ironclaw

Serial Number : IC-AP-SPEC14
Category : Delta

STATUS : ACTIVE

Description

Subject appears to be

cosmoses sickness

Serial Number : CS-G-XN56
Threat Level : X1
Category : Gamma

STATUS : ACTIVE

Description

Description about the entity here.

Suspension

Description on how to avoid / deal with this threat here.

BADGES:

the flesh

Serial Number : TH-G-XN52
Threat Level : X2
Category : Gamma

STATUS : ACTIVE

Description

Description about the entity here.

Suspension

Description on how to avoid / deal with this threat here.

Variants

Explain variants if there are any.

BADGES:

the flesh-rooms

Serial Number :
Threat Level : X2
Category : Gamma

STATUS : ACTIVE

Description

Description about the entity here.

Suspension

Description on how to avoid / deal with this threat here.

BADGES:

gas leaks

Serial Number :
Threat Level : X1
Category : Gamma

STATUS : ACTIVE

Description

Description about the entity here.

Suspension

Description on how to avoid / deal with this threat here.

BADGES:

mimics

Serial Number : X3-DEL-E26
Threat Level : X3
Category : Delta

STATUS : ACTIVE

Description

Mimics are humanoid-like entities that typically scale 7-8 feet tall. The creatures have two sets of faces, a mask, and then its true face. When its face is masked, it usually appears like a statue, or mannequin of some sort, sometimes with no eyes at all. Upon opening its mask, it opens in a flower-like pattern, revealing two large black beady eyes, and a mouth with several rows of sharp teeth. It's jaw can unhinge at will, allowing it to bite and swallow larger things; inside it's mouth is a secondary mouth and many rows of sharp teeth that extend all the way down it's throat.The entity is capable of extreme mobility, able to bend and contort its joints in any angle, at any degree without any pain. Similar to an octopus, it can fit into smaller spaces than thought possible. With it's humanoid appearance, and unique ability to mimic human speech, it lures prey in with familiarity.Unlike most entities, the mimics are incredibly intelligent and do not attack on site typically. As explored in experiment log [REDACTED], Dr. Sullivan was able to 'bond' with a juvenile mimic, and it showed great curiosity and adaptability. These entities are incredibly fast learners, and may adjust themselves based on how a player plays the game. Due to this ability to learn quickly, they've been considered an incredible threat to the facility, and deemed 'exterminate on sight'.

Suspension

The easiest way to avoid a mimic, is if you hear or see something that sounds or appears human, but is slightly off. These entities are excellent at disguise, and will use your environment against you. Should you have the displeasure of encountering one, it's best to run and seal the doors behind you as fast as possible. Should you run into a dead end, it's best to hide; however you'll have to hold your breath as mimics listen for breathing inside hiding spots.

BADGES:

night dwellers

Serial Number :
Threat Level : X2
Category : Delta

STATUS : ACTIVE

Description

Description about the entity here.

Suspension

Description on how to avoid / deal with this threat here.

Serial Number :
Threat Level : X2
Category : Delta

STATUS : ACTIVE

Description

Description about the entity here.

Suspension

Description on how to avoid / deal with this threat here.

Variants

Explain variants if there are any.

BADGES:

sunshine

Serial Number : X0-DEL-E10
Threat Level : X0
Category : Delta

STATUS : ACTIVE

Description

A humanoid entity with an unknown origin. It's head resembles that of a sunflower and it wears an eerie smile. Seemingly enjoying the presence of flowers, it's enough to keep it docile--however if you so much as harm the flower its smile will turn into an unnatural frown.During one experiment, Expendable A32 crushed a flower in front of the entity as instructed, and from that point after it'd make violent attempts to escape and follow A32. Once in proximity of A32, it simply stood there, frowning and hovering over the man at it's full height of 215cm. While nothing seemingly happened during the interaction, Expendable A32 began to show signs of an unidentified sickness due to prolonged exposure of the entity. Later dubbed X1-GAM-E14, Cosmoses Sickness.In another experiment, Expendable A48 brought a flower to the entity with passive intensions; it seemed rather appreciative of the gesture and maintained a docile nature towards A48. Seemingly causing a 'connection' from the two, they'd bond and become inseparable. A48 insisted that its name was 'Sunshine' and that it was a friend she'd known for a very long time, despite only having met the creature within 72 hours. When Expendable A48 was brought to testing with X3-DEL-E47-1, a Viperworm, and put in danger; the entity seemingly knew. Breaking out of containment killing anything in its path, to 'protect' A48. The company deemed this a liability, and killed Expendable A48 to severe the connection.E10 seemed to 'mourn' A48's death. Entering a depressive state, being unresponsive towards any further experimentation. Occasionally caught singing with its horrid vocals, 'You are my sunshine', and emitted an awful wailing sound. Once this phase was over, the company decided to keep it in the lower levels of the facility away from any further interaction.

Suspension

Should you encounter this entity, it is best to simply leave it be. It seems to have a passive nature by default, unless otherwise provoked. Whatever you do, DO NOT hurt floral life within it's proximity.

BADGES:

viperworms

Serial Number : X3-DEL-E47
Threat Level : X3
Category : Delta

STATUS : ACTIVE

Description

Viperworms are a worm-like entity with four Hemipteran limbs near its mouth. It's mouth stretches like a snake, and resembles a viperfish; hence its name. Along the sides of the serpent, are two butterfly-like flaps that have an appealing purple pattern along the insides. It's skin is smooth, with a skin-like texutre. Along the underbelly of the creature to it's tail are simple bio-luminescent dots. At the end of it's tail, a sharp barb with a potent venom that paralyzes. Viperworms do not have eyes however, and use heat signature to see.Viperworms lure their prey in with their vibrant colors and unique clicking noises; then they will use they will bite onto it's prey, and use its tongues to prevent it from escaping; its 'flaps' will close on its head and suffocate it while it constrains its body, it injects venom into it to paralyze it as it begins to swallow it whole and adjusting its body to fit the objects body mass. Due to the paralysis, it can safely digest the object without risk of damaging its interior.They are found in [THE PIPES], [THE GARDENS], and in [BASEMENT] levels. Most notably, they'll be found hidden in crevasses, wrapped around pipes, the ceiling, or small holes in the ground.

Suspension

Viperworms are fairly easy to avoid once you've encountered them once. Fire will directly alert them to where you are; however excessive flames will scare them off. When they enter 'prey' mode, that'll give you time to evade the area and lock the door. Once they realise you aren't falling for their illusion, they'll charge after you. Once bitten, you'll have the chance to preform a quick-time event to shake it off. It will deal 5 damage for every 0.5 seconds its latched to you, this can be very dangerous if there's multiple.

BADGES:

crawlers

Serial Number : X3-DEL-E20
Threat Level : X2
Category : Delta

STATUS : ACTIVE

Description

Crawlers are crab-spider like creatures in which lives within LAMBDA-19's surface. These critters usually are not an issue to humans, and typically avoided them. However, due to sound vibrations of drilling and excessive noise, these critters were drawn to the [LAMBDA-19 FACILITY]. At first, they simply chew through wires, metal, and other objects making population control necessary. However, given the fascinating attributes of an insect-like creature having an exoskeleton strong enough to withstand the pressure and temperatures of space, AZTEK found it interesting and valuable.During the Upsilon event, the population of Crawlers would grow to incontrollable numbers, primarily living within the ventilation systems of the facility. Due to chewing through the facility, some areas now no longer can supply oxygen.

Suspension

These creatures were built for cold environments, and are incredibly susceptible to heat. Simply using your lighter, should scare them off. However, once said heat is gone, they may rebound and come back.

BADGES: