[[writing similar but not identical to Lelouch's... it's a lot to copy out]]

Sep 21, 2009 21:18

Today is day 22.


INSECTS

Physical Description: Large spiders approximately two meters in length.
Signs of Approach: The spider's steps are largely audible.
Recorded Encounters: Night 15 or 16 (three patients), night 15 (four patients, two enemies).
Locations Discovered: Sector F1 (file room 2), A12-A13 hall.
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: Attack the eyes and joints. They're faster than they seem, so be wary. Their undersides are also vulnerable to attack if you have something sharp.

Physical Description: Scorpions the size of a small dog that are a pale white in color. (Colors may vary.) Its tail appears to leak some sort of toxin. It's armored on top and doesn't seem to find prey by sight or smell.
Signs of Approach: Their footsteps may be audible depending on
the material they're walking on.
Recorded Encounters: Night 12 (two patients, one enemy)
Locations Discovered: H2-H4 halls.
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: The deficiencies in its senses (sight and smell) can be exploited. As with the cockroaches, it likely needs to be flipped onto its back before it can be dispatched. Watch out for the stinger.

Physical Description: Large cockroaches, approximately six to nine inches in length.
Signs of Approach: Clicking sounds.
Recorded Encounters: Night 16 (one patient, two enemies), nine nights ago (one patient, one enemy).
Locations Discovered: E6 (pantry 1), C2-C4 hall.
Common Attacks: It bites. As it is a cockroach, it can likely fly as well.
Special Characteristics: Its bite has a fast-acting infectious agent or some form of toxin.
Suggested Strategies: Its legs and underside are weak. Flip it over and crush it.

REPTILES

Physical Description: A cross between dragonflies and lizards-- more reptilian than insect-like-- that appears in groups of about four. They're about the size of one's hand.
Signs of Approach: Buzzing, but fairly indistinct.
Recorded Encounters: Night 13 (two patients), 17 (one patient).
Locations Discovered: Outside through the front door, sector C15 (staff-only patio). Primarily outdoors, in other words.
Common Attacks: They attack as a swarm and bite.
Special Characteristics: N/A
Suggested Strategies: They appear to dislike light and are sensitive to water. Their bodies are also frail, so crushing them should be easy. Widespread attacks will also confuse and disperse them.

Physical Description: Hearth-lizards.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: The kitchens, perhaps? More details needed.
Common Attacks: They breath fire.
Special Characteristics: N/A
Suggested Strategies: May be weak against water.

Physical Description: Moderately normal looking snake, constrictor type over venomous; approximately thirty feet in length. Supremely fast.
Signs of Approach: N/A
Recorded Encounters: Night 18 (one patient, one enemy)
Locations Discovered: Sector C15 (staff-only patio)
Common Attacks: It wraps its body around its targets, bites, and/or attempts to swallow patients whole.
Special Characteristics: N/A
Suggested Strategies: Pin down the head and either snap its neck or crush its skull, maybe. If you can stab it through the mouth or eye and into the brain, so much the better, assuming those areas can be pierced. It's otherwise invulnerable to knives and likely other weapons as well. Fire has also proven to be effective in large quantities; aim for the head and mouth. Fleeing is highly recommended.

Physical Description: A snakelike bird, or maybe a flying lizard. Its body is about half a yard long with tiny legs, but its wings are huge. Has a round, bulbous head with enormous eyes. A shiny metal orb is on the top of each wing.
Signs of Approach: It smells like a month-old corpse. The air fills with static, so the hairs on your body stand straight up.
Recorded Encounters: Night 18 (two patients, one enemy)
Locations Discovered: A1-C1 hall ceiling.
Common Attacks: It shoots bolts of electricity from the rounds at the ends of its wings by touching them together, but it seems to have pretty bad aim.
Suggested Strategies: Shooting electricity requires it to stop flapping, so it tends to sink down when it does so. Take the opening and knock it to the floor. Then, when it's grounded, crush it.

