
0likes
your going nowhere but hell, hope u like it there. (update: added a greeting to it....and its 'bare bones' but LOOK AT IT also its not a RPG just added a tag so it would be pushed into the agouthiem FORGOT HOW TO SPELL)
*WE-30 is a mutated version of the rabies virus that quickly spread through Menlo, causing a severe epidemic. To contain it, the government imposed quarantines that expanded from streets to cities and entire states.
The Dangerous Pathogens Control Agency (HPCA) launched investigations into the virus and established several laboratories, including one at the Itagura Nuclear Power Plant.
During the crisis, Rasonia attempted to evacuate its citizens in Menlo, but the proposal was rejected. In 2030, he launched a military intervention in San Kaduna, prompting Menlo to regard Rasonian troops as invaders and order attacks on them.
Although the conflict was small-scale, it severely affected efforts to control the outbreak, diverting resources and worsening the situation. In addition, both nations clashed at the Itagura Nuclear Power Plant for control of important samples and files related to the WE-30, causing numerous casualties.
Rasonia justified his intervention as a mission to protect his citizens, although this forced his soldiers to prioritize rescuing Rasonians over other survivors. Overall, the WE-30 epidemic caused a health crisis and a military conflict that made it even more difficult to contain the virus. (greeting not mine btw)*
MGF goals
Rasonia
they are at war with the republic of menlo and have sent a battlion to force its way into the Itagure facility they are now trapped in sector 3 fighting any MGF forces that get there or killing any infected in sector 3
Askaria
they aren't very involved but have sent some soldiers to the Itagure facility and they had way better training than the MGF and that squad was the only one to reach sector 3 before losing contact with them
RSU Security Force (RSU-SF)
Faction Type: Private/Internal Security Organization
Affiliation: RSU Labs
Status: Destroyed/Compromised after WE-30 outbreak
Role: Facility protection, containment enforcement, and personnel security
Overview
The RSU Security Force was the internal security branch responsible for protecting RSU facilities, including areas involved in WE-30 research.
Unlike the Menlo Ground Forces (MGF), which are a national military organization, RSU Security was designed specifically for facility defense.
Their purpose was not to fight a war — it was to maintain order inside a high-security research environment.
Responsibilities
Facility Security
RSU Security handled:
Restricted area protection.
Access control.
Guard patrols.
Protection of sensitive research.
They controlled who could enter areas containing:
Laboratories.
Storage areas.
Research sections.
Critical infrastructure.
Research Protection
A major responsibility was protecting:
WE-30 samples.
Research documents.
Laboratory equipment.
Scientists.
Because RSU was studying a dangerous biological agent, security was essential.
Emergency Response
RSU Security was likely the first armed group to respond when containment began failing.
Their duties included:
Locking down areas.
Separating infected zones.
Protecting surviving staff.
Eliminating infected personnel.
Equipment
RSU Security used equipment suited for a high-security facility.
Possible equipment included:
Firearms
Pistols.
Carbines.
Shotguns.
Other security weapons.
Their equipment was generally lighter than MGF military gear.
Protective Equipment
Security personnel used:
Body armor.
Helmets.
Protective masks.
Facility security equipment.
Combat Doctrine
RSU Security focused on:
Containment
Their first priority was not destruction of the threat.
It was stopping the threat from spreading.
Defensive Operations
They specialized in:
Guarding locations.
Protecting important personnel.
Holding checkpoints.
Close-Quarters Combat
Because they operated inside a research facility, their combat style was built around:
Corridors.
Rooms.
Laboratories.
Restricted areas.
The WE-30 Incident
When the outbreak occurred, RSU Security became the first line of defense.
They faced a situation they were never designed for:
A biological outbreak.
Rapid infection.
Unknown mutations.
Loss of communication.
Failure of Containment
RSU Security eventually lost control because:
Unknown Enemy
They expected a containment breach, not a rapidly evolving infection.
Infected Personnel
The people they were protecting became the threat.
Scientists, guards, and workers all became possible infected.
Facility Conditions
The Itagure facility became increasingly dangerous due to:
Darkness.
Damage.
Radiation hazards.
Infected presence.
Relationship With RSU Scientists
RSU Security existed to protect researchers.
Their relationship was:
Scientists → Conduct research
Security → Protect researchers and facilities
During the outbreak, this relationship changed:
Security had to decide whether to protect personnel or eliminate infected threats.
Relationship With MGF
When MGF eventually entered the facility, RSU Security was no longer the main response force.
MGF had:
More manpower.
Military training.
Heavier equipment.
However, RSU Security had something MGF lacked:
Detailed knowledge of the facility layout.
Knowledge of security systems.
Familiarity with RSU operations.
Strengths
Facility Knowledge
They knew:
Security systems.
Facility layouts.
Restricted areas.
Preparedness
They were better prepared than ordinary workers.
Immediate Response
They were already inside when the outbreak started.
Weaknesses
Limited Numbers
They were not a full military force.
Limited Equipment
Their weapons and armor were not designed for prolonged combat.
Biological Threat
WE-30 was outside their experience.
Summary
RSU Security Force
Type: Facility security
Employer: RSU Labs
Purpose: Protect research and personnel
Strength: Knowledge of the facility
Weakness: Not equipped for a large-scale outbreak
Fate: Overrun during containment failure
RSU\RSU labs
Faction Type: Scientific Research Organization
Status: Active before outbreak; severely compromised after containment failure
Role: Research and development related to WE-30
Overview
RSU Labs was the organization responsible for researching WE-30 and operating facilities connected to the virus.
The exact nature of RSU's relationship with the Republic of Menlo is unclear, but they operated highly restricted research facilities, including the Itagure Nuclear Power Plant facility, where WE-30 research was conducted.
The organization is considered one of the central causes of the crisis because their research created the conditions that allowed the outbreak to become catastrophic.
Purpose
RSU's original goals appear to have been:
Studying WE-30.
Understanding viral mutations.
Developing medical applications.
Investigating how the virus interacted with humans.
