recursal/Fanatic-Fandom huggingface dataset:
Sibirska kyska

**Sibirska kyska** — poroda kyskov-teh, čo družut šybko vysoko žahatj, liuta i ladna taka-ot kyska varioj ot 7 do 12 tyššopasmov košak da ot 4,5 do 6,8 košyha. Sibirski kyski-te bole tonko skladiony, čem mejn-kuny, ažno jesi v sibirskoj stoko ža vare, vona mogiot smoretjsa bole krohotnoj dyk. Tamga sibirskovo dvigla da vikitiosiovov-teh (Sibirskoj Vikipeddi, Sibirskoj Vikislavvi, VS-noj staječke Sibvoljgoty-toj), čo korystovatsa Jaroslavom Zolotariovym-tem.

## Norov

Šybko vumny, družut igratj, i shožy malioho na kitjku-tu po norovu.
Latin America

**Latin America** was a Continent

## Countries

* Anguilla
* Antigua and Barbuda
* Argentina
* Aruba
* Bahamas
* Barbados
* Belize
* Bermuda
* Bolivia
* Brazil
* British Virgin Islands
* Caribbean Netherlands
* Cayman Islands
* Chile
* Colombia
* Costa Rica
* Cuba
* Dominica
* Dominican Republic
* Ecuador
* El Salvador
* French Guiana
* Guatemala
* Grenada
* Guadeloupe
* Guyana
* Haiti
* Honduras
* Jamaica
* Martinique
* Mexico
* Montserrat
* Nicaragua
* Panama
* Paraguay
* Peru
* Puerto Rico
* St. Barthelemy
* St. Martin
* St. Kitts and Nevis
* St. Lucia
* St. Vincent and the Grenadines
* Suriname
* Trinidad and Tobago
* US Virgin Islands
* Uruguay
* Venezuela
Old Handgun

## Info

The Old Handgun can be found by the player in a guest room drawer.

When asked about the gun, Harvey states it was his father's gun, and he kept it for emergencies, still having a few rounds for it. When you ask Rose about the gun, she confirms it was Harvey's, but that it was kept in *her* bedside drawer, not with Harvey. This also alludes to the possibility that they may have been in a relationship of some kind, as suggested by Jimmy's actor Huld Martha in this Reddit AMA.

In the story, Harvey can be seen in a second floor hallway mentally preparing himself to have to point a gun at Jimmy and force him out of the hotel. He then chases Jimmy around the ground floor of the hotel with it, before Jimmy gets the upper hand and stabs him in the neck with a letter opener.

The handgun in question is a Post-WWII era civilian Colt M1911A1, chambered in .45ACP. This can be identified as such due to the hump beneath the dovetail safety which was not present on the original M1911, as well as the lanyard loop which was not standard on the M1911, only given to officers, whereas the A1 model has one standard. Given that Jimmy was still younger by the point in the story when the gun becomes relevant, a gun of this model and time period would make sense for Harvey's father to have owned.

The in-game render of the gun can be flipped, and the gun may appear as either right or left handed, depending on the orientation the game randomly puts it in. Harvey holds it in his right hand.

* Lore:
	+ Connects to Harvey's story

Each Character responds to questions about objects from their perspective. Characters who cannot be asked questions about certain objects because their stories are complete before the object is found are marked: None

* Amy
	+ None
* Dr. Bose
* Harvey
* Rose
	+ [The Gun] belonged to Harvey. But it was kept in my bedroom.

## Gallery

The M1911A1 in a drawer. Note the ejection port on the left side, making this a left handed variant.Harvey holding the gun in the hallway. Note that he holds it in his right hand.
Room 209

## Description

This is the 9th room on the 2nd floor.

This is typically where a friend is located and is therefore locked until the ending sequence.

## Events

* When you look through the keyhole for this room, you'll see a flannel covering up your friend.
* In the ending sequence, you have to use the key specifically for Room 209 to unlock the door and rescue your friend. You have to tell her when to leave the room when Jimmy is far away so that she survives.
Pestega deržavov

Jeto pestega deržavov so vsiovo belsvetu-tovo.V joj **193** deržavy.

Voprič jetih ješšo jesj:

**Fahtišno samovolosny deržavy**: Abhazija, Anbazonija, Donecko narodno večepravve, Lugansko narodno večepravve, Nakamennoj Karabah, Poldniova Vosetija, Polnošnoj Kipor, Pridnestrovve, Somalilend

**De-jury samovolosny deržavy**: Glubinna Sahara, Palestina

A B C Č D E F G H I J K L M N O P R S Š T U V W Y Z Ž

A

B

C

Č

D

E

F

G

H

I

J

K
Man in Suit Knocking on Door

Man in Suit Knocking on Door is an apparition clue that appears in the hallway between rooms 218 and 217. When facing room 217 in the hallway, a light will suddenly begin to flicker. In between flickers, Dr. Bose will appear, knocking on the door and introducing himself to Jimmy, saying he would like to talk for a few minutes. The apparition concludes with Dr. Bose entering Jimmy's room in 217. Dr. Bose will then be available to speak with Maya in room 217 using the spirit receiver. Maya can ask Dr. Bose about his presence and he reveals that Rose called him because both her and Harvey were worried about Jimmy's mind. This apparition mostly serves as an introduction of Maya to Dr. Bose and his role in Jimmy's treatment.

* Lore
	+ Connects to Dr. Bose's story
Adventures by Chitty Chitty Bang Bang Wiki

**Welcome to the Adventures by Chitty Chitty Bang Bang Wiki!**
We're a collaborative community website about Adventures by Chitty Chitty Bang Bang that anyone, including you, can build and expand. Wikis like this one depend on readers getting involved and adding content. Click the "ADD NEW PAGE" or "EDIT" button at the top of any page to get started!

## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

*Need help building out this community?*

* Rules of this wiki
* Getting Started
* How to Contribute
* Managing your new community
* Guides
* All Help articles

You can also be part of the larger Fandom family of communities. Visit Fandom's Community Central!

*Community Founders*: Write a good and paragraph-length description for your welcome section about your topic. Let your readers know what your topic is about and add some general information about it. Then you should visit the admin dashboard for more tips.
Тальянка

**Тальянка** ― сибирска народна лѣполадна снассь. Перьодставлят из ся ручну хармошку, у какой с левой сторонкѣ водин ряд рогалинов, поправо два ряда басовых рогалинов дык. У неких тальянков бувают ешшо и боталы.

Вопосля Сибири-той пошырена тоеже и на полуночѣ Россеи (есь таки-тѣ аймаки тальянки, како вятска, вологодска, бологоевска да новоржевска).

Тоеже собинно тальянка (*тальян гармун*) кличитса татарска хармошка-та, кака пошырена в Татарстанѣ-тѣм.
Rules

## Wiki Information

* *This is the wiki for: "At Dead Of Night" information about the game will be available in this wiki, this includes spoilers!*
* *This wiki will not give away any major spoilers without warning you for the spoilers first.*
* *Feel free to change anything to match a better description or add a related picture or two on a page!*

## Here are all they rules we have at the moment for this wiki!

### General Rules

* **Do not spam anywhere on the wiki.**
* **Watch your behavior and be kind to others.**
* **No sexual material or gore.**
* **No swearing or vulgarity.**
* **Non-admin users should not give warnings to other users. Friendly advice and tips are one thing, but only admins will give out warnings.**
* **Admin's and above always have the last word. If you don't you agree with a admin, ask another admin or higher to help resolve the situation!**

### Editing Rules

* **British spelling is mandatory.**
* **No page vandalizing. We work really hard on making these pages, so please don't vandalize.**
* **Try to keep the spoilers to a minimum. If you do, mention it clearly and visible on that page/thread.**
* **Remain objective - use "the player," not "we" or "you."**
* **Please do not create pages that have nothing to do with At Dead Of Night.**
* **Please do not edit other users' profiles without permission.**
Sibirskoj dalaj

**Sibirskoj dalaj**, ali ješšo **Polnošnoj dalaj** — samomahonjkoj po talmaju ji glybine dalaj na Zeme-toj, čo pliupuvatsa polniakom v polnošnym plavoburkalu-tem, mežu Jewrazijoj da Polnošnoj Merikoj dyk.

Talmaj jetovo dalaja vo 14,75 miljonov tju², vobojma vologi — 18,07 mln tju³. Seriodnia glybina — 1225 ju, a samokliašša glybina — 5527 ju, dyk jeto vo Grenlanskoj golome-toj. Boljšu postatj valdaja kokoriny zajmuvajut otmelj-ta (bole 45 % kokoruny dalaja-tovo) da podvoložny vukrajiny tivov (do 70 % talmaja kokoriny). Dalaj jetot rozdoliajut na tri kliaššy vodokraja: Arhtišna, Polnošno-Jewropskoj da Kanadskoj vologopuššy-te. Jiz-za koljnomu zemepisannomu vurynu liodnoj krov-tot po seriodke dalaja shoranivatsa na vesj god, odnako ju bezotstupno drigatsa dyk.

So Sibirskim dalajem-tem rubežutsa zemi Daniji (Grenlandija), Jislandiji, Kanady, Norvegiji, Rosseji da Sosparennyh Merikanskih Deržavkov.

**Sibirskoj dalaj
Polnošnoj dalaj**

 **Seriodnia glybina** | 1225 ju
Amy Holding a Toy on Fire

Amy Holding a Toy on Fire is an apparition clue that can be witnessed in room 109. The clue can only be seen after Maya connects the clues Jimmy Stealing From Amy and the Turpentine and Lighter. After turning around to face the wardrobe in the room Maya witnesses Amy shrieking while holding a small stuffed bear engulfed in flames set ablaze by Jimmy. Amy later says that her hand was burned in the incident. Dr. Bose also remarks that her hand was badly burned and that Jimmy thought it was all a joke.

* Lore
	+ Connected to Amy's story
Chef's Hat

A Chef's hat that the Chef used to wear. At some point Jimmy obtained the hat and wore it when he made Dr. Bose a sandwich he had filled with broken glass.

* Lore:
	+ Dr. Bose's Story

Each Character responds to questions about objects from their perspective. Characters who cannot be asked questions about certain objects because their stories are complete before the object is found are marked: NONE

* Amy
* Dr. Bose
* Harvey
* Rose
	+ "Our Chef used to wear it [the Chef's Hat] "
Room 220

## Description

This is the 20th room on the 2nd floor. This room is locked until Dr. Bose's story.

It is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom.

## Events

* Here, you can ask Harvey about the dagger and him having a gun.
* You learn that the dagger is a letter opener that was sharpened and that Harvey came armed but wasn't expecting Jimmy to be armed as well.
* Although Harvey says he didn't want to kill Jimmy, his true intentions are up for speculation.

## Items Found

* Deadlock Key

1. ↑ Items can be randomized!
Room 307

## Description

This is the 7th room on the 3rd floor. This room is locked until Harvey's story.

It is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom.

## Events

* This is the first real interaction with Harvey.
* You find out that Jimmy was lying about Dr. Bose molesting him. He based it off of a newspaper article.

## Items Found

* Wedding Ring
* Goodbye Note

1. ↑ Items can be randomized!
Room 215

## Description

This is the 15th room on the 2nd floor. This room is locked until Dr. Bose's story.