MAMMALS

Physical Description: Rats the size of a dog.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: N/A

Physical Description: Large cats-- approximately twice the size of the normal, household variety-- with sharp, scythe-like claws and in varying stages of decay.
Signs of Approach: The smell might give some warning, but they're otherwise undetectable.
Recorded Encounters: Night 16 (one patient, one enemy), 17 (two patients, one enemy).
Locations Discovered: B2-B4 hall, I12-I14 hall
Common Attacks: They rely on fast strikes with their claws and are quick to dart to safety when threatened. They also bite.
Special Characteristics: N/A
Suggested Strategies: They're fairly resilient. Snapping their necks or slitting their throats would likely end the battle more quickly.

Physical Description: Rotting dogs.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: N/A

Physical Description: Large (taller than the average adult male), yellow-eyed, bipedal apes that are covered in dark hair. They're very strong and seem to be impervious to pain.
Signs of Approach: Heavy, dragging footsteps.
Recorded Encounters: Night 9 (five patients, two enemies)
Locations Discovered: Sector G4 (music room)
Common Attacks: They can throw incredibly powerful punches and seem to rely primarily on that method of attack.
Special Characteristics: N/A
Suggested Strategies: Avoid their fists. Blunt force is essentially useless. Use bladed weapons instead.

Physical Description: Bats. They're said to travel in groups, but there's no indication of how many there are per group on average.
Signs of Approach: Chittering, possibly? The sound of wings?
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: "Afraid of light." Whether this repels them or actually causes them harm was not stated.

Physical Description: "Child-sized" squirrels, very fast, aggressive, and persistent.
Signs of Approach: N/A
Recorded Encounters: Night 14 (one patient, one enemy)
Locations Discovered: A7-C7 (recreational field)
Common Attacks: They bite, scratch, and can easily knock down a grown man.
Special Characteristics: N/A
Suggested Strategies: Blunt force. They have fragile skulls that are "easily" broken by hand. (I'd recommend using some form of implement instead.)

Physical Description: A large quadrapedal creature, with a canine looking head and hindquarters and tail, but with a body segmented like an insect's. It has huge talons on all feet, and particularly sharp teeth.
Signs of Approach: An eerie howl before it showed up
Recorded Encounters: Night 18 (one patient, one enemy)
Locations Discovered: A lake, several miles from the Institute.
Common Attacks: Attacks like an animal would, with teeth and claws.
Special Characteristics: N/A
Suggested Strategies: It seems vulnerable to damage from weapons and acid. Aim for eyes and the jugular.

Physical Description: A large, half-rotten bear-- think grizzly, not black. It's very fast, resilient, and persistent.
Signs of Approach: Grunting, heavy footfalls, and its territory
may be littered with body parts.
Recorded Encounters: Night 18 (three patients, one enemy)
Locations Discovered: The ruins to the west of the institute.
Common Attacks: Claws, bites, and charges targets down.
Special Characteristics: N/A
Suggested Strategies: It appears to be nearly invulnerable. Do not attempt to engage it. Attacks will likely only make it angry. Flee if at all possible. Use your environment to try to slow it down.

GHOSTS/SPIRITS (Note: strong spirits may have the power to temporarily extinguish flashlights)

Physical Description: A woman with snake and holly tattoos.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: Touch (see below).
Special Characteristics: Her touch spreads a tattoo that is only visible at night. The tattoo makes you share her pain and feel like you've relived every one of your bad memories.
Suggested Strategies: N/A

Physical Description: An invisible spirit that laughs, teases, and chokes. A human outline is visible only if the light strikes it a particular way and not for very long.
Signs of Approach: Echoing children's laughter.
Recorded Encounters: Two encounters on night 16 (four patients, only one targeted; three patients, all targeted).
Locations Discovered: B12-B14 and C12-C14 halls, sectors D5-G7 (courtyard).
Common Attacks: It appears to be more interested in playing at first (tugging at clothes and hair and laughing), but it turns violent when it doesn't succeed in chasing patients off. It induces suffocation by thinning the surrounding air.
Special Characteristics: N/A
Suggested Strategies: N/A. Do not under any circumstances bargain or make deals with these creatures. They have long memories and will stalk you and otherwise make your life difficult if you catch their interest.