The research was likely intended to advance scientific knowledge, but containment eventually failed.
Itagure Facility
The Itagure site was not just a normal power plant.
It served multiple purposes:
Nuclear Facility
Provided:
Energy production.
Reactor infrastructure.
Research Facility
Contained:
Laboratories.
Testing areas.
WE-30 research sections.
Containment Site
Designed to isolate dangerous biological material.
However, once the outbreak began, the facility became one of the most dangerous locations in Menlo.
Research Activities
RSU studied:
WE-30 Infection
Researchers examined:
Transmission.
Symptoms.
Mutation patterns.
Effects on the human body.
Mutation Development
RSU documented that WE-30 did not affect every host the same way.
Some infected became:
Standard infected.
Emotional Mutations.
Physical Mutations.
Stage-2 infected.
Human Effects
Research focused on:
Neurological changes.
Physical adaptation.
Host survival.
Security
Because of the nature of the research, RSU facilities had:
Security personnel.
Restricted areas.
Access controls.
Specialized equipment.
The facility also had its own security force, separate from the MGF.
Failure of Containment
The exact chain of events is complicated, but the result was:
WE-30 escaped containment.
Personnel became infected.
Facility security failed.
Reactor systems became compromised.
The facility became overrun.
The combination of infection and radiation exposure created even more dangerous conditions.
Relationship With the Republic of Menlo
RSU appears to have operated within Menlo's territory.
The Republic depended on organizations like RSU for:
Scientific research.
Infrastructure.
Biological studies.
After the outbreak, RSU became a major target of investigation.
Relationship With MGF
MGF entered RSU-controlled areas to:
Recover research.
Investigate the cause.
Stop the outbreak.
From MGF's perspective, RSU was both:
A source of valuable information.
A possible cause of the disaster.
Strengths
Scientific Knowledge
RSU understood WE-30 better than anyone else.
Advanced Facilities
They had access to:
Laboratories.
Research equipment.
Specialized containment systems.
Data
Their records are essential for understanding the infection.
Weaknesses
Poor Containment Outcome
Despite advanced research, RSU failed to prevent disaster.
Dependence on Security
A biological facility is only as strong as its ability to maintain containment.
Internal Collapse
Once employees became infected, the organization effectively lost control.
Summary
RSU Labs
Type: Research organization
Location: Republic of Menlo
Main role: WE-30 research
Greatest achievement: Studying the virus
Greatest failure: Losing containment
Current status: Facility abandoned/compromised
republic of menlo
Republic of Menlo
Faction Type: Nation-State
Government: Republic
Status: Active during the WE-30 outbreak
Capital: Menlo (capital city)
Military: Menlo Ground Forces (MGF)
Overview
The Republic of Menlo is the country where the WE-30 outbreak originates.
The first known cases of WE-30 were traced back to an incident near the Menlo capital, where a violent bar fight became connected to the earliest infections.
What initially appeared to be an isolated criminal incident eventually became the beginning of a nationwide biological crisis.
WE-30 Outbreak Timeline (Early Events)
Stage 1 — First Infection
A violent incident occurred at a bar near the capital.
During the event:
Individuals became exposed to the mutated rabies strain.
The first infected cases appeared.
Authorities initially treated it as a normal violent outbreak.
At this stage, the Republic of Menlo did not yet understand the nature of WE-30.
Stage 2 — Spread
As cases increased:
Hospitals began receiving infected patients.
Authorities noticed abnormal symptoms.
Aggression and neurological changes became apparent.
The virus was eventually identified as a mutated rabies strain.
Stage 3 — Investigation
Menlo authorities began investigating:
Where WE-30 originated.
How it spread.
Whether it was natural or engineered.
This eventually led to research efforts connected to facilities such as Itagure Nuclear Power Plant.
Menlo Ground Forces (MGF)
Faction: Military of the Republic of Menlo
Role During the Crisis
The MGF became responsible for:
Containment operations.
Evacuation efforts.
Protecting civilians.
Securing infected areas.
Entering the Itagure facility after containment failure.
Early Response
At first, the MGF likely treated WE-30 as a normal biological emergency.
They were not prepared for:
Rapid mutation.
Armed infected.
Radiation-related mutations.
Specialized infected types.
Itagure Operation
When the situation at Itagure escalated, the MGF deployed forces into the facility.
Their objectives:
Find survivors.
Recover research.
Stop further spread.
Secure the reactor area.
However, the operation became less of a rescue mission and more of a survival operation.
MGF Perspective
To Menlo's military, WE-30 was not just an outbreak.
It became a national security threat.
The infected represented:
A biological weapon-like threat.
A danger to civilian populations.
A possible collapse of government control.
Republic of Menlo Strengths
Organized Government
Unlike many outbreak scenarios, Menlo still had:
A functioning military.
Government authority.
Scientific institutions.
Military Response
The MGF gave Menlo a way to fight back rather than immediately collapse.
Republic of Menlo Weaknesses
Unknown Disease
The biggest issue was that WE-30 was unlike any known disease.
Mutation
Traditional quarantine methods became less effective because infected individuals could develop into different forms.
Containment Failure
The Itagure incident showed that even controlled facilities could become impossible to secure.
The MGF
Menlo Ground Forces (MGF)
Faction Type: Military Organization
Status: Active
Role: Containment, investigation, and elimination operations
Enemy: WE-30 infected, hostile infected variants, facility hazards
Overview
The Menlo Ground Forces (MGF) are the primary military force involved in the events of Examination.
After the WE-30 outbreak at the Itagure Nuclear Power Plant, the MGF is deployed to investigate the facility, recover information, and attempt to regain control of the area.
Unlike the scientists and workers trapped inside, MGF personnel enter the facility with the knowledge that an outbreak has occurred.
However, they quickly discover that the situation is far worse than expected.
Mission Objectives
MGF operations inside the facility include:
Possible objectives include:
Retrieving equipment.
Recovering survivors.
Extracting valuable research.
Equipment
MGF personnel use military equipment appropriate for close-quarters combat.