It is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom.

## Events

* Here, you learn that after Jimmy shot Harvey in the leg with a crossbow bolt, Harvey locked Jimmy in the boiler room with the rusty keys.

## Items Found

* Deadlock Key
* Compass

1. ↑ Items can be randomized!
Room 110

## Description

This is the 10th room on the 1st floor.

This is typically where a friend is located and is therefore locked until the ending sequence.

## Events

* When you look through the keyhole for this room, you'll see a flannel covering up your friend.
* In the ending sequence, you have to use the key specifically for Room 110 to unlock the door and rescue your friend. You have to tell her when to leave the room when Jimmy is far away so that she survives.
Room 205

## Description

This is the 5th room on the 2nd floor. If it is not where a friend is located, this room is locked until Dr. Bose's story. It can be where a friend is located, however, and if so it will be locked until the ending sequence.

If a friend is not located here: it is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom.

## Events

### If a Friend is Located Here

* When you look through the keyhole for this room, you'll see a flannel covering up your friend.
* In the ending sequence, you have to use the key specifically for Room 205 to unlock the door and rescue your friend. You have to tell her when to leave the room when Jimmy is far away so that she survives.
Jimmy's Birth Certificate

**This page contains major spoilers. If you wish to get the definitive experience of At Dead of Night, please play through the game before reading forward. Thank you.**

**Jimmy's Birth Certificate** can be found in the basement store room. This certificate proves Hugo Hall, is indeed Jimmy's father.

When asking about the certificate to Rose, she informs the player: "Jimmy is Hugo's son, in every way."

After combining what Rose said about the birth certificate, with her saying "I had to tell Jimmy the truth.", the player finds out that Jimmy had repressed the memory of Hugo, aswell that Hugo beat Jimmy for two years.

Lore:

* Rose's Story
Rose Hall

**This page contains major spoilers. If you wish to get the definitive experience of At Dead of Night, please play through the game before reading forward. Thank you.**

## Rosemary Hall

### Aliases

RoseRosemary
Rosemary Dolores

## Appearances

### Portrayed by

Joanna Bond

**Rosemary Hall** (born Rosemary Dolores Jones), also known as **Rose**, is the fourth and final ghost Maya encounters at the Sea View Hotel.

## Appearance

Rose had long brown hair, usually down, fair skin, and hazel eyes.

Her clothing varies, depending on the era of the apparition.

## Biography

***\*\*This section includes spoilers. Please do not read this before you have experienced the story yourself. Thank you.\*\****

Rosemary Hall was Jimmy's mother, and the owner of the Sea View Hotel. Sometime in the 60s-70s, she became the professional assistant of Hugo Hall, a stage magician and school teacher. According to Rose, their relationship developed, and Hugo proposed to her with a ring the player can find in the hotel. She accepted, and they married.

Rose and Hugo's relationship eventually became abusive; multiple apparitions depict Hugo shouting at her, and telling her she is worthless. She said there was only one thing she could give Hugo - a baby.

James Alexander Hall was born on 6 June 1976. Hugo violently abused Jimmy from birth, and Rose regretted not stopping him until Jimmy was two years old; an apparition depicts Rose running with a baseball bat into a basement room where Hugo was beating Jimmy. She explains that she bludgeoned Hugo to death and buried him in the secret basement room, hidden behind a set of lockers.

Rose lived with the guilt of killing Hugo for years. It was only when Jimmy, feeling guilty about his own actions while under Hugo's control, had attempted suicide, that she decided to tell him the truth. Rose explained that it only worsened the guilt, and when Jimmy went to go find his father's grave, she took some turpentine and a lighter and burned herself to death in the second floor hallway. Rose tells the player if she hadn't killed herself, Hugo in Jimmy's body would have. She then tells the player to ask Jimmy where Hugo lives, and that he'll show you. This is her final communication.

## Trivia

* Rose was born in Scarborough, North Yorkshire, England.
* The birth certificate lists two different surnames, Dolores and Jones; Dolores under *Name and Surname* (along with her first name of Rosemary) and *Jones* under *Maiden surname*. She goes by Rose Hall in-game.
* She was presumably 23 or 24 when she had Jimmy.
Ornate Dagger

A letter opener given as a gift to Rose or Harvey. It was sharpened by Jimmy and used to kill Harvey backstage when Harvey attacked Jimmy with the Old Handgun.

* Lore:
	+ Harvey

This page is not completed. *You can help the **At Dead Of Night Wiki** by expanding it. Thank you.*

The Dagger Is A Letter Opener And It’s Not Supposed To Be Sharp.

Jimmy Use’s The Dagger To Kill Harvey
Jimmy Stealing from Amy

Jimmy Stealing from Amy is a premonition clue obtained by looking into the game room after the player has progress far enough in Amy's story. When the player looks left into the Game Room, the apparition will start and the player will see Amy yelling at Jimmy to "Give it back! It's mine!"

**WARNING:**

**Because of the nature of this page, beware of story spoilers.**

Scrying Mirror:

* After this clue is obtained, using the scrying mirror will show a premonition of Jimmy pouring turpentine on the stuffed bear. It will then direct the player to the ground floor.

Lore:

* Amy's Story
	+ Upon turning left to look into the Game Room
UPP

**The UPP**, or Universal Power of the People, formerly known as the **SRP**, or Socialist Republic of the People, was a super nation formed some time during 2050-2055 in the GALACTUS universe. It acts as a rival to the UUSA and UMS. The cold war it triggered caused the downfall of the UMS and arguably set in motion the global civil war as described in GALACTUS.

