kingside: (ugh god no)
Lelouch vi Britannia ([personal profile] kingside) wrote in [community profile] damned_bulletin2009-04-14 10:31 pm
Entry tags:

[Posted before dinner. Honest.]

This is later than I'd hoped and not nearly as complete, but either way, here's the report on the institute's monsters I promised. As you can see, there are large chunks of data missing from several sections, but I'll be working on correcting this issue tomorrow.

I'd also like to apologize for using such an imprecise method to denote which night which creatures attacked. One of the reasons why I wanted to create the timeline I mentioned earlier was to clear away this problem, but unfortunately, I didn't receive enough information in time. I will work on correcting this tomorrow as well.


INSECTS



Physical Description: Large spiders approximately two meters in length.
Signs of Approach: The spider's steps are largely audible.
Recorded Encounters: Two or three nights ago (three patients targeted).
Locations Discovered: File room 2.
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: Attack the eyes and joints.



Physical Description: Large scorpions.
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 cockroaches, approximately six to nine inches in length.
Signs of Approach: Clicking sounds.
Recorded Encounters: Two nights ago (one patient targeted, two enemies), nine nights ago (one patient targeted, one enemy).
Locations Discovered: Pantry number one for the former and East Wing, South Hall 1-A for the latter.
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: Five nights ago (two patients targeted), last night (one patient targeted).
Locations Discovered: Outside through the front door for the former and in the second floor outdoor staff-only lounging area. 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: Large boa constrictors.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: Unaffected by knives.
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.



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: Two nights ago (one patient targeted, one enemy), last night (two patients targeted, one enemy).
Locations Discovered: West Wing, South Hall 1-B, 2nd floor (East Wing, Hall A)
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 apes.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
Special Characteristics: N/A
Suggested Strategies: Avoid its fists.



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.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A (outside, most likely)
Common Attacks: N/A
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.)



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's 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 two nights ago. The first was comprised of a group of four patients, but only one was targeted. The second was a group of three patients.
Locations Discovered: West Wing, South Hall 2-B and Hall 2-A for the former and the courtyard for the latter.
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: Besides the qualities listed above, none.
Suggested Strategies: N/A - Do not make deals with them.



Physical Description: A shadow or invisible entity.
Signs of Approach: The air grows cold with its approach.
Recorded Encounters: Two nights ago (two patients targeted).
Locations Discovered: N/A
Common Attacks: Touch. See below.
Special Characteristics: Contact with it drains willpower/inflicts Apathy Syndrome. Effects vary depending on length of contact, and some patients may be affected more quickly than others.
Suggested Strategies: N/A



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 last night in the hallways surrounding the Sun Room on the second floor. 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 long hair.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: Fast, strong, and quiet. Be wary. The only description of her attacks currently available is "bites." Could anyone provide further details?
Special Characteristics: Unaffected by injury and seems only interested in blood.
Suggested Strategies: With the information I have available, the best I can suggest is "stay away from her mouth."




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." Using the latter greatly increases the chance of losing one's life.
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 appears to be wearing a large, fluffy overcoat and an orange hat with large, over-sized stitches. 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: Two nights ago (two patients targeted).
Locations Discovered: East Wing, Hall A.
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 your body 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 the halls above the Sun Room on the second floor seven nights ago.
Locations Discovered: See above.
Common Attacks: He attacks with his swords, but there were no discernible patterns reported.
Special Characteristics: None apart from those described elsewhere.
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: Seven nights ago (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 close to you.
Signs of Approach: Indistinguishable from a normal patient until it attacks.
Recorded Encounters: Fifteen nights ago (one patient targeted, one enemy).
Locations Discovered: In one of the stairwells.
Common Attacks: They use their appearance to attract potential victims and lead them somewhere private to feed. They appear to aim for the throat and have strong jaws.
Special Characteristics: These creatures gains 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."



Physical Description: Three golden monsters with metal for skin and knives for fingers. Unknown if they travel in larger or smaller groups. (Do they?)
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: N/A
Common Attacks: N/A
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.