Common equipment includes:
Firearms
Pistols
Rifles
Shotguns
SMGs
Weapons are generally practical military designs rather than experimental equipment.
Protective Gear
MGF soldiers commonly use:
Combat uniforms.
Helmets.
Gas masks.
Protective equipment.
The gas mask is especially important because the facility contains:
Biological hazards.
Radiation hazards.
Contaminated areas.
Combat Doctrine
MGF doctrine focuses on:
Squad Tactics
Unlike civilians, MGF soldiers operate in organized groups.
They use:
Cover.
Communication.
Controlled movement.
Clearing Operations
Inside the facility, MGF units must clear:
Laboratories.
Maintenance areas.
Reactor sections.
Security zones.
Threat Identification
Because WE-30 creates different infected types, soldiers must adapt.
A normal infected can be handled differently from:
Armed DREADNOUGHTs.
Fast mutations.
Large physical mutations.
Strengths
Training
MGF personnel are trained soldiers.
They have:
Firearms experience.
Tactical knowledge.
Team coordination.
Equipment
Compared to civilians, MGF has:
Armor.
Military weapons.
Medical supplies.
Organization
MGF is capable of conducting coordinated operations.
Weaknesses
Unknown Enemy
WE-30 is unlike anything MGF has faced before.
Standard military tactics do not always work.
Confined Environment
The facility creates problems:
Limited visibility.
Narrow corridors.
Ambush locations.
Ammunition Limits
Long operations inside the facility make supply difficult.
Relationship With Other Groups
RSU Labs
MGF views RSU as the source of the crisis.
Their priority is recovering information and understanding the outbreak.
Facility Survivors
MGF may attempt rescue operations, but survivors are often considered potential infection risks.
Infected
The primary hostile force.
MGF categorizes infected based on threat level and behavior.
Field Reputation
Among survivors, MGF is viewed as:
The last organized military presence.
The only group capable of fighting the outbreak.
A force entering an already-lost battlefield.
Summary
Menlo Ground Forces
Type: Military
Goal: Contain WE-30 and investigate Itagure
Strength: Training, weapons, organization
Weakness: Unknown mutations and hostile environment
Enemy: All infected variants
the WE-30 virus
Incubation can range from hours to days depending on the victim's condition, if the victim is badly wounded it will only take a hour for the WE-30 to take over, it can spread in the air therefore if a MGF's mask (or gasmask) is broken by an infected its guaranteed that their infected, they have to be killed if it happens or risk killing their squad.
Bites remain the main method, but infected bodily fluids and some specialized variants can also infect victims. Keeps the aggression but adds mutations, enhanced strength, loss of pain response, glowing white eyes, and in some cases preserved intelligence, there is a very very small chance that the infected individual retains their ability to have full control over their body, this has never been seen yet
Standard Infected (Lurker)
Classification: Standard Infected
Threat Level: Low–Moderate
Mutation Type: Baseline WE-30 Infection
Overview
The Lurker is the first and most common stage of WE-30 infection. Nearly all infected begin as this type before either remaining stable or mutating into more specialized forms.
Lurkers account for the overwhelming majority of infected encountered within the Itagure Nuclear Power Plant. They are the result of a host whose body has adapted to the virus without undergoing major emotional or physical mutations.
Despite appearing slow and unintelligent, Lurkers remain extremely dangerous due to their numbers and relentless aggression.
Physical Description
Height
Varies according to the original host.
Weight
Usually close to their pre-infection weight, though many lose body mass as the disease progresses.
Eyes
The eyes become a solid, glowing white.
This is one of the earliest and most recognizable symptoms of WE-30 infection.
Skin
Pale
Grey
Sometimes discolored from radiation
Covered in cuts, bruises, burns, or bite wounds
Mouth
Many display:
Broken teeth
Torn lips
Blood around the mouth
Excessive saliva
Because WE-30 is derived from rabies, infected individuals produce large amounts of saliva, making bites highly infectious.
Clothing
Unlike many zombie games, Lurkers keep whatever they were wearing before infection.
Examples include:
Laboratory coats
Security uniforms
MGF equipment
Maintenance overalls
Civilian clothing
Their clothing often helps identify what they were before infection.
Behavior
Lurkers possess almost no higher intelligence.
Instead they rely on instinct.
Primary behaviors include:
Wandering aimlessly.
Investigating noises.
Chasing visible targets.
Attacking until the target stops moving.
They do not:
Retreat.
Negotiate.
Protect each other intentionally.
Use tools.
Combat Behavior
When a Lurker spots prey:
Locks onto the target.
Begins running.
Attempts to close distance.
Repeatedly attacks until either it or the target dies.
Their attacks consist mainly of:
Punches
Swipes
Bites
The bite is considered the greatest danger because it can transmit WE-30.
Intelligence
Estimated intelligence:
Comparable to a wild predatory animal.
The virus has destroyed much of the cerebral cortex responsible for reasoning.
However, instinctive brain functions remain.
They can still:
Walk.
Run.
Recognize movement.
Navigate simple environments.
Follow sounds.
Senses
Vision
Excellent at detecting movement.
Less effective at identifying stationary prey.
Hearing
Highly sensitive.
Gunfire, footsteps, and explosions easily attract nearby infected.
Smell
Not fully understood.
Some evidence suggests they can detect living hosts through scent or infected bodily fluids, but this has not been conclusively confirmed in the game's lore.
Strength
A Lurker is physically stronger than the average uninfected human because:
Pain no longer limits muscle output.
The virus forces maximum muscle recruitment.
This comes at the cost of severe muscle damage over time.
Pain Response
Nearly nonexistent.
Lurkers continue fighting despite:
Gunshot wounds.
Broken bones.
Severe bleeding.
Missing limbs (depending on severity).
Only catastrophic damage to vital systems reliably stops them.
Durability
Although more durable than humans due to reduced pain and relentless aggression, Lurkers are not especially tough biologically.
Effective methods include:
Headshots.
Sustained automatic fire.
High-caliber weapons.
Shotguns at close range.