Following a small zombie outbreak, an uprising - called the UPPrising by officials - formed where many high ranking officials lost their jobs by not being re-elected, resignation, or were fired.

Although it is not mentioned in the direct story, the UPP falls following the uprising in 2600.
ORIGINS

Origins, stylized as ORIGINS or //ORIGINS// is the first part of The Breach.

Origins describes the events of the first universe in the Breach storyline and multiverse. It tells the story of Atelas in the Before Christ era of history in an alternate timeline.

**The First Universe**

**//ORIGINS//**

* 1000 B.C.: Atelas embarks on his 999-year journey following the guidance of a mysterious figure, who reveals the imminent threat of an otherworldly breach. The journey serves as a test of his strength and resilience. The purple gem he discovers holds ancient cosmic energy, not only rejuvenating him but also inadvertently triggering a mystical earthquake—a harbinger of the impending breach.
* 1 B.C.: Atelas survives a year post-Jesus Christ's death, only to encounter an outbreak of the undead. This catastrophic event is orchestrated by an interdimensional force seeking to exploit the vulnerability of Earth.
* 1940 A.D.: The U.S. government's ill-fated experiments with zombies were driven by a misguided attempt to weaponize the undead for wartime advantage. The zombie outbreak escalates, leading to the downfall of President Willkie and the infiltration of the White House. Stan Dickson, a survivor and strategist, assumes the mantle of leadership amid the chaos.
* 1942: The Nazis' success in mind-controlling zombies stems from occult experiments rooted in ancient artifacts connected to the breach. With a legion of undead soldiers, they secure a swift victory in World War II, reshaping the global order.
* 1943: The collapse of the U.S. and the civil war in Germany are catalyzed by both the supernatural breach and internal strife. The RGDCU's fall is a direct consequence of the breach's influence on political ideologies, pushing extremes to the forefront.
* 1945: Germany's civil war becomes a battleground between the fading Nazi regime and the rising Worker's Republic of Germany (WRP). The zombie outbreak acts as a chaotic disruptor, weakening the Nazis and allowing the WRP to emerge as a socialist alternative.
* 1947: The zombie plague continues to erode Nazi power structures, leading to the emergence of a socialist state, the WRP. The UK's transformation into The Republic of the Monarch is a response to the chaos, attempting to restore order under a new government. The PFO arises from those who reject this new order, sparking a bitter rivalry.
* 1950: The breakthrough in portal technology is a desperate attempt to escape the escalating chaos on Earth. Unknown to the populace, the breach's influence accelerates technological advancements, creating the means for mass migration to a new universe.
* 1952: Earth's catastrophic end, triggered by a meteor strike and the sun's encounter with a black hole, is the breach's final act of cleansing. The surviving 50% of the population, now in a new universe, must grapple with the consequences of the breach's influence on their reality.

* Past Earth Era (PEE) 1 ; Zombie Hitler gets back into the Origins Universe
* Pee 500 ; Zombie Hitler manages to form control over 1% of the zombies.
Room 303

## Description

This is the 3rd room on the 3rd floor.

This is typically where a friend is located and is therefore locked until the ending sequence.

## Events

* When you look through the keyhole for this room, you'll see a flannel covering up your friend.
* In the ending sequence, you have to use the key specifically for Room 303 to unlock the door and rescue your friend. You have to tell her when to leave the room when Jimmy is far away so that she survives.
North America

**North America** was a continent

## Countries

### United States of America

* Alabama
* Alaska
* Arizona
* Arkansas
* California
* Colorado
* Connecticut
* Delaware
* District of Columbia
* Florida
* Georgia
* Hawaii
* Idaho
* Illinois
* Indiana
* Iowa
* Kansas
* Kentucky
* Louisiana
* Maine
* Maryland
* Massachusetts
* Michigan
* Minnesota
* Mississippi
* Missouri
* Montana
* Nebraska
* Nevada
* New Hampshire
* New Jersey
* New Mexico
* New York
* North Carolina
* North Dakota
* Ohio
* Oklahoma
* Oregon
* Pennsylvania
* Rhode Island
* South Carolina
* South Dakota
* Tennessee
* Texas
* Utah
* Vermont
* Virginia
* Washington
* West Virginia
* Wisconsin
* Wyoming

### Canada

* Alberta
* British Columbia
* Manitoba
* New Brunswick
* Newfoundland and Labrador
* Northwest Territories
* Nova Scotia
* Nunavut
* Ontario
* Prince Edward Island
* Quebec
* Yukon Territories
David Adue

David Adue was the president of the ACUE until his murder by Atelas. David Adue was a Corporal, until being elected the first president of the ACUE. Although it is not mentioned in the Breach, he was the reason the September 11 attacks did not happen in the fourth universe, as he trusted a citizen of the second universe and secured the Twin Towers and Pentagon.
Scrying Mirror

The Scrying mirror is an item used to help direct you to a place of interest when you get stuck on something.

The Scrying Mirror can be used to find clues like hallways, doors or floors, to help you progress to the next step. The Scrying Mirror provides a premonition that will aid a player on where to continue the story and a few hints related to it.

Usage:

The way to use a scrying mirror is simple. Go to a dimly lit room, and then the mirror icon will appear on screen, this will be in guest rooms at the door, or the kitchen as a few examples.

Using the scrying mirror does NOT let Jimmy know where you are. It effectively pauses Jimmy.

There is a possibility that certain visions of Jimmy close to the screen at the end of the scry means he's near, or on the same floor as you, but this is unconfirmed as of now.