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: Four nights ago (two patients targeted, three enemies)
Locations Discovered: Second floor, East Wing Hall A
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: Four or five nights ago (two patients targeted, one enemy).
Locations Discovered: Main Hallway 2-West.
Common Attacks: Strikes primarily with its tongue and charges. Other variants may rely on different tactics.
Special Characteristics: None.
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.
Signs of Approach: N/A
Recorded Encounters: N/A
Locations Discovered: Recreational field.
Common Attacks: They swoop in from above and attack with their beaks and talons in much the same way regular birds of prey do.
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.



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: Last night (two patients, one enemy), two or three nights ago (two patients, one enemy)
Locations Discovered: Morgue, 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 less direct methods are at all effective.


I'll be posting a more polished version of this and another survey to fill in the rest of the gaps later. Until then, good luck.

- Lelouch Lamperouge

[identity profile] himetsuru.livejournal.com 2009-04-15 09:43 am (UTC)(link)
The first humanoid (individual) you have listed, the woman with the long hair, is no longer a threat. She , a vampire, was once a captive here like us, but she is no longer among the populace.

-Princess Alita Forland

[identity profile] hajike-tobiume.livejournal.com 2009-04-15 09:44 am (UTC)(link)
The man in golden armor you have listed responds to the name Archer or Gilgamesh. Using the latter greatly increases the chance of losing one's life.

[identity profile] clockmongler.livejournal.com 2009-04-15 10:14 am (UTC)(link)
[this message is scrawled near the notes about the sylphs]

I would suggest never to sweet-talk or bargain with these creatures. They will stalk you. They will remember you and follow you night after night. at least mine listens to me.

[identity profile] clockmongler.livejournal.com 2009-04-15 10:20 am (UTC)(link)
I'm afraid I am not much of a fighter, so testing the intelligence and understanding of the being was all I could do to buy enough time to escape. Though I've convinced it never to attack me, it... sadly does not feel the same about leaving me be. It puts others at risk if I am to travel with them at night, as she grows awfully jealous and is in the habit of stealing their oxygen.

[identity profile] thatdamnedninja.livejournal.com 2009-04-15 10:26 am (UTC)(link)
If you want more info so bad, just come with me next time I'm out there!

Other than that, not bad.

[identity profile] thatdamnedninja.livejournal.com 2009-04-15 10:36 am (UTC)(link)
It's not like I'm going tonight; it'll be a few days. So that's perfect!

[identity profile] scalyfishman.livejournal.com 2009-04-15 10:33 am (UTC)(link)
Got attacked by rats in the Activities Shed maybe three nights ago. Taking one out's no problem since they're pretty fragile and don't like the light, but they like to swarm and climb all over you.

[awful handwriting]

[identity profile] stiffserpent.livejournal.com 2009-04-15 10:48 am (UTC)(link)
Thanks. This is really useful.

[anonymous]

[identity profile] scarabspeak.livejournal.com 2009-04-15 10:52 am (UTC)(link)
Are the people listed other patients, not, or you don't know for sure?

[anonymous]

[identity profile] scarabspeak.livejournal.com 2009-04-15 11:02 am (UTC)(link)
[An arrow is drawn to this note (http://community.livejournal.com/damned_bulletin/434220.html?thread=12602156#t12602156)]

That's what made me curious.

[anonymous]

[identity profile] scarabspeak.livejournal.com 2009-04-15 11:08 am (UTC)(link)
Okay. Thanks for the info anyway.

Question though: what if you're not certain if the person you fought was controlled by the Institute or whatever, or just didn't like you much? Basically, how many attacks before they get counted as a 'monster'?

[anonymous]

[identity profile] scarabspeak.livejournal.com - 2009-04-15 11:29 (UTC) - Expand

[Anonymous, randomly switching writing styles every few words]

[identity profile] mind-the-sukima.livejournal.com 2009-04-15 07:23 pm (UTC)(link)
[A little messier than usual]

My sTitchy monster thingy had lotsof arms, not legs. it wAS all gross.

3 nights ago, lower west hall, had a woman on the side. Didn't like it when i poked her eyes.