Weaknesses
Limited intelligence.
Predictable attack patterns.
No ranged capability.
Easily distracted by loud sounds.
Vulnerable to accurate gunfire.
Infection Cycle
A typical progression is:
Exposure to WE-30.
Incubation.
White eyes develop.
Aggression rapidly increases.
Higher cognitive function deteriorates.
Host becomes a Standard Infected.
Most infected remain in this state permanently unless secondary mutations occur.
Threat Assessment
One Lurker
Minimal threat to an armed soldier.
Three to five Lurkers
Moderate threat.
Ten or more
High threat due to surrounding and overwhelming targets.
Large hordes
Extreme threat regardless of training.
Notes
Lurkers are considered the "default" outcome of WE-30 infection.
They serve as the foundation from which more advanced mutations may develop.
While individually weak, their overwhelming numbers make them the backbone of the infected population.
Riser
Classification: Standard Mutation
Threat Level: Moderate
Overview
The Riser is an evolved variant of the standard Lurker. Unlike ordinary infected, Risers specialize in ambush predation rather than direct pursuit.
They remain completely motionless, often blending in with corpses or debris, until a living target approaches. Once prey is within striking distance, the Riser rapidly rises from the ground and launches an immediate attack.
This behavior has earned them the nickname "Risers" among MGF personnel.
Physical Description
Height
Comparable to the host before infection.
Weight
Similar to a Lurker.
Eyes
Bright glowing white.
Often appear dimmer while dormant.
Become noticeably brighter when activated.
Skin
Pale.
Frequently covered in blood and grime.
May show signs of prolonged exposure to the environment.
Body Condition
Many Risers appear more damaged than ordinary Lurkers due to spending long periods lying on floors, rubble, or debris.
Clothing
Risers retain whatever clothing they wore before infection.
Examples include:
Facility workers.
Scientists.
Security guards.
Soldiers.
Civilians.
Because they spend so much time motionless, their uniforms are often dirtier and more worn than those of active Lurkers.
Behavior
Unlike Lurkers, Risers spend much of their existence completely still.
While dormant they may appear:
Dead.
Unconscious.
Like ordinary corpses.
This makes visual identification extremely difficult.
When prey approaches, they instantly transition from complete inactivity to full aggression.
Ambush Behavior
Typical attack sequence:
Detect movement or sound.
Remain motionless until prey is close.
Suddenly stand.
Immediately sprint toward the target.
Continue attacking until neutralized.
This transition happens within seconds and often catches inexperienced personnel off guard.
Combat Behavior
Primary attacks include:
Punches.
Slashes.
Bites.
Unlike Lurkers, Risers rely on surprise rather than endurance.
Their first attack is often their most dangerous due to the shock of the ambush.
Intelligence
Still extremely limited.
However, their hunting strategy is significantly more advanced than that of ordinary infected.
Whether this behavior is conscious planning or simply an evolved instinct remains unknown.
They do not:
Coordinate with other infected intentionally.
Use tools.
Employ firearms.
Solve complex problems.
Mobility
Once active, Risers move noticeably faster than Lurkers.
Characteristics include:
Rapid acceleration.
Quick direction changes.
Faster climbing.
More aggressive pursuit.
Despite this, they eventually lose speed during prolonged chases.
Senses
Vision
Excellent at detecting nearby movement.
Hearing
Highly sensitive.
Loud sounds may awaken dormant Risers even if prey is not directly visible.
Dormancy
While inactive, their metabolism appears greatly reduced.
This allows them to remain hidden for extended periods without moving.
Strength
Slightly stronger than a standard Lurker.
The increased danger comes primarily from:
Surprise attacks.
Greater speed.
More aggressive behavior.
Pain Response
Nearly nonexistent.
Risers continue attacking despite severe injuries unless critical damage is sustained.
Durability
Comparable to a standard Lurker.
They are not significantly harder to kill, but are much more dangerous because they strike before the target has time to react.
Weaknesses
Similar durability to ordinary infected.
No ranged capability.
Limited intelligence.
Once detected, they lose much of their tactical advantage.
Threat Assessment
Single Riser
Moderate threat.
Multiple Risers
High threat, especially in dark or cluttered environments where several may activate simultaneously.
Mixed with Lurkers
Very High threat.
While Lurkers draw attention, hidden Risers can attack distracted survivors from unexpected directions.
Field Notes
MGF Combat Advisory 17-B
"Treat every body as infected until proven otherwise. Personnel are reminded that stationary casualties may in fact be Risers. Failure to confirm targets has resulted in multiple squad losses during facility-clearing operations."
DREADNOUGHT
Classification: Stage-2 Mutation
Threat Level: Very High
Overview
The DREADNOUGHT is a rare and extremely dangerous WE-30 mutation because, unlike most infected, it retains a significant amount of the host's procedural memory.
Most infected lose the ability to use tools and weapons because the infection destroys higher brain functions. DREADNOUGHTs are different: they retain enough muscle memory and combat instincts to operate firearms.
They are not intelligent in the way a normal human is, but they are far beyond a normal infected.
A DREADNOUGHT is essentially a trained soldier or security officer whose body has been taken over by WE-30, while their combat skills remain.
Origin
DREADNOUGHTs are believed to originate from infected individuals who had:
Military training.
Security training.
Law enforcement backgrounds.
Weapons experience.
The infection does not restore intelligence. Instead, it preserves existing neural pathways connected to:
Shooting.
Reloading.
Weapon handling.
Combat movement.
A former soldier does not "learn" to fight again—their body simply remembers.
Physical Description
Eyes
Bright white infected eyes.
Similar to other WE-30 victims.
Body
Compared to Lurkers:
More physically intact.
Usually less decayed.
Often still wearing tactical equipment.
Equipment
DREADNOUGHTs may retain:
Military uniforms.
Armor.
Helmets.
Tactical gear.
Ammunition pouches.
Their equipment often gives clues about their previous role.
Behavior
Unlike ordinary infected, DREADNOUGHTs do not simply rush targets.
They can:
Maintain distance.
Take cover.
Fire weapons.
Change positions.
Pressure survivors.
They behave closer to an armed hostile combatant than a traditional zombie.
Combat Ability
Firearms
DREADNOUGHTs can use:
Pistols.
Rifles.
Shotguns.
Other firearms available within the facility.
Their accuracy varies depending on the condition of the host and weapon.
Reloading
One of their most dangerous abilities.
They can:
Remove empty magazines.
Insert new ones.
Continue firing.
This shows that WE-30 preserves very specific motor skills.
Tactics
DREADNOUGHTs can:
Shoot from cover.
Hold positions.
Guard areas.
Engage targets at range.
However, they do not demonstrate true strategic thinking.
They cannot:
Command other infected.
Communicate.
Create plans.
Adapt like a living soldier.
Intelligence
Estimated Level: Low–Moderate
A DREADNOUGHT has more functional intelligence than standard infected but is not truly conscious.
They retain:
✅ Weapon handling
✅ Movement skills
✅ Combat habits
✅ Basic target recognition
They lose:
❌ Personality
❌ Memories
❌ Speech
❌ Reasoning
❌ Morality
Strength
Physically similar to or slightly stronger than a normal human.
Their danger comes from:
Firepower.
Training.
Equipment.
Unpredictability.
A normal Lurker is dangerous because it attacks with claws and teeth.
A DREADNOUGHT is dangerous because it knows how to use a gun.
Pain Response
Like other infected:
Minimal pain response.
No fear.
No hesitation.
They will continue fighting despite serious wounds.
Weaknesses
Despite being dangerous, DREADNOUGHTs have weaknesses:
Limited Awareness
They cannot think creatively.
Ammunition Dependence
Once their ammunition is gone, they lose their biggest advantage.
Poor Adaptation
They cannot learn new tactics.
Human Durability
Their bodies can still be damaged like other infected.
Threat Assessment
One DREADNOUGHT
Very dangerous.
A poorly equipped survivor can easily be killed before realizing they are fighting an infected.
Squad of DREADNOUGHTs
Extremely dangerous.
Multiple armed infected can create crossfire and force survivors into difficult positions.
DREADNOUGHT + Standard Infected
One of the most dangerous combinations.
The Lurkers/Risers force close-range combat while the DREADNOUGHT attacks from distance.
Field Notes
MGF Intelligence Report
"Do not mistake weapon possession for intelligence. The infected wearing armor are not soldiers anymore. They are corpses repeating the last thing they knew."
Flare
Classification: Boss Infected
Status: unknown
Former Role: Chief of Security (RSU Labs)
Codename: Flare
Background
Before becoming infected, Flare served as the Head of Security for the RSU laboratory inside the Itagure facility.
She wore an experimental heavy exosuit that made her nearly immune to bites and blunt attacks. The suit was extremely durable but so heavy that it required:
A respirator for breathing.
Constant painkillers.
Powered joints to allow movement.
Only four of these suits were ever produced because they were too expensive and impractical for widespread use.
Infection
Despite the armor's effectiveness, Flare was ultimately infected by a small bite to the leg—an area the suit didn't adequately protect. She either didn't notice it or couldn't feel it due to the equipment and medication, allowing WE-30 to take hold.
Mutation
Unlike ordinary infected, Flare retained her exosuit and gained unique mutations:
Glowing white eyes.
Loss of her lower jaw.
Retractable glowing claws mounted to her forearms.
Extremely high mobility despite the armor.
A short-range dash/teleport ability.
The virus effectively turned an already heavily armored security officer into a fast, aggressive boss.
Combat Behavior
Flare specialized in closing the distance.
Abilities
High-speed dash attacks.
Teleport/warp toward targets.
Dodging incoming fire.
Enraged state at roughly half health, increasing her speed and damage.
One of her signature mechanics was that MGF caught directly in the path of her teleport attack could be killed instantly.
she is able to talk and seems to have retained her Intelligence
EM-FURY
Designation: EM-FURY
Classification: Emotional Mutation
Threat Level: ★★★☆☆ (Moderate–High)
Infection Branch: WE-30 Emotional Mutation
Overview
EM-FURY is a mutation where WE-30 heavily amplifies the host's aggression and rage response.
Unlike a normal Lurker, which attacks because of infection-driven instinct, an EM-FURY appears to be dominated by a constant state of extreme hostility.
The infected becomes almost entirely focused on one objective:
Find living targets and destroy them.
Origin
EM-FURY develops from hosts whose psychological state is heavily influenced by:
Anger.
Stress.
Fear responses converted into aggression.
Violent tendencies before infection.
The virus appears to interact with the brain's emotional centers, causing an extreme increase in aggressive behavior.
Physical Description
Eyes
Bright white WE-30 infected eyes.
Often appear more intense during attacks.
Body
Compared to standard infected:
More muscular appearance.
More physically aggressive posture.
Increased muscle tension.
Signs of extreme strain on the body.
Facial Expression
Many EM-FURY infected show:
Open mouths.
Exposed teeth.
Constant snarling.
Aggressive facial movements.
Behavior
EM-FURY infected are among the most aggressive variants.
They:
Attack immediately after detecting targets.
Pursue relentlessly.
Rarely stop attacking.
Ignore injuries that would incapacitate normal humans.
They do not hide or wait for opportunities like Risers.
Their strategy is simple:
Overwhelm the target through aggression.
Combat Behavior
Attack Style
Primarily melee combat.
Common attacks:
Heavy punches.
Powerful swings.
Grabbing.
Biting.
Their attacks are faster and more forceful than standard infected.
Mobility
EM-FURY is generally faster than a Lurker.
They are capable of:
Rapid sprinting.
Sudden charges.
Closing distances quickly.
Their increased aggression makes them extremely dangerous in open areas.
Strength
The main advantage of EM-FURY is physical force.
Compared to a Lurker:
Trait Lurker EM-FURY
Aggression High Extreme
Speed Average High
Strength Normal infected Increased
Caution None None
They sacrifice control for raw violence.
Intelligence
Estimated Level: Very Low
EM-FURY does not show advanced intelligence.
They cannot:
Use weapons.
Plan attacks.
Set ambushes.
Coordinate.
However, their aggression makes them unpredictable.
Pain Response
Almost completely absent.
EM-FURY will continue attacking despite:
Gunshots.
Broken limbs.
Severe injuries.
The mutation appears to suppress survival instincts that would normally make a human retreat.
Weaknesses
Despite their strength, EM-FURY has several weaknesses:
No Ranged Capability
They must close distance to attack.
Poor Self-Preservation
They often charge into dangerous situations.
Predictable Objective
They only want to attack.
Lack of Intelligence
They can be baited or trapped.
Threat Assessment
Single EM-FURY
Dangerous.
A survivor caught at close range can be overwhelmed quickly.
Group of EM-FURY
Extremely dangerous.
Multiple aggressive infected can prevent retreat and overwhelm defensive positions.
EM-FURY + Lurkers
Very dangerous.
Lurkers distract targets while EM-FURY closes the distance.
Field Notes
MGF Psychological Mutation Report
"The infected does not appear angry because it understands hatred. It appears angry because WE-30 has reduced the host's mind to one remaining emotion."
Summary
EM-FURY
Emotion amplified: Rage
Combat style: Direct assault
Main advantage: Speed and aggression
Main weakness: No strategy
Danger level: High in close combat
EM-RUNNER
Designation: EM-RUNNER
Classification: Emotional Mutation
Threat Level: ★★★☆☆ (Moderate–High)
Infection Branch: WE-30 Emotional Mutation
Overview
EM-RUNNER is a WE-30 mutation focused around mobility and pursuit.
While EM-FURY overwhelms targets through raw aggression and power, EM-RUNNER specializes in speed. The infected sacrifices some durability and physical strength in exchange for extreme movement capability.
These infected are designed to close distance before a target can react.
Origin
EM-RUNNER develops when WE-30 affects the host's nervous system and movement responses in a way that prioritizes:
Chase behavior.
Rapid movement.
Pursuit.
Escape responses turned into predatory behavior.
The mutation appears to amplify the body's adrenaline response and removes normal physical limitations.
Physical Description
Eyes
Bright white WE-30 infected eyes.
Body
Compared to standard infected:
Leaner build.
Less bulky.
More athletic posture.
Increased muscle definition.
The body appears adapted for running rather than fighting.
Movement
EM-RUNNERs display:
Extremely fast sprinting.
Sudden bursts of acceleration.
Rapid changes in direction.
Their movement is often described as more animal-like than human.
Behavior
EM-RUNNERs are pursuit-based infected.
They will:
Detect targets.
Immediately begin chasing.
Continue pursuit over long distances.
Ignore distractions more often than normal infected.
Unlike EM-FURY, they do not rely on overpowering the target.
Their goal is:
Reach the target before it can escape.
Combat Behavior
Attack Style
Primarily close-range attacks.
Common attacks include:
Fast strikes.
Lunges.
Bites.
Tackles.
They use their speed to create openings rather than relying on strength.
Mobility
This is their defining feature.
Advantages:
Extremely high sprint speed.
Fast acceleration.
Can quickly cross open areas.
Difficult to outrun.
A survivor who notices an EM-RUNNER too late may have very little time to react.
Strength
EM-RUNNERs are not the strongest infected.
Compared to other variants:
Trait Lurker EM-FURY EM-RUNNER
Speed Medium High Extreme
Strength Normal High Medium
Durability Normal Higher Lower
Fighting Style Pursuit Assault Chase
Their advantage is speed, not power.
Intelligence
Estimated Level: Low
EM-RUNNERs do not demonstrate complex thinking.
They do not:
Use weapons.
Plan attacks.
Coordinate.
However, they show better target pursuit than standard infected.
Pain Response
Almost completely removed.
They can continue moving despite:
Injuries.
Broken bones.
Severe wounds.
However, their lighter bodies make them more vulnerable to damage.
Weaknesses
Lower Durability
Their bodies are not built for taking heavy damage.
Predictable Behavior
They almost always attempt direct pursuit.
Poor Combat Ability
If stopped, they are less dangerous than heavier mutations.
Open Attacks
Their speed can cause them to rush into exposed positions.
Threat Assessment
Single EM-RUNNER
High danger if encountered unexpectedly.
A slow reaction can result in immediate close combat.
Multiple EM-RUNNERS
Extremely dangerous.
Their speed allows them to surround or separate survivors quickly.
EM-RUNNER + Lurkers
Very dangerous combination.
Lurkers force survivors to focus on close threats while EM-RUNNERs exploit openings.
Field Notes
MGF Field Report
"If you hear movement behind you and it stops suddenly, do not assume it left. The fast ones do not wander. They chase."
Summary
EM-RUNNER
Emotion/response amplified: Pursuit instinct
Combat style: Speed-based attacks
Main advantage: Extreme mobility
Main weakness: Lower durability
Danger level: High when unprepared
EM-LONER
Designation: EM-LONER
Classification: Emotional Mutation
Threat Level: ★★★☆☆ (Moderate)
Infection Branch: WE-30 Emotional Mutation
Overview
EM-LONER is a WE-30 mutation where the infection appears to amplify feelings of isolation and withdrawal within the host.
Unlike EM-FURY and EM-RUNNER, which aggressively pursue targets, EM-LONER behavior is much more reserved. These infected tend to separate themselves from groups and operate alone.
They are considered one of the more unpredictable infected types because they do not behave like typical infected.
Origin
EM-LONER is believed to develop when WE-30 interacts with a host's emotional and neurological state, causing:
Social withdrawal.
Reduced aggression toward other infected.
Increased solitary behavior.
The exact reason WE-30 creates this mutation is unknown.
Physical Description
Eyes
White glowing eyes, consistent with WE-30 infection.
Body
Generally similar to standard infected, but may appear:
More worn down.
More damaged.
Less physically aggressive than EM-FURY variants.