Physical Description: A dense shadow that moves. It appears to completely lack a physical form.
Signs of Approach: The air grows cold with its approach and flashlights may grow dim/flicker. These signs don't always occur in advance.
Recorded Encounters: Night 16 (two patients, location unknown, night 19.
Locations Discovered: Sector I13 (janitor's closet).
Common Attacks: Touch. See below.
Special Characteristics: Contact with this being drains a person of his or her warmth and willpower. The duration of these effects vary depending on length of contact, and some patients may be affected more quickly than others.
Suggested Strategies: Leave the area as soon as you detect them.

Physical Description: A girl covered with blood and followed by blue flames.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: She can create multiple cuts with a touch. She also covers her victims in rope, hangs them in the air, and cuts them with many spears.
Special Characteristics: N/A
Suggested Strategies: N/A

Physical Description: A dimly lit and shapeless spirit with a warm touch.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: Touch (see below).
Special Characteristics: Its touch causes patients to attack those nearby.
Suggested Strategies: N/A

Physical Description: N/A
Signs of Approach: Spasms of pain in the torso, temporary loss of motor control, and fainting. Also causes boils.
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: Mind control. (Is this the same as the entity described above?)
Suggested Strategies: N/A

Physical Description: A woman with long black hair, wide eyes, and a broken neck. She keeps her mouth open and emits a croaking sound, and while she seems sentient, she is either unwilling or unable to speak. She's also invisible and untouchable to whomever she so
chooses.
Signs of Approach: She may be preceded by a normal black cat (it yowls louder than it should, however) or a mass of hair.
Recorded Encounters: Two encounters on night 17 in the D12-F14 halls (above the sun room). It's likely she was either stationed there or is haunting that particular area.
Locations Discovered: See above.
Common Attacks: She attacks with her hair or by grabbing her victims. She doesn't appear to inflict much physical damage, however, apart from the below.
Special Characteristics: Contact with this woman causes the victim to cough up human hair.
Suggested Strategies: N/A

HUMANOID (INDIVIDUALS)

Physical Description: A woman with curly purple hair. Laughs and convulses.
Signs of Approach: Laughter may be detected beforehand? More information necessary.
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: Carries a hot fire poker.
Special Characteristics: Mentions a master, but that would likely be Landel.
Suggested Strategies: N/A

Physical Description: A large man with a sword, spear, triangular helmet, and a long, black tongue. He can take a lot of damage, but it wasn't specified how much.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: N/A

Physical Description: A blond man in his twenties with red eyes, gold earrings, and gold clothing/armor? He has an endless supply of weapons and is extremely fast. Answers to the names "Archer" or "Gilgamesh." It is highly recommended that you do not use the latter.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: He pulls weapons from a gate. (What sort of weapons? More details needed.)
Suggested Strategies: N/A

Physical Description: A tall, bald, dark-skinned man wearing a trench coat. His eyes have no irises, and he's fast and durable.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: Will awaken after having been killed. Blood contains contagions.
Suggested Strategies: He is vulnerable to blows to the head.

Physical Description: [A detailed drawing of Indra has been left in place of a description]
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: Eats flesh and uses lightning magic.
Special Characteristics: N/A
Suggested Strategies: N/A

Physical Description: A big, red, two-headed monster with no eyes. "Fido."
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: Uses fire to attack its enemies and likely has some sort of paralyzing poison. Evade.
Special Characteristics: Flesh-eater. Paralyzing poison may be gathered for weapon enhancement? It's worth investigating.
Suggested Strategies: As this creature will eat anything thrown at its heads, doing so will most likely prove to be an effective means to distract it. Do not throw your weapons unless you want those eaten, too. Once this has been accomplished (or before or during), aim for the red spots. May be weak against ice or water, following the usual logic behind these things.