## Trivia

* The Scrying Mirror is in Contradiction another game by Baggy Cat
* Scrying Mirrors are used in real life to "communicate with the paranormal", just like it’s used in the game.
Bottles of Whiskey and other Spirits

Bottles of Whiskey and other Spirits is a medium sized clue that can be found in the cabinet portion of desks in the various hotel rooms. It is required to complete Amy's Story.

Lore:

* Amy's Story
	+ If the player initially asks Amy in the basement about the liquor, she tells them that children shouldn't drink alcohol
	+ Jimmy gave Amy the Liquor after she burned her hand.
	+ By cross-referencing this with "Amy Drinking Something Horrible," Amy will tell you that Jimmy told her to keep drinking it and then she began to feel strange.
* Dr. Bose
	+ Dr. Bose reasons that Jimmy likely stole the bottles from the downstairs bar
Characters

Here are the the characters you will see throughout gameplay of At Dead Of Night.

Characters:

* Jimmy Hall
* Maya
* Amy Bell
* Doctor Bose
* Harvey
* Rose Hall
* Hugo Hall

Little is revealed about Maya's friends except that one (presumably Hannah) is seen being chloroformed by Jimmy at the beginning of the game

One other character we know is Hannah, the friend that calls Maya to inform her that they are spending the night at the Sea View Hotel instead of camping.
Floor 1

The **First Floor** is considered the easiest floor as it has the most places to hide, has many ways to loop around the floor, and has no loud wind. Unfortunately is is also very large and can be easy to get lost on especially for a new player. All of the rooms start with the number 1 and go up until room 123. Jimmy will not appear on the first floor until after Amy is seen in the A Girl in the Basement apparition clue. The first floor serves as an easier floor for the player to get used to before progressing to harder and smaller floors.

The First Floor's layout is as follows:
Amy Bell

**This page contains major spoilers. If you wish to get the definitive experience of At Dead of Night, please play through the game before reading forward. Thank you.**

## Appearances

### Debut

At Dead of Night

**Amy Bell** is the first ghost Maya encounters in the Sea View Hotel. She was a young girl who was also a guest at the hotel.

## Appearance

Amy had brown hair pulled into two pigtails, fair skin, and brown eyes.

Amy wore a 70’s-era light blue dress with pink flowers, and white shoes.

## Biography

Amy Bell is the daughter of an unknown guest. She was 10 years old when she died.

She first appears in the basement when Maya takes the elevator to any floor; she can be spoken with using the ghost/spirit receiver in the basement. When Maya asks Amy about a young girl she saw crying in the basement, Amy explains that it was her; young Jimmy locked her down there. She also tells Maya that he started stealing things from her; cross-referencing that with the child’s purse reveals that he stole it and took her money. Connecting the turpentine and lighter to the information given after asking about the event in the arcade reveals that Jimmy doused Amy’s stuffed toy with turpentine and lit it ablaze, severely burning Amy’s hand. This can be seen in Room 109.

Amy complained about her hand, and Jimmy said he could relieve the pain, as long as she didn’t tell anyone. She didn’t trust him, and tried to look for a doctor, but Jimmy threatened her with the ornamental sword. When connecting the sword with the event seen outside of the hallway to Rooms 102-105, Amy reveals that he used it to threaten her against telling anyone. In Room 112, she was drinking something that she didn’t like, saying that it tasted horrible. Jimmy claimed it was medicine, but it was actually whiskey, empty bottles of which the player (Maya) can find. Jimmy told her to keep drinking the supposed “medicine”, and Amy became heavily intoxicated. Amy can then be seen from outside the third floor stairway doors, looking down over the railing and giggling. She said she felt really light and thought she could float down to the bottom. Amy climbed over the banister and jumped to her death down onto the lower ground stairs.

The final sighting of Amy is of her corpse on the stairs. Amy says: “I jumped, but then it all went dark and I couldn’t wake up. I can’t wake up anymore. I don’t know where I am,” before she fades on one more hallucination, ending her story.

## Trivia

* There was some speculation that Jimmy cut off her right hand with the sword before she started to drink the alcohol, but she is seen with her right hand when she died.
* Jimmy never gave back Amy's purse, as the player can still find it around the hotel, and it was never recovered after her death.
* Daisy Follin, who plays Amy, is likely the lead developer Tim Follin's niece.
Africa

**Africa** was a Continent

## Countries

* Algeria
* Angola
* Ascension Islands
* Azores Islands
* Benin
* Botswana
* Burkina Faso
* Burundi
* Cabo Verde
* Cameroon
* Canary Islands
* Central African Republic
* Chad
* Comoros
* Congo
* Cote D'Ivoire
* Democratic Republic of the Congo
* Djibouti
* Egypt
* Equatorial Guinea
* Eritrea
* Eswatini
* Ethiopia
* Gabon
* Gambia
* Ghana
* Guinea
* Guinea-Bissau
* Kenya
* Lesotho
* Liberia
* Libya
* Madagascar
* Malawi
* Mali
* Mauritania
* Mauritius
* Morocco
* Mozambique
* Namibia
* Niger
* Nigeria
* Rwanda
* Saint Helena Islands
* São Tomé and Príncipe
* Senegal
* Seychelles
* Sierra Leone
* Somalia
* South Africa
* South Sudan
* Sudan
* Tanzania
* Togo
* Tristan da Cunha
* Tunisia
* Uganda
* Western Sahara
* Zambia
* Zimbabwe
A Girl in the Basement

**A Girl in the Basement** is an apparition clue that the player obtains on the lower floor of the Sea View Hotel. After going down to the basement and investigating the area the player should return to the lift. As the doors are closing the player will turn to face them and see the girl briefly before the doors close. The player will then receive a notification saying that they saw "A Girl in the Basement". The player can then return to the basement to meet and question Amy.

**WARNING:**

**Because of the nature of this page, beware of story spoilers.**

Scrying Mirror:

* After initially obtaining the scrying mirror, if used in a dark place the mirror will give you a premonition of the lift going to the lower floor. This vison is guiding the player to the basement where the player will obtain this clue.

### Lore

* Amy's Story
	+ While in the basement you can tell Amy that you saw A Girl in the Basement crying. Amy will tell the player that it was her and that Jimmy locked her in the basement and started stealing from her.
	+ After the Child's Purse is obtained and the player asks Amy about it, they can then pair it with the Girl in the Basement clue. Amy will say that the purse was hers and that Jimmy stole it when she wasn't looking and he wouldn't listen when she told him off.
		- The player will obtain the "Jimmy Wouldn't Listen" audio clue.
		- The player will then receive a hint premonition showing a hand taking a stuffed bear, it directs the player to the Ground Floor to receive the **Next** apparition clue.
At Dead Of Night

**At Dead Of Night** is a horror game developed by Baggy Cat Ltd.

Get At Dead Of Night here

## Description

At Dead Of Night is part horror film, part horror game and part ghost hunt. It blends live-action and graphics to create a unique immersive horror experience like no other.

It is an FMV (full motion video) game.

## Story

At Dead Of Night is part horror film, part horror game and part ghost hunt. It seamlessly blends live-action and computer rendered graphics to create a unique immersive horror experience like no other. You play Maya, a student trapped in a remote hotel run by a psychopath called Jimmy Hall. Jimmy has tied up Maya's friends and locked them in their rooms, with evil intentions. Maya has managed to escape, but Jimmy is on the prowl looking for her. However, to get him to release her friends, Maya must uncover Jimmy's dark secrets. Using an ancient ghost voice receiver she finds, Maya must communicate with the ghosts of Jimmy's past, who manifest around the hotel and gradually reveal their stories. At the end, after finding all about Jimmy's past, it is revealed that his dead father and former abuser Hugo Hall is possessing Jimmy, and is fighting him for control of his own body.

## Production

The game was developed using HTML5 and Node.js, scouring the game files reveals the main graphics to run entirely off of a single 4.1GB video file entitled "Hotel.m4v". This cannot be played back by conventional video players preinstalled in Windows. The main game works by skipping around in time in this video file of prerendered animations of the player character moving around the hotel.

The full motion video was shot entirely on green screen over the course of only a few days in 2017, and Jimmy's scenes were shot in only one day, according to actor Huld Martha. The characters were then comped into shots, and the game was worked on for 3 years before its eventual release in 2020. It has been implied that developer Tim Follin learned complex programming specifically for this project.

Actor Huld Martha said that very few pieces of the set were actually real, and in the prologue the only things that existed were a desk (which was, in truth, a piece of cardboard with some chairs holding it up, threatening to tip over at any moment) and the objects on it.

## Trailer

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## YouTubers play At Dead Of Night

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Compas

The **compass** is an item used to find spirits & ghosts more easily in the Hotel.

The compass can be found in any guest room, being the first objective you get to collect the compass and scrying mirror.

## Usage

The compass directs the player towards the nearest ghost or apparition. When the player reaches a point where the compass is continually spinning, they are in the room where they will see an apparition or should attempt to make contact with a spirit.
Room 109

## Description

This is the 9th room on the 1st floor. It cannot be locked by Jimmy.

It is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom.

## Events

* This is where you witness Amy holding a toy caught on fire by turpentine. Her hands are severely burned because Jimmy did this, and in this room you get the chance to ask her about it.

## Items Found

* Sword

1. ↑ Items can be randomized!
Room 121

## Description

This is the 21st room on the 1st floor. If this is not where a friend is located, it cannot be locked by Jimmy. It can be where a friend is located, however, and if so it will be locked until the ending sequence.

If a friend is not located here: it is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom.

## Events

### If a Friend is Located Here

* When you look through the keyhole for this room, you'll see a flannel covering up your friend.
* In the ending sequence, you have to use the key specifically for Room 121 to unlock the door and rescue your friend. You have to tell her when to leave the room when Jimmy is far away so that she survives.

## Items Found

* Chef's Hat
* Whiskey Bottles
* Storage Room Key

1. ↑ Items can be randomized!
CSA

**The CSA**, also known as Communist States of America, was a communist force that claimed to be the successor of the United States. This is a super nation only found in FIRE BREATHER and acts as a rival super nation to the ACUE.

Atelas acts as a secret agent for the ACUE, however the CSA is able to successfully brainwash him into doing their bidding and killing President Adue.

The fate of the CSA is unknown, as the ACUE seemed to be collapsing after Adue's death. However, the universe was collapsing after the death of Atelas.
Room 112

## Description

This is the 12th room on the 1st floor. This room cannot be locked by Jimmy.

It is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom.

## Events

* This is where you see Amy drinking "something terrible" and can ask her if she drank the whiskey bottles. As it turns out, Jimmy told her that the whiskey was medicine so she wouldn't need to see a doctor for her burnt hands.

## Items Found

* Deadlock Key
* Child's Purse
* Turpentine and Lighter

1. ↑ Items can be randomized!
Kitchen

The Kitchen is one of the many rooms that Maya can access through out the hotel. The kitchen is on the first floor, down a hallway past reception. It does not require a key to open and is a dark room that Maya can use the scrying mirror in.

Scrying Mirror:

* The Kitchen is a dark room that the player can enter to use the scrying mirror to receive hints through premonitions

Apparitions:

* The Kitchen is one of the rooms the rooms in which a player will have apparitions appear if they are far enough along in certain stories

Lore:

* Dr. Bose's Story
	+ Maya can see an apparition of Dr. Bose speaking to Jimmy while Jimmy is making him the glass filled sandwich
Guest Rooms

The **Guest Rooms** are the rooms where normally the guests would stay in the hotel. Every room has a bed, a nightstand, a wooden closet, some way to store personal belongings and a bathroom. There are 55 guest rooms in total.

