̣З̆ Ԑ Ԑ́ Ԑ̈ Ӡ И̃ Ӥ ҊІ̄́ Қ Ӄ Ҡ Ҟ Ҝ К̣ ԚЛ́ Ӆ Ԯ Ԓ Л̈ Ӎ ᵸ Н́Н̃ Ӊ Ң Ԩ Ӈ Ҥ О̆ О̃Ӧ̄ Ө Ө̄ Ө́ Ө̆ Ӫ Ԥ П̈Р̌ Ҏ С̌ Ҫ С̣ Т́ Т̈ Т̌Т̇ Т̣ Ҭ ТЬ У̃ Ӳ У̊ Ӱ̄Ү Ү́ Ү̈ Ұ Х̣ Х̱ Х̮ Х̑Х̌ Ҳ Ӽ Ӿ Һ Ԧ Ц̌ Ц̈Ҵ Ҷ Ҷ̣ Ӵ Ӌ Ч̡ Ҹ Ч̇Ч̣ Ҽ Ҿ Ш̈ Ш̣ Ы̆ Ы̄ ӸҌ Ҩ Э̆ Э̄ Э̇ Ӭ Ӭ́ Ӭ̄Ю̆ Ю̈ Ю̈́ Ю̄ Я̆ Я̄ Я̈
Imp

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

## Description

The Imp floats harmlessly in place and will only move when the player attacks it, after which it will drop down before shooting upwards and stopping in a different location. It cannot be killed and can only damage the player if they purposefully touch its underside.

The imp is most notable for being able to ride on top of it, which is very useful for reaching certain locations within the game.
Kranditri Classification/Ѱ

Psi (Ѱ, ѱ) is a letter in the early Cyrillic alphabet, derived from the Greek letter psi (Ψ, ψ). It represents the sound /ps/, as in English *naps*. According to the school rules developed in the 16th and the 17th centuries, such as Meletius Smotrytsky’s grammar book, it was intended for use in words of Greek origin, but it was occasionally used for writing native words as well like Ukrainian ѱы (*psy*, “dogs”). It was used especially in words relating to the Eastern Orthodox Church, as can be seen in its continuing use in Church Slavonic. Psi was eliminated from the Russian orthography along with ksi, omega, and yus in the Civil Script of 1708 (Peter the Great’s *Grazhdansky Shrift*), and it has also been dropped from other secular languages.

## References

1. ↑ “Psi (Cyrillic) - Wikipedia.” 2018. February 24, 2018. https://en.wikipedia.org/wiki/Psi\_(Cyrillic).
Lamb

**Lamb** is an enemy in Marrow.

## Description

Lamb appears to be a statue protruding from the wall and will continually shoot projectiles at the player from its mouth when they are near. Its projectiles vary in color from Red, Green, Purple, Yellow, and Blue. The only way to kill Lamb is to reflect its projectiles with the Resonant Orb by playing the same color as the projectile with the orb.

The Lamb in Reservoir, under the main checkpoint, cannot be destroyed.
Qazaqstan Respýblıkasy

National Flag of Kazakhstan

Location of Kazakhstan (green)

**Kazakhstan** (Kazakh: Қазақстан, translit. Qazaqstan, IPA: [qɑzɑqˈstɑn]; Russian: Казахстан, IPA: [kəzɐxˈstan]), officially the Republic of Kazakhstan (Kazakh: Қазақстан Республикасы, translit. ***Qazaqstan Respýblıkasy***; Russian: Республика Казахстан, tr. *Respublika Kazakhstan*), is the world’s largest landlocked country, and the ninth largest in the world, with an area of 2,724,900 square kilometres (1,052,100 sq mi). It is a transcontinental country largely located in Asia; the most western parts are located in Europe. Kazakhstan is the dominant nation of Central Asia economically, generating 60% of the region’s GDP, primarily through its oil/gas industry. It also has vast mineral resources.