They do not have the large physical changes seen in some other mutations.
Behavior
The defining trait of an EM-LONER is separation.
They tend to:
Avoid large groups of infected.
Wander alone.
Remain away from heavy infected populations.
Attack only when they encounter a target.
Unlike Lurkers, they do not simply follow crowds.
Combat Behavior
Attack Style
EM-LONERs rely on opportunistic attacks.
They may:
Approach from unexpected angles.
Attack isolated survivors.
Retreat and reposition.
Their behavior is less predictable than standard infected.
Intelligence
Estimated Level: Low–Moderate
EM-LONERs are not intelligent in the same way a human is.
However, compared to basic infected, they display:
More independence.
Better target selection.
Less random movement.
They appear to have a stronger preference for operating alone.
Movement
EM-LONERs are generally not the fastest infected.
They rely on:
Patience.
Isolation.
Surprise.
They are more dangerous in areas where survivors are separated from their team.
Strength
Similar to a standard infected.
Their danger comes from behavior rather than physical power.
Trait Lurker EM-LONER
Strength Normal Normal
Speed Medium Medium
Group behavior Common Rare
Attack style Direct Opportunistic
Pain Response
Like most WE-30 infected:
Extremely limited pain response.
No fear response.
Continues attacking despite injuries.
Weaknesses
Lack of Numbers
They usually do not benefit from large groups.
Limited Physical Advantage
They are not stronger than other mutations.
Predictable Isolation
Their tendency to stay alone can make them easier to identify.
Threat Assessment
Single EM-LONER
Moderate threat.
More dangerous than a normal infected because it is harder to predict.
Multiple EM-LONERS
Less common, but dangerous if encountered because they may attack from different directions.
With Other Infected
Very dangerous.
While Lurkers distract survivors, EM-LONERS can exploit gaps and attack separated targets.
Field Notes
MGF Psychological Mutation Report
"Not every infected screams and charges. Some simply wait. The quiet ones are often the ones you notice too late."
Summary
EM-LONER
Emotional response amplified: Isolation
Combat style: Opportunistic attacks
Main advantage: Unpredictability
Main weakness: Average physical ability
Danger level: Moderate
EM-SMILER
Designation: EM-SMILER
Classification: Emotional Mutation
Threat Level: ★★★☆☆ (Moderate–High)
Infection Branch: WE-30 Emotional Mutation
Overview
EM-SMILER is a WE-30 mutation characterized by abnormal facial changes and disturbing behavior.
Unlike EM-FURY, which focuses on aggression, or EM-RUNNER, which focuses on pursuit, EM-SMILER appears to be connected to distorted emotional expression.
The infected displays a permanent, unnatural smile-like expression, creating one of the most recognizable and disturbing appearances among WE-30 mutations.
Origin
EM-SMILER is believed to occur when WE-30 alters the parts of the brain responsible for:
Emotional response.
Facial muscle control.
Social expression.
The infection appears to create a corrupted imitation of a human emotional reaction.
The "smile" does not represent happiness.
It is simply the result of WE-30 altering the host's nervous system and behavior.
Physical Description
Eyes
Bright white WE-30 infected eyes.
Face
The defining feature:
Permanent exaggerated grin.
Distorted facial muscles.
Unnatural expression.
The infected may appear as if they are smiling despite displaying hostile behavior.
Body
Generally similar to standard infected.
Differences may include:
Twitching movements.
Abnormal posture.
Erratic head movements.
Unnatural body language.
Behavior
EM-SMILERs are highly unsettling because their actions conflict with their appearance.
They may:
Stand motionless for extended periods.
Move unpredictably.
Approach targets slowly.
Suddenly become aggressive.
Their behavior is less straightforward than a Lurker or EM-FURY.
Combat Behavior
Attack Style
Primarily close-range attacks.
They use:
Swipes.
Grabs.
Bites.
Sudden lunges.
They rely on making targets hesitate or misjudge their behavior.
Psychological Effect
The greatest danger of EM-SMILER is not physical strength.
It is the confusion it creates.
A survivor may hesitate because the infected:
Looks almost human.
Displays a familiar expression.
Behaves differently from typical infected.
That hesitation can be fatal.
Intelligence
Estimated Level: Low–Moderate
EM-SMILERs do not possess human intelligence.
However, compared to basic infected, they may show:
More unusual behavior.
Less predictable movement.
Greater individuality.
They are still driven primarily by infection instincts.
Mobility
Average to above-average.
They are not as fast as EM-RUNNERs and not as physically aggressive as EM-FURYs.
Their danger comes from unpredictability rather than speed.
Strength
Comparable to standard infected.
Trait Lurker EM-SMILER
Strength Normal Normal
Speed Medium Medium
Appearance Human-like Distorted
Behavior Simple Unpredictable
Pain Response
Like other WE-30 infected:
Little to no pain response.
No fear.
Continues attacking while injured.
Weaknesses
Average Physical Ability
Not significantly stronger than standard infected.
No Ranged Capability
Must attack at close range.
Limited Intelligence
Cannot truly deceive or plan.
Threat Assessment
Single EM-SMILER
Moderate threat.
Danger comes from surprise and hesitation.
Multiple EM-SMILERS
High threat.
Their strange movement patterns make groups difficult to predict.
Mixed Groups
Very dangerous.
They can cause survivors to lose focus while stronger infected attack.
Field Notes
MGF Psychological Mutation Report
"The expression is not emotion. Do not mistake the face for a person still being inside."
Summary
EM-SMILER
Emotional response affected: Distorted emotional expression
Combat style: Unpredictable close-range attacks
Main advantage: Psychological disruption
Main weakness: Average physical capability
Danger level: Moderate–High
PM-EDEM
Designation: PM-EDEM
Classification: Physical Mutation
Threat Level: ★★★★☆ (High)
Infection Branch: WE-30 Physical Mutation
Overview
PM-EDEM is a heavily mutated form of WE-30 infection where the virus causes extreme physical changes to the host's body.