## Mechanics

The bathroom and closet can be used to hide in, if you didn't deadlock the room. If you hide in the bathroom and Jimmy knows you are there, you will get knocked out. But if you hide in the closet and Jimmy knows you are there, he can bust the closet door open or he can hide in the bathroom. If he hides in the bathroom, he will jump out and knock you out when you are standing at the door of that room.

The room can sometimes have the lights off, meaning you can only hide in the bathroom and look though the peephole.

The room has 3 types of personal storage:

* A wooden chest

* A wooden desk (2 drawers)

* A wooden desk (2 cabinets, 2 drawers)

The storage can be used to find items, or clues to the story.

### The Door

The door is a dark wooden door with 2 locks and a peephole.

The keyhole of the deadlock can be seen through when you are outside, presumably to see if Jimmy is inside that room.

The peephole can be used for the same purpose as the keyhole, but then in reverse from the inside of the room to see if Jimmy is walking by outside.

## Trivia

* You can see Jimmy though the peephole opening the door.
	+ When Jimmy is opening the door you can see the doorknob move.
* Remember to check both sides of the desks, as both sides have openable drawers and cabinets.

* Jimmy can do a fakeout when checking the room by walking outside and then immediately running back in and hitting you unconscious or by him hiding in the bathroom.
Room 223

## Description

This is the 23rd and final room on the 2nd floor. This room appears as a normal guest room, but it is actually Jimmy's room. This is a room that you can find a deadlock key for, as well.

It is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom. It is locked until you start Dr. Bose's story.

## Events

* You ask Harvey about him holding a bat and combine this with the crossbow to learn that Jimmy was preparing to set a trap.
* You learn, by talking to Rose about The Great Hugo on Stage and the wedding ring that she was married to Hugo Hall, forming a relationship from proximity in acting.
* You can see Rose finding Jimmy in the bathroom, having attempted to kill himself.
* You discover here that Jimmy is Hugo's son in full confirmation and that Hugo was beating Jimmy until he was two.

### Ghosts Present

* Harvey
* Rose

## Items Found

* Deadlock Key
* Washling Line and Rolling Pin

1. ↑ Items can be randomized!
Room 101

## Description

This is the 1st room on the 1st floor, and also serves as your personal guest room. When you arrive at Sea View Hotel, Jimmy tells you that your room, Room 101, has already been paid for.

It is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom. This room has a deadlock key and cannot be locked by Jimmy.

## Events

* This is your room, which means this is where you wake up "At Dead of Night." You get up to witness Jimmy putting a cloth of a chloroform-like substance to your friend's mouth, knocking them out. This is where everything starts. When you turn around, you're locked out of this room.

## Items Found

* Deadlock Key

1. ↑ Items can be randomized!
Turpentine and Lighter

Turpentine and lighter is one of the various small clue items found through out the various rooms in the hotel.

Spoilers:

Used in conversation with Amy to reveal that Jimmy used the items to burn her stuffed bear

It's also used in conversation with Rose after cross-referencing a plot point in the Lower Ground Floor to discover that Rose could no longer live with herself after telling Jimmy who his father was, pushing her to self-immolate.
Hugo Hall

This page is not completed. *You can help the **At Dead Of Night Wiki** by expanding it. Thank you.*

**This page contains major spoilers. If you wish to get the definitive experience of At Dead of Night, please play through the game before reading forward. Thank you.**

**Hugo Hall** was Jimmy Hall's father and Rose Hall's ex-husband. He was also, like Rose, Jimmy, and Harvey, a proprietor of the Sea View Hotel. Assuming that Hugo Punch is the same spirit as Hugo Hall means that he is the potential overarching antagonist of the game, twisting Jimmy in the events of the game.

## Appearance

Hugo controls Jimmy he looks like him but without the hat and uses pants with suspenders you can see him at the end of the game..

## Biography

Hugo Hall was a professional stage magician and school teacher. Sometime in the 60s-70s, he purchased the Sea View Hotel to promote his magic show. Rosemary Dolores served as his professional assistant for a while, and eventually, a relationship began, and they soon married. On June 6th, 1976, their son Jimmy Alexander Hall was born. Hugo beat Jimmy from birth until he was two years old when Rose beat Hugo to death with a baseball bat. He was buried under concrete in a secret room in the basement. Hugo's abusive actions unknowingly haunted Jimmy, by possessing his weak mental state as a vengeful spirit, causing him to form an alter ego that shared the same name.

## Trivia

* Compared to everyone else who died in the hotel, Hugo Hall is unique in many ways:
	+ He is never fully visible. The closest to that is his appearance as the Great Hugo on stage, albeit fully cloaked.
		- As a result, the scrying mirror never shows Hugo's physical appearance like it did with everyone else.
	+ Hugo never speaks through the spirit box.
		- Because of this, he never talks about the scenes that focus on him like the Great Hugo on stage. Instead, Rose would comment on them.
	+ The game never tells the player to investigate his story unlike everyone else. The events that involve him are a part of Rose's story instead.
	+ Hugo Hall's actor is never explicitly mentioned in the credits, likely a supporting actor.
At Dead Of Night Wiki

Welcome to the At Dead Of Night Wiki

 ***At Dead Of Night***  is part horror film, part horror game and part ghost hunt. It seamlessly blends live-action and graphics to create a unique immersive horror experience like no other. You play Maya, a student trapped in a remote hotel run by a sociopath called Jimmy Hall. Jimmy has tied up Maya's friends and locked them in their rooms, with evil intentions. Maya has managed to escape, but Jimmy is on the prowl looking for her. However, to get him to release her friends, Maya must uncover Jimmy's dark secret. Using an ancient 'Ghost and spirit receiver' she finds, Maya must communicate with the ghosts of Jimmy's past, who materialize around the hotel and gradually reveal their story.