## External links

* Kazakhstan President’s The Republic of Kazakhstan
* UNESCO’s Kazakhstan Member States information page
* Central Asia :: Kazakhstan — CIA Library’s The World Factbook

## References

1. ↑ “Kazakhstan - Wikipedia.” 2018. November 26, 2018. https://en.wikipedia.org/wiki/Kazakhstan.
Kranditri Classification/У

U (У, у) is a letter of the Cyrillic script. It commonly represents the close back rounded vowel /u/, somewhat like the pronunciation of ⟨oo⟩ in “b**oo**t.” The forms of the Cyrillic letter U are similar to the lowercase of the Latin letter Y (Y, y), but like most other Cyrillic letters, the upper and lowercase forms are similar in shape and differ mainly in size and vertical placement. Historically, Cyrillic U evolved as a specifically East Slavic short form of the digraph ⟨оу⟩ used in ancient Slavic texts to represent /u/. The digraph was itself a direct loan from the Greek alphabet, where the combination ⟨ου⟩ (omicron-upsilon) was also used to represent /u/. Later, the o was removed, leaving the modern upsilon-only form.

## References

1. ↑ “U (Cyrillic) - Wikipedia.” 2018. July 31, 2018. https://en.wikipedia.org/wiki/U\_(Cyrillic).
Library of Congress Classification

Х Ф The **Library of Congress Classification (LCC)** is a system of library classification developed by the Library of Congress. It is used by most research and academic libraries in the U.S. and several other countries.

## References

1. ↑ “Library of Congress Classification - Wikipedia.” 2018. October 28, 2018. https://en.wikipedia.org/wiki/Library\_of\_Congress\_Classification.
2. ↑ “Library of Congress Classification Outline - Classification - Cataloging and Acquisitions (Library of Congress).” n.d. https://www.loc.gov/catdir/cpso/lcco/.
3. ↑ “Library of Congress Classification PDF Files.” 2018. March 30, 2018. https://www.loc.gov/aba/publications/FreeLCC/freelcc.html.
A (Cyrillic)

А is a letter from all the cyrllic languages

А is a letter of the Cyrillic script. It commonly represents an open central unrounded vowel, halfway between the pronunciation of ⟨a⟩ in "cat" and "father". The Cyrillic letter А is romanized using the Latin letter A.

See also

See also

Throughout history, the Cyrillic letter А has had various shapes, but today is standardised on one that looks exactly like the Latin letter A, including the italic and lower case forms.
Multiocular O

### Slavic letters

А · Б · В · Г · Ґ · Д · Ђ · Е · Ѐ · Ё · Є · Ж · З · З́ · Ѕ · И · Ѝ · І · Ї · Й · Ј · К · Л · Љ · М · Н · Њ · О · П · Р · С · С́ · Т · Ћ · Ќ · У · Ў · Ф · Х · Ц · Ч · Џ · Ш · Щ · Ъ · Ы · Ь · Э · Ю · Я

### Non-Slavic letters

А́ · А̀ · Ӑ · А̄ · А̊ · А̃ · Ӓ · Ӓ̄ · В̌ · Ә · Ә́ · Ә̃ · Ӛ · Ӕ · Ғ · Г̧ · Г̑ · Г̄ · Г̣ · Г̌ · Ҕ · Ӻ · Ғ̌ · Ӷ · Ԁ · Ԃ · Ꚃ · Ꚁ · Ꚉ · Д̆ · Д̣ · Ԫ · Ԭ · Д̆ · Ӗ · Е̄ · Е̃ · Ё̄ · Є̈ · Ӂ · Җ · Ꚅ · Ӝ · Ԅ · Ҙ · Ӟ · З̌ · З̱ · З̣ · Ԑ · Ԑ̈ · Ӡ · Ԇ · Ӣ · И̃ · Ҋ · Ӥ · И́ · Қ · Ӄ · Ҡ · Ҟ · Ҝ · Ԟ · К̣ · Ԛ · Ӆ · Ԯ · Ԓ · Ԡ · Ԉ · Ԕ · Ӎ · Ӊ · Ң · Ԩ · Ӈ · Ҥ · Ԣ · Ԋ · О́ · О̀ · О̆ · О̂ · О̃ · О̄ · Ӧ · Ӧ̄ · Ө · Ө̄ · Ө́ · Ө̆ · Ӫ · Ҩ · Ԥ · Ҧ · Р̌ · Ҏ · Ԗ · Ҫ · С̣ · С̱ · Ԍ · Т̌ · Т̣ · Ꚑ · Ҭ · Ꚋ · Ꚍ · Ԏ · У̃ · Ӯ · Ӱ · Ӱ́ · Ӳ · Ү · Ү́ · Ұ · Х̣ · Х̱ · Х̮ · Х̑ · Ҳ · Ӽ · Ӿ · Һ · Һ̈ · Ԧ · Ꚕ · Ҵ · Ꚏ · Ҷ · Ӵ · Ӌ · Ҹ · Ꚓ · Ꚗ · Ꚇ · Ҽ · Ҿ · Ы̆ · Ы̄ · Ӹ · Ҍ · Э̆ · Э̄ · Э̇ · Ӭ · Ӭ́ · Ӭ̄ · Ю̆ · Ю̈ · Ю̈́ · Ю̄ · Я̆ · Я̄ · Я̈ · Ԙ · Ԝ · Ӏ