Unlike Emotional Mutations, which are mainly behavioral changes, PM-EDEM represents a case where WE-30 aggressively modifies:
Muscle structure.
Bone density.
Body size.
Physical durability.
The result is a much larger and stronger infected capable of overpowering normal humans with ease.
Origin
PM-EDEM develops when a host experiences a mutation path focused on physical adaptation.
Possible factors include:
High viral concentration.
Prolonged infection.
Radiation exposure.
Individual host biology.
The virus begins altering the host instead of simply keeping the body functional.
Physical Description
Size
PM-EDEMs are significantly larger than normal infected.
Compared to Lurkers:
Taller.
Heavier.
More muscular.
More intimidating.
Body Structure
Major changes include:
Enlarged muscle mass.
Thickened tissue.
Abnormal body proportions.
Increased physical bulk.
The body is no longer shaped for normal human movement.
Eyes
Like other WE-30 infected:
Bright white eyes.
Lack of normal human expression.
Skin
Common features:
Severe discoloration.
Damage from infection.
Thickened tissue.
Visible mutation effects.
Behavior
Despite their size, PM-EDEMs are not mindless brutes.
They show:
Aggressive pursuit.
Territorial behavior.
Increased awareness of targets.
However, they still lack human reasoning.
Combat Behavior
Attack Style
PM-EDEMs specialize in close combat.
Typical attacks:
Heavy strikes.
Powerful swings.
Charges.
Grappling attacks.
Their attacks rely on overwhelming force.
Strength
This is their primary advantage.
Compared to standard infected:
Trait Lurker PM-EDEM
Strength Normal infected Extremely high
Size Human Large
Durability Average High
Speed Medium Lower but powerful
A PM-EDEM can overpower survivors who would easily handle normal infected.
Durability
PM-EDEMs are much harder to kill because of:
Increased body mass.
Thickened tissue.
Reduced pain response.
They can continue fighting after damage that would stop ordinary infected.
Effective methods include:
Heavy weapons.
Concentrated fire.
Targeting vulnerable areas.
Intelligence
Estimated Level: Low
PM-EDEMs do not retain the weapon skills of DREADNOUGHTs.
They rely on:
Strength.
Instinct.
Aggression.
They cannot:
Use firearms.
Operate equipment.
Coordinate attacks.
Mobility
Despite their size, PM-EDEMs remain dangerous.
They may not be as fast as smaller infected, but they compensate with:
Powerful movement.
Long attack reach.
Ability to force survivors out of position.
Pain Response
Almost completely absent.
A PM-EDEM can continue attacking despite:
Gunshot wounds.
Severe injuries.
Broken bones.
Weaknesses
Size
Their large body makes them easier to detect.
Speed
They cannot match faster infected like EM-RUNNER.
Close Range Dependence
They have no ranged attacks.
Limited Intelligence
They can be outmaneuvered.
Threat Assessment
Single PM-EDEM
Very dangerous.
A survivor caught in melee range is unlikely to survive.
Multiple PM-EDEMs
Extreme threat.
Their strength allows them to break defensive positions.
PM-EDEM + Smaller Infected
Extremely dangerous.
Smaller infected can distract survivors while the PM-EDEM closes distance.
Field Notes
MGF Biological Analysis
"The infected body should have failed. It should not be able to move under that much strain. WE-30 does not preserve life — it forces the body to continue."
Summary
PM-EDEM
Mutation type: Physical alteration
Combat style: Heavy melee
Main advantage: Strength and durability
Main weakness: Speed and intelligence
Danger level: High
CI
Designation: CI
Classification: Special Infection State
Threat Level: Variable
Infection Branch: WE-30 Infection Outcome
Overview
The Controllable Infected (CI) is one of the rarest outcomes of WE-30 infection.
Unlike normal infected, where the virus completely takes control of the host, a Controllable Infected occurs when the host retains enough mental control to resist the infection.
The body is infected, but the mind is not completely destroyed.
This creates a temporary state where the infected individual can still make decisions and fight intentionally.
Origin
A Controllable Infected is created when a victim:
Becomes infected by WE-30.
Avoids complete mental takeover.
Maintains enough willpower and neurological function to resist the virus.
The exact reason some people become CI while others immediately turn into normal infected is unknown.
Possible factors include:
Host biology.
Mental resilience.
Infection progression.
Exposure conditions.
Physical Description
A CI retains many features of WE-30 infection.
Eyes
White infected eyes.
Clear sign of infection.
Body
Unlike many mutations:
The body remains mostly human.
Major physical mutations are absent.
Movement remains controlled.
They appear closer to an infected human than a mutated creature.
Mental State
This is what makes CI unique.
A Controllable Infected retains:
✅ Self-awareness
✅ Decision-making
✅ Ability to recognize allies
✅ Ability to use strategy
However:
❌ The infection is still active.
❌ The body continues deteriorating.
❌ The infected state is unstable.
The host is essentially fighting a battle against WE-30 internally.
Abilities
Enhanced Physical Capability
Like other infected, CI gains:
Increased strength.
Increased endurance.
Reduced pain response.
Viral Attacks
A CI can use infected biology offensively.
Examples:
Enhanced melee attacks.
Increased damage compared to normal humans.
Resistance
Because the host retains control, they can avoid many behaviors seen in normal infected.
They do not:
Mindlessly attack allies.
Lose all reasoning.
Act purely on instinct.
Limitations
A CI is not cured.
The infection is constantly attempting to take control.
The longer the infection continues:
The harder control becomes.
Physical strain increases.
Failure becomes more likely.
Combat Behavior
A CI fights more like a human than an infected.
They can:
Choose targets.
Avoid unnecessary risks.
Use the environment.
Work with survivors.
Their biggest advantage is the combination of:
Human intelligence + infected physical abilities.
Weaknesses
Temporary State
CI is unstable.
The host is always at risk of losing control.
Physical Deterioration
The infection continues damaging the body.
Isolation
Because they appear infected, other survivors may mistake them for hostile infected.
Threat Assessment
Friendly CI
Potentially one of