## Game Screenshots

**Horror Games**
Agony •
Alan Wake •
Alice •
Alone in the Dark •
Amnesia •
At Dead of Night •
Bendy •
BioShock •
Clock Tower •
Dark Deception •
DayZ •
Dead Space •
Deadly Premonition •
Death Mark •
Deep Fear •
Dino Crisis •
DreadOut •
Fatal Frame •
Fears to Fathom •
Five Nights at Freddy's •
FNAF Fangame Wiki •
Hello Neighbor •
Ib •
Lost Alpha •
Lost In Vivo •
OMORI •
One Night at Flumpty's •
Outlast •
Pathologic •
Penumbra •
Poppy Playtime •
Resident Evil •
Rule of Rose •
SCP: Containment Breach •
Silent Hill •
SOMA •
Splatterhouse •
Spooky's House of Jump Scares •
S.T.A.L.K.E.R. •
The Dark Pictures Anthology •
The House of the Dead •
The Last Door •
Tattletail •
The Evil Within •
Until Dawn •
Watchman •
White Day •
Yomawari •
Yume Nikki

*Want your community included? See how!*
Room 102

## Description

This is the 2nd room on the 1st floor.

It is a lit room, meaning that if you need to, you could hide in the wardrobe or the bathroom. It cannot be locked by Jimmy, and you can find a deadlock key for this room.

## Events

* Just outside of this room is the suit of armor, where you see Amy being scared. When you go in the room and ask her about it, combining her being scared with the sword, you learn that Jimmy was threatening her with the sword to not tell anyone about her burnt hands.

## Items Found

* Deadlock Key
* Wooden Paddle
* Scrying Mirror

1. ↑ Items can be randomized!
Floor 2

The **Second Floor** of the Sea View Hotel is significantly harder than the First Floor. Rooms on the outer edge of the floor have loud winds sound that prevents Maya from hearing Jimmy's exact location. The layout is nearly identical to the First Floor, but with the addition of a store room dividing the hallway between rooms 216 and 220. This store room has two entrances allowing it to functionally serve as a short cut to get back to the elevator as needed.

The Second Floor's layout is as follows:
Аврора Лафлин

* Гражданская
* Альтр-эго

* **Биографическая информация**:
	+ **Полное имя**: Аврора ЭлизабетЛафлин
	+ **Дата рождения**: 2 мая 2000 года
	+ **Место рождения**: Детройт, штат Мичиган, США
	+ **Место жительства**:
		- Детройт, штат Мичиган, США (ранее)
		- Лос-Анджелес, штат Калифорния, США (ранее)
		- Лондон, Англия, Великобритания
	+ **Статус**: Жива
* **Общая информация**:
	+ **Профессия**:
		- Ученица средний школы Мичигана (ранее)
	+ **Принадлежность**:
	+ **Альтр эго**:
	+ **Прозвищя**:
* **Физическая информация**:
	+ **Вид**: Гибрид человека и демона
	+ **Пол**: Женский
	+ **Рост**: 1,68 м
	+ **Цвет волос**: Каштановые
	+ **Цвет глаз**: Ярко-светлые голубые
	+ **Цвет кожи**: Светлый
* **Информация о семье**:
	+ Джахат (отец) +
	+ Джозет Лафлин (мать) +

## Биография

### Внешность

   В детстве Ребекка упомянула, что Хоуп похожа на свою мать. С другой стороны, Клаус блаженно намекнул, что Хоуп унаследовала его глаза. В детстве у нее были грязно-светлые волосы и круглые темно-синие глаза. В детстве у нее были длинные каштановые волосы и светло-голубые глаза. На ее щеках были разбросаны маленькие веснушки. Ее видели в светлых платьях без рукавов, на которых обычно были цветы или другие принты. У Хоуп тоже были ямочки на щеках.
В подростковом возрасте ее рост составлял 5 футов 7 дюйма. Она часто носит сапоги на каблуках, чтобы подчеркнуть свой рост или одежду. У нее волнистые каштановые волосы, которые можно увидеть во многих стилях. ярко-светлые голубые глаза и пухлые губы. Она носит непринужденную, но дерзкую одежду, которая дополняет ее полную соблазнительную фигуру. Ее всегда можно увидеть с каменным ожерельем ее матери, ожерельем с семейным гербом Майклсонов, ожерельем из косточек и серьгами. Кэролайн Форбс описала Она такая же красивая.Как у лабонэра, у Хоуп есть родимое пятно в виде полумесяца на правом плече, похожее на родимое пятно ее матери и дальних родственников, Евы, Ланы и Пустого.

## Силы и способности

### Силы

Гибридная физиология человека и демона: Будучи ребенком человека и чрезвычайно могущественным межпространова демона, Рори обладает силами и способностями, переданные ей от отца, которые включают:

* Телепатия: способность читать мысли других и мысленно общаться. Ооо
* Телекинез: способность перемещать объекты и людей силой мысли без физического контакта. Ооо
* Проекция: способность манипулировать реальностью через воображение. Ооо
* Пирокинез: способность создавать и контролировать огонь. Ооо
* Предвидение: способность видеть прошлое и будущее. Ооо
* Лептокинез: способность манипулировать материей на молекулярном уровне. Ооо