About Infectees
Crawlers
Runners
Talkers
Immortals
Camp South
There is no safe zone. Subjects are put in different rooms and expected to figure out a way to go from one room to another through solving a set of puzzles. Subjects may reunite in some rooms and the puzzles to escape said room may require teamwork. There are no rules and subjects are allowed to, and may even be required to, kill each other. Empty rooms may be locked again and reformed in order to create new challenges for the subjects. Subjects are watched at all times and have a score based on their behavior inside the camp. Items that increase a subject’s score are leadership, rationality, quick thinking and problem solving skills. Items that decrease a subject’s score are blind obedience, emotionality, slow thinking and dogmatism. Periodically, the subject with the lowest score will be infected without any of the subjects knowing. Experiment ends when there is one subject left in the camp.
What is a talker?
Runners
As the name indicates, runners have the ability to run very fast. They don't get tired and therefore it's pretty difficult to outrun them as an untrained human. They are blind and use echolocation in order to detect humans and not bump into things. This echolocation is audible to young humans but undetectable by older ones.
General characteristics
The virus affects the entirety of the human body, though the first place is the nervous system. This mechanism keeps the infectee from being aware of their condition and noticing the physical changes in their bodies. The main premise under which infectees will work is “infect others”. Through various mechanisms, infectees have the ability to detect either uninfected humans or open wounds. Aside from their function of infecting, infected humans have no other motivations, including eating, drinking or complex self-preservation instincts. Infectees feel no pain and have no self healing abilities. The source of energy of infectees is still unknown.
Types of infected
- Runners
- Crawlers
- Immortals
- Talkers
Crawlers
Crawlers have abandoned their bipedal form permanently. Despite a seemingly slow speed on flat ground, their ability to jump is far superior to an average human’s both in height and length. They are capable of moving on vertical surfaces and even upside down, though their gripping mechanism hasn't been discovered yet. Their movements are practically silent to the human ear. They can see and hear even in the dark, which they use to their advantage. They are most active in dark places or during nighttime. Oppositely, they seem rather dormant in the daylight.
Camp North-east
The center is a safe zone and there's artificial resources enough to build a rudimentary village. The safe zone is the only one permanently illuminated by artificial lights. There's a maze all around it, with different entrances in all directions that are closed during nighttime. The maze is tridimensional and has walls, ceilings and floors textured enough for the subjects to hold onto while exploring the maze. Subjects are expected to carry their own sources of light, which are provided in the safe zone periodically. Artificially created organisms that mimic the abilities of crawlers move around the maze but can never intrude into the safe zone. The whole base is closed (not hermetically as there is a ventilation system) and there's only one exit. Experiment ends when there is no one left in the center and the maze, either by death or by the subject’s escape.
What is a crawler?
Camp North
The center is a safe zone and there's natural resources enough to build a rudimentary village. There's a maze around it that consists of high and smooth walls. The maze closes every night and it's impossible to go in or get out during nighttime. Artificially created organisms that mimic the abilities of runners move around the maze but can never intrude into the safe zone. The whole base is in the open air, therefore subjects will be affected by meteorological phenomena. Experiment ends when there is no one left in the center and the maze, either by death or by the subject’s escape.
What is a runner?
Talkers
Talkers show a slower process of infection in comparison with other infectees. The infection will focus on the central nervous system and will partially occupy the infectee’s mind. Due to the focalization of the infection in the central nervous system, the infection has less control of the peripheral nervous system, which results in bad bodily coordination. The infectee may or may not be aware of their condition. Talkers will have moments of lucidity and moments where the infecting instincts will take over. During these moments of lucidity they may try to blend within humans or even attempt to make a deal with them. Talkers have been seen begging for their life or persuading humans into performing actions that will benefit them amongst other things.
Camp South-east
There is no safe zone and resources to build are scattered all around the place. The surroundings are made of cement and steel or other metals, mainly, and imitate the inside of an abandoned factory. There’s dozens of rooms, tunnels, conducts and staircases as well as whatever the subjects may build in order to protect themselves. The whole camp has artificial lights in order to allow subjects to see their surroundings. Artificially created organisms that mimic the abilities of immortals move around the camp with no schedule nor space limitations. Experiment ends when there is no one left in the camp, either by death or by the subject’s escape.
What is an immortal?
Immortals
Immortals can see and hear, but those senses are quite irrelevant in comparison with their ability to sense open wounds. It is still unknown what sensorial organs they might use in order to keep moving perpetually towards a human’s open wound. They are seemingly immune to mechanical wounds. If cut to pieces, the parts with muscle will continue moving perpetually towards the nearest open wound of an uninfected human. However, those movements will be slow and might lack some coordination. The only way to exterminate them is through incineration.