Physical Description: A child wearing a mask.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: His touch alone causes injury.
Special Characteristics: See above.
Suggested Strategies: N/A

Physical Description: A boy with two three-bladed daggers and blue hair. His hair obscures one of his eyes, but the other appears to be glowing. He wears and orange outfit and an orange hat with large, over-sized stitches. (He may also be seen in a fluffy overcoat, which he apparently stole from one of the patients here.) He also wears a bracelet (see below). He seems to be unable to speak, unaffected by ordinary weapons, and unbound by the normal laws of
physics. When struck, his skin appears to "crack" and computer code flows beneath. He also bleeds computer code or otherwise emits electricity/some sort of energy when wounded. [a rough sketch of Azure Kite follows]
Signs of Approach: The boy breathes heavily and aims to warn off at first.
Recorded Encounters: Night 16 (two patients).
Locations Discovered: I12-I14 hall.
Common Attacks: Initially attacks with the blades, then turns to the ability described below. The blades are able to cut through tiling and seem to randomize the texture of the surface they come into contact with. It is currently unknown if they have the same effect on
flesh.
Special Characteristics: He is able to teleport patients to different areas of the institute by means of his bracelet. It shoots out a beam which then transports patients elsewhere apparently at random. One pair of patients reported that their injuries (fairly superficial) had been swapped when they arrived on location. Whether this is limited to injuries of minimal severity is currently unknown.
Suggested Strategies: Avoid angering him if possible.
Electricity appears to cause him some pain but largely inspires rage. There is currently not enough information for me to suggest ways of incapacitating him, but doing so before he can teleport you is obviously preferable to being displaced in the heat of battle.

Physical Description: [a detailed drawing of Eve stands in the place of an actual description]
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A (see below)
Special Characteristics: Causes victims' bodies to heat up and sweat, leading to weakness and fainting, but no description as to how she does this was provided. She also possesses poison, but no details on how this is distributed were provided, either.
Suggested Strategies: N/A

Physical Description: A masked man in some sort of uniform that appears to run on clockwork. He carries two swords, is extremely fast, and incredibly skilled. He's also very adaptable and appears to be sentient. He can be reasoned with, but unless you have some form of leverage (stealing one of his swords apparently qualifies), he's more likely to kill you than sit down and chat.
Signs of Approach: Ticking.
Recorded Encounters: He was stationed in sectors D12-F14 (halls above the sun room) on night 11 and E5-F5 (cafeteria) on night 19.
Locations Discovered: See above.
Common Attacks: He attacks with his swords, but there were no discernible patterns reported.
Special Characteristics: N/A
Suggested Strategies: Damaging the gears that make up its heart slow it down, but as accomplishing that requires supernatural means (it's unlikely to let you get close enough to try, I would imagine), retreat is far more compelling option. One might make the assumption
that causing him to bleed enough sand might also slow down his inner clockwork, but as he is an extremely skilled and dangerous fighter, the attempt likely isn't worth the effort or your lives.

HUMANOID (GROUPS)

Physical Description: A woman with poison gas (unknown if its in some sort of container or if she has a gas mask as well, but if so, try to steal them) accompanied by a large man with chains on his wrists.
Signs of Approach: The rattling chains and man's footsteps should make them easy to detect in advance.
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: Poison gas from the woman, likely physical force from the man.
Special Characteristics: See below.
Suggested Strategies: Focus your attention on the woman. If the woman dies, the giant loses direction and should be easier to take down.

Physical Description: A woman whose skin absorbs nearby items and uses them as weapons and a woman covered with needles who has scalpels as fingers. (Do these two commonly appear paired up?)
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: N/A

Physical Description: A huntsman, his horse, and an entourage of hounds. The man is enormous-- approximately seven feet tall and built like a tank-- the horse skeletal, and the dogs about the size of a large wolf (three feet at the shoulder) and in varying stages of decay.
Signs of Approach: The dogs howl, the huntsman has a horn, and the horse's hooves are far from silent.
Recorded Encounters: Night 11 (two patients, one huntsman, one horse, two hounds).
Locations Discovered: Over the walls to the east.
Common Attacks: The huntsman relies on hand-to-hand combat and appears to be impervious to blunt force. He also seem to aim at taking out the weaker patients first.

The hounds are agile and rely on their teeth and jaws, but they don't aim for vital areas. They also give chase and appear to retain at least some of their basic instincts. On the whole, they're aggressive, but they will grow cautious once their prey poses enough
of a threat. They're very resilient, quick but not excessively so, and appear to have difficulty dodging. They also appear to have something of a blind spot when it comes to attacks from above.