### Archaic letters

Ꙁ · Ꙃ · Ꙅ · Ꙇ · Ꙉ · Ҁ · Ѻ · Ѹ · Ꙋ · Ѡ · Ѽ · Ꙍ · Ѿ · Ꙏ · Ѣ · Ꙑ · Ꙓ · Ꙕ · Ꙗ · Ѥ · Ѧ · Ꙙ · Ѫ · Ꙛ · Ѩ · Ꙝ · Ѭ · Ѯ · Ѱ · Ѳ · Ѵ · Ѷ · Ꙟ · Ꙡ · Ꙣ · Ꙥ · Ꙧ · Ꙩ · Ꙫ · Ꙭ · ꙮ · Ꚙ · Ꚛ

Multiocular O (ꙮ) is a rare glyph variant of the Cyrillic letter O. This glyph variant can be found in a single 15th century manuscript, in the Old Church Slavonic phrase "серафими многоꙮ҄читїи҄" (serafimi mnogoočitii, "many-eyed seraphim"). It was documented by Yefim Karsky[1] from a copy of the Book of Psalms[2] from around 1429, now found in the collection[3] of the Trinity Lavra of St. Sergius.

The character was proposed for inclusion into Unicode in 2007[4] and incorporated as character U+A66E in Unicode version 5.1 (2008).[5] The representative glyph had seven eyes. However, in 2021, following a tweet highlighting the character,[6] it came to linguist Michael Everson's attention that the character in the 1429 manuscript was actually made up of ten eyes. After a 2022 proposal to change the character to reflect this, it was updated later that year for Unicode 15.0 to have ten eyes.[7][8]
Kranditri Classification/Ф

Ef (Ф, ф) is a Cyrillic letter, commonly representing the voiceless labiodental fricative /f/, like the pronunciation of ⟨f⟩ in “fill.” The Cyrillic letter Ef is romanized as ⟨f⟩. The Cyrillic letter Ef was derived from the Greek letter Phi (Φ, φ). It merged with an eliminated letter Fita (Ѳ) in the Russian alphabet in 1918. In the Cyrillic numeral system, Ef has a value of 500.

## References

1. ↑ “Ef (Cyrillic) - Wikipedia.” 2018. August 15, 2018. https://en.wikipedia.org/wiki/Ef\_(Cyrillic).
Kranditri Classification/Ц

Tse (Ц, ц) is a letter of the Cyrillic script. It commonly represents the voiceless alveolar affricate /ts/, like the pronunciation of ⟨zz⟩ in “pi**zz**a.” In the standard Iron dialect of Ossetic, it represents the voiceless alveolar sibilant fricative /s/. In other dialects, including Digoron, it has the same value as in Russian. In English, Tse is commonly romanized as ⟨ts⟩. However, in proper names (personal names, toponyms, etc.) and titles it may also be rendered as ⟨c⟩ (which signifies the sound in Serbo-Croatian, Czech, Hungarian etc.), ⟨z⟩ (which signifies the sound in Italian and German), ⟨cz⟩ or ⟨tz⟩. Its equivalent in the modern Romanian Latin alphabet is ⟨ț⟩.

Tse is thought to have come from the Hebrew letter Ṣade ⟨צ⟩, via the Glagolitic letter Tsi. The name of Tse in the Early Cyrillic alphabet is ци (tsi). New Church Slavonic and Russian spelling of the name is цы. In Ukrainian and Belorussian its spelling is tse (це and цэ respectively). In the Cyrillic numeral system, Tse has a value of 900.