Dark Echoes Map
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Created on June 21, 2024
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Transcript
About Infectees
Crawlers
Runners
Talkers
Immortals
Camp South
There is no safe zone. Subjects are put in different rooms and expected to figure out a way to go from one room to another through solving a set of puzzles. Subjects may reunite in some rooms and the puzzles to escape said room may require teamwork. There are no rules and subjects are allowed to, and may even be required to, kill each other. Empty rooms may be locked again and reformed in order to create new challenges for the subjects. Subjects are watched at all times and have a score based on their behavior inside the camp. Items that increase a subject’s score are leadership, rationality, quick thinking and problem solving skills. Items that decrease a subject’s score are blind obedience, emotionality, slow thinking and dogmatism. Periodically, the subject with the lowest score will be infected without any of the subjects knowing. Experiment ends when there is one subject left in the camp.
What is a talker?
Runners
As the name indicates, runners have the ability to run very fast. They don't get tired and therefore it's pretty difficult to outrun them as an untrained human. They are blind and use echolocation in order to detect humans and not bump into things. This echolocation is audible to young humans but undetectable by older ones.
General characteristics
The virus affects the entirety of the human body, though the first place is the nervous system. This mechanism keeps the infectee from being aware of their condition and noticing the physical changes in their bodies. The main premise under which infectees will work is “infect others”. Through various mechanisms, infectees have the ability to detect either uninfected humans or open wounds. Aside from their function of infecting, infected humans have no other motivations, including eating, drinking or complex self-preservation instincts. Infectees feel no pain and have no self healing abilities. The source of energy of infectees is still unknown.
Types of infected
Crawlers
Crawlers have abandoned their bipedal form permanently. Despite a seemingly slow speed on flat ground, their ability to jump is far superior to an average human’s both in height and length. They are capable of moving on vertical surfaces and even upside down, though their gripping mechanism hasn't been discovered yet. Their movements are practically silent to the human ear. They can see and hear even in the dark, which they use to their advantage. They are most active in dark places or during nighttime. Oppositely, they seem rather dormant in the daylight.
Camp North-east
The center is a safe zone and there's artificial resources enough to build a rudimentary village. The safe zone is the only one permanently illuminated by artificial lights. There's a maze all around it, with different entrances in all directions that are closed during nighttime. The maze is tridimensional and has walls, ceilings and floors textured enough for the subjects to hold onto while exploring the maze. Subjects are expected to carry their own sources of light, which are provided in the safe zone periodically. Artificially created organisms that mimic the abilities of crawlers move around the maze but can never intrude into the safe zone. The whole base is closed (not hermetically as there is a ventilation system) and there's only one exit. Experiment ends when there is no one left in the center and the maze, either by death or by the subject’s escape.
What is a crawler?
Camp North
The center is a safe zone and there's natural resources enough to build a rudimentary village. There's a maze around it that consists of high and smooth walls. The maze closes every night and it's impossible to go in or get out during nighttime. Artificially created organisms that mimic the abilities of runners move around the maze but can never intrude into the safe zone. The whole base is in the open air, therefore subjects will be affected by meteorological phenomena. Experiment ends when there is no one left in the center and the maze, either by death or by the subject’s escape.
What is a runner?
Talkers
Talkers show a slower process of infection in comparison with other infectees. The infection will focus on the central nervous system and will partially occupy the infectee’s mind. Due to the focalization of the infection in the central nervous system, the infection has less control of the peripheral nervous system, which results in bad bodily coordination. The infectee may or may not be aware of their condition. Talkers will have moments of lucidity and moments where the infecting instincts will take over. During these moments of lucidity they may try to blend within humans or even attempt to make a deal with them. Talkers have been seen begging for their life or persuading humans into performing actions that will benefit them amongst other things.
Camp South-east
There is no safe zone and resources to build are scattered all around the place. The surroundings are made of cement and steel or other metals, mainly, and imitate the inside of an abandoned factory. There’s dozens of rooms, tunnels, conducts and staircases as well as whatever the subjects may build in order to protect themselves. The whole camp has artificial lights in order to allow subjects to see their surroundings. Artificially created organisms that mimic the abilities of immortals move around the camp with no schedule nor space limitations. Experiment ends when there is no one left in the camp, either by death or by the subject’s escape.
What is an immortal?
Immortals
Immortals can see and hear, but those senses are quite irrelevant in comparison with their ability to sense open wounds. It is still unknown what sensorial organs they might use in order to keep moving perpetually towards a human’s open wound. They are seemingly immune to mechanical wounds. If cut to pieces, the parts with muscle will continue moving perpetually towards the nearest open wound of an uninfected human. However, those movements will be slow and might lack some coordination. The only way to exterminate them is through incineration.