The horse chases and charges its targets down.

All of the above work both as a group and independently.

Special Characteristics: The horn may be able to summon reinforcements, but this theory is currently unproven.
Suggested Strategies: Flee. If that's not an option, divide and conquer. Destroy the huntsman's horn (just in case), kill the hounds, and the remaining enemies should be easier to tackle. The main problem is having the forces to keep them preoccupied while you
dispatch the dogs, not to mention having a weapon capable of killing the huntsman. Unfortunately, I can't suggest much beyond that with the information I have currently available to me.

HUMANOID (MISCELLANEOUS)

Physical Description: Men made of earth.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: Sensitive to light and blunt force.

Physical Description: A creature with the ability to look like someone someone you know. This is typically someone close to you, but can also be a mere acquaintance. The creature's goal is to get patients to drop their guard, so be vigilant.
Signs of Approach: Indistinguishable from a normal patient until it attacks. They may shriek shortly before, however, and their teeth or claws might give them away.
Recorded Encounters: Night 3 (one patient, one enemy), Night 18 (two attacks).
Locations Discovered: In one of the stairwells, B5-B6 hall, B2-B4 hall.
Common Attacks: They use their appearance to attract potential victims and lead them somewhere private to feed. They aim for the throat and have strong jaws, shark teeth, and sharp claws. The teeth and claws may only transform when the creature attacks, but it can't hurt to check.
Special Characteristics: These creatures somehow gain access to either the memories of the person being portrayed or the victim's memories of him or her. There's also the obvious shapeshifting element.
Suggested Strategies: Traveling in predetermined pairs or larger groups should make it more difficult for the monster to single out one person. If you're traveling on your own, do not allow yourself to be lured to a secluded area by someone you happen across. Find another patient immediately, just in case. "If you see someone you miss and it seems too good to be true, it probably is." Attracting the attention of another patient during the attack may help
to scare them off, but be certain that it's someone you recognize.

Physical Description: A golden monster with metal for skin and knives for fingers. May travel alone or in groups. They also glow slightly.
Signs of Approach: The light they give off may provide some forewarning.
Recorded Encounters: Night 15 (three patients, two enemies), night 16 (two patients, one enemy).
Locations Discovered: Sector D2 (arts & crafts), D1-F1 hall
Common Attacks: They mainly rely on slashing with their fingers.
Special Characteristics: Their blood has healing powers, but it loses potency quickly. Different bottling or storage techniques may increase longevity. Please investigate this if possible.
Suggested Strategies: Their weak point is at the base of the spine. Focus your attacks there. Striking this weak spot is lethal, and all other attacks bounce off of them. They're not terribly intelligent and are relatively easy for experienced fighters to dispatch. Noncombatants, however, should do their best to avoid them.

Physical Description: The upper half of this creature's body resembles the golden creature described above while the lower half consists of large, black tentacles.
Signs of Approach: It smells strongly of sulfur and of something burning.
Recorded Encounters: Night 19.
Locations Discovered: A12-A13 hall.
Common Attacks: It strikes primarily with its tentacles, but will likely use its claws if its targets get close enough. It also uses these tentacles to latch onto the ceiling.
Special Characteristics: If does share characteristics with the creature described above, its blood may also have healing properties, but I wouldn't recommend testing it.
Suggested Strategies: Keep your distance. It may share a weak point with its all-gold counterpart, but this has not yet been proven. It appears to be largely invulnerable.

Physical Description: Zombie townspeople. May travel alone or in groups.
Signs of Approach: Shuffling footsteps, distinct rotting odor, low moaning.
Recorded Encounters: Night 20.
Locations Discovered: Doyleton, but they also entered the institute through the front door. None emerged from the morgue.
Common Attacks: They lunge at and attempt to grab and/or bite their targets.
Special Characteristics: Bites may spread an infection which causes the afflicted limb (and possibly the rest of the body) to take on a rotten appearance. Afflicted persons develop a taste for human flesh. The zombies also appear to be attracted to the smell of blood.
Suggested Strategies: A blow of sufficient strength to the head can stun or kill them.