## References

<references>

1. ↑ “Tse (Cyrillic) - Wikipedia.” 2018. June 18, 2018. https://en.wikipedia.org/wiki/Tse\_(Cyrillic).
Sentient Marrow

Locations: Necropolis, Malignance

**Sentient Marrow** is an enemy in Marrow.

## Description

A little puddle of marrow that seems to try mimic a humanoid form. This enemy is very rare and inhabit the most dark places of the game where is very hard to notice it.

## Notes

* Probably, they are remnants of the victims of the marrow injection.
* At the start of the Exoder main character get ressurected from the Sentient Marrow.
Talk pages (wikis)

“A **talk page** is one of several places where you can speak with your fellow editors. They are an older, purely wikitext-based form of Comments, seen on articles, and Message Walls, which are used on user pages. They are primarily used to hash out improvements to a single page or to the community as a whole.”

## References

1. ↑ “Talk Pages.” 2017. December 13, 2017. http://community.wikia.com/wiki/Help:Talk\_pages.
Equivalence (≡) Mythology (ΦΧѰ)

**Equivalence (≡) mythology** compares at least the intra-Solar Earthly, Venusian, and Mercurial aspects of mythology in terms of their equalities or equivalences. It especially includes Articulate Christianity, Begracious Wisdom or Lakṣmi-Vaiṣṇavism, and *Dungeons & Dragons*’ Tel’Seldarine. Solar Aretê is an optional further arm of this theurgically emphatic classification of mythology.
Daniel

**Daniel** - main character in Marrow.

...in the Old Mountain House

...fights the Mass

...uses the Luminous Orb

## Description

Daniel is silent 12 years old boy, and he's the unspoken leader of the Orphans. For unknown reasons he didn't end being lost below the Mountain as the rest of them.

For his age, Daniel is determined and strong enough to stand against the creatures beneath the Mountain. He's also able to use newfound magical powers such as Fire Blast, Healing and Luminous Orb.

## Lore

Not much known about Daniel besides of he was a leader of Orphans that fled their home village for unknown reasons. He also doesn't speak a word during the game.

Daniel was chosen by the Haunters to defeat the Familiar, though it's unknown if they've chosen him deliberately or Daniel have gotten there in the right moment.

## Notes

* There's a room in Laboratories with many vessels, where we meet the Migrant for the first time. When Daniel comes to the last vessel, for a split of second we can see someone inside of it. He wears the same clothes as Daniel, but looks like a marrow-infested human.
Laboratories

Laboratories 01

Laboratories 02

Laboratories 03

**The Laboratories** is the seventh area in Marrow.

## Description

The Laboratories is the area immediately following Necropolis and the fight with the Lumen Caster. It is an area of intense greenery and several dilapidated pieces of scientific paraphernalia. In order to enter the Laboratories, the player must first strike the second Red Harp before the door will open.

The Labs are twisting and circular, looping around on itself. Several fearsome creatures such as Seekers and Vagrants stalk the grounds of the Labs. There are several dart traps that are will respawn during room transition. These can be seen by a small indent in the wall or by using the Resonant Orb (colored blue) to see the invisible lasers. There are two Migrants located within the labs. Both must be killed in order to advance the game. Killing the first will open up the path, while killing the second will activate the purple orbs that will allow the player to dash across the screen and reach previously unavailable areas.

There are three upgrades hidden within the labs: the Green Medallion, Second Earring, and Decrepit Golden Sword. The corroded sword must be brought to the altar above the second Migrant's fight in order to turn it into the Golden Sword. If the player uses the Corroded Sword for too long, it will break. The Green Medallion is hidden behind a green wall and in order to access it, the player must strike the Red Harps to discover which produce how many and of what color Lumen Flies. The solution is Green, Red, Yellow and Blue.

After exiting the Laboratories, the player will enter the Sewage. There is nothing stopping the player from bypassing the Laboratories entirely by passing through the pool of marrow at the very bottom of Necropolis and advancing directly to the Sewage, but the purple orbs must be activated in order for the player to be able to advance past the Sewage.

## Lore

* Several experiments involving marrow took place in the Laboratories.

## Notes

* The soundtrack of the Laboratories is *Encroaching Ether:* https://www.youtube.com/watch?v=rufvutvZYkg