Physical Description: Zombie townsperson. These are larger, faster, and more difficult to defeat than the others.
Signs of Approach: Roar when approaching their targets.
Recorded Encounters: Night 20.
Locations Discovered: Doyleton.
Common Attacks: Similar to lesser zombies but more physically powerful, more durable, and capable of using weapons and basic tactics like throwing opponents at each other.
Special Characteristics: Revived after apparent defeat.
Suggested Strategies: Like their brethren are only killed when their head is destroyed but are much less vulnerable to attack and resist ordinary blows. It is suggested that they be avoided unless real weapons are available.

Physical Description: Zombies that were formerly patients. They possess their old clothes and weapons and appear to retain some of their mental faculties.
Signs of Approach: I would assume the smell, but otherwise, they may be harder to detect if you don't catch sight of them first. It would depend on the deceased person's abilities.
Recorded Encounters: Night 20.
Locations Discovered: Doyleton.
Common Attacks: The same that each individual possessed in life, if diminished in capacity. Their attacks are also more reckless and aimed primarily at eating their targets. They seem to retain special abilities from life as well, but they are generally too distracted to access them.
Special Characteristics: The same as their counterparts, possibly. They also appear to fixate on those they knew in life (one person in particular, but possibly more) and are determined to get revenge for real or assumed crimes against them, especially their deaths.
Suggested Strategies: A blow of sufficient strength to the head should stun or kill them. Depending on the abilities they had in life, this may be much more difficult to accomplish. They also appear to ignore anyone who isn't their target save to sweep them from their path. It may be possible to take advantage of this single-mindedness, but be careful. Injuries do not seem to slow them down very much. Projectiles aimed at their head are recommended.

Physical Description: A decaying reflection of the viewer that attacks from mirrors.
Signs of Approach: At first appears to be the viewer's reflection in a mirror. The reflection first begins to decompose, then begins to move independently of the viewer, and then emerges from the mirror to attack.
Recorded Encounters: Night 19
Locations Discovered: M-B Hallway Bathroom
Common Attacks: Imitates the person it reflected to some degree, including improvising weapons, but will also bite.
Special Characteristics: Flesh is easily damaged but most attacks don't affect its ability to fight.
Suggested Strategies: Breaking the mirror before it emerges or dismembering it to overcome its resistance to minor damage have been suggested.

OTHER

Physical Description: A large, extremely strong robot with
highly effective armor.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: Sensitive to magic but "has great fortitude."

Physical Description: Small (a couple of feet tall), gray, armless creatures with yellow eyes and claws and many large teeth. They appear to travel in small groups.
Signs of Approach: They make chattering noises, reminiscent of speech.
Recorded Encounters: Night 14 (two patients, three enemies)
Locations Discovered: I12-I14 hall
Common Attacks: They bite.
Special Characteristics: N/A
Suggested Strategies: Use blunt force. They also appear to dislike the light. Blinding them with your flashlights before crushing them should work.

Physical Description: Small imps.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: Use blunt force.

Physical Description: A creature made out of haphazardly stitched together parts, both monster and human. The one encountered appeared to be comprised primarily of legs, had a six foot long tongue, a featureless torso, and two foot wide mouth.
Signs of Approach: The one described above breathed heavily; it sounded like a wounded patient.
Recorded Encounters: Night 13 or 14 (two patients, one enemy).
Locations Discovered: A11-C11 hall.
Common Attacks: Strikes primarily with its tongue and charges. Other variants may rely on different tactics.
Special Characteristics: N/A
Suggested Strategies: Tackling the torso proved to be this one's undoing. Focus your strikes there if the one you meet has the same feature, but make sure that you find some way to deal with the tongue before getting too close. Removing it, pinning it, or having some set up as a decoy should take care of the matter.

Physical Description: A giant, rotting bird of prey approximately twice the size of a man. They have dark feathers and very sharp talons.
Signs of Approach: N/A
Recorded Encounters: Night 18 (two patients, one enemy)
Locations Discovered: A7-C7 (recreational field)
Common Attacks: They utilize many of the same tactics that large eagles do, diving in from above and attempting to grab their target. Once they have a firm grip, they will attempt to drag their prey away, presumably to feed.
Special Characteristics: They target virgins.
Suggested Strategies: Sever the tendon, muscle, or major artery at the base of a wing to render it unable to fly. Knocking it to the ground through other means can also render it vulnerable to further attack or grant you enough time to make a quick getaway.

Physical Description: Large creature with claws, wings, and sharp teeth. Smells rotten. (Is this the same thing as the virgin eaters?)
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: N/A

Physical Description: Leeches approximately two to three feet in length.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: I'm assuming they latch on to patients' bodies
in much the same way leeches do.
Special Characteristics: N/A
Suggested Strategies: Crush the head or teeth.

Physical Description: A creature in a dark cloak.
Signs of Approach: Cold.
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: See below.
Special Characteristics: It makes the air cold and depresses attackers. Chocolate may reverse these effects. It also bleeds insects before healing.
Suggested Strategies: Use blunt force.

Physical Description: [A detailed drawing of a xenomorph has been left in place of a physical description] The tail is strong enough to impale steel. They may also travel in packs, but as of yet, there have been no reports of this.
Signs of Approach: N/A. It makes a sound like creaking leather armor when moving slowly, but it's very stealthy.
Recorded Encounters: Night 17 (two patients, one enemy), 15 or 16 nights ago (two patients, one enemy)
Locations Discovered: Sectors A16 (morgue), E5-F5 (kitchen).
Common Attacks: Very intelligent. This account describes its tactics best:

"The creature had a preference for stealth, using its claws and unnatural grace to move along the ceiling, positioning itself above its prey. Once it believed its prey had relaxed, it relied upon the element of surprise to gain the advantage, using it's superior positioning and body weight to bear its prey to the ground.

The tail is primarily used as a distance attack, granting it reach over most spears and other armaments. It also allows the creature the ability to engage multiple targets at once, using the tail on one and its claws on another.

The claws are large with something similar to a human's thumb, allowing it to grasp as well as rend. The individual claws themselves are curved and approximately six inches long...

The dual jaws are, aside from the fire blood, the most unique characteristic of this creature. As my drawing shows, it has what appears to be a normal set of jaws. When it opens its mouth, there is a second, smaller, mouth that extends out with it's own fangs, though it has a more spear-like appearance than anything else.

It had claimed the life of another of us before I encountered it. The wounds on the body and the surrounding evidence, point strongly to it wounding its prey with its tail to slow it down, grasping it with its claws and then using that second mouth to pierce through the man's forehead, puncturing the skull to get to the brain. Whether it ate the brain or not, I am unsure; at the time, after killing the creature, I was not in the best state to think to check for brain matter."

Special Characteristics: See above.
Suggested Strategies: I would recommend fleeing. Failing that, one of these creatures has been dispatched by piercing it through the chest with a spear and driving a stake through its brain. It's currently unknown whether or not more indirect methods are at all effective.

If you have not yet reported a monster encounter, please use the form below and do so now. Do not worry if the encounter took place before last night or even the night before; it's still relevant. Provide as many details as you can remember. I will be asking clarification questions if your response calls for them.

Physical Description: (A detailed physical description should go here. Please include approximate size.)
Signs of Approach: (Any sounds, smells, temperature changes, etc. you may noticed before the monster attacked that may warn of its impending arrival.)
Recorded Encounters: (When the attack took place. Last night was night 21 and the one before it was night 20.)
Locations Discovered: (Which sector or area of the institute you encountered it. Refer to the maps below for sectors or describe the general location and I'll do the rest.)
Common Attacks: (Physical attacks or other general forms of offense/defense.)
Special Characteristics: (Supernatural attacks, special properties, psychological effects, etc.)
Suggested Strategies: (Any weaknesses you found or what method you used to dispatch the creature, if applicable.)

Additionally, if anyone sees any inaccurate information or areas which require some form of revision, do not hesitate to speak up.

This post will updated continually throughout the day.

- Lelouch Lamperouge

I will be interviewing respondents in Mr. Lamperouge's place today.

-Reinforce

[Maps of the first and second floor have been added for location reference, each with the note "Do not remove." printed neatly across them.]

*day 44, reinforce

Previous post Next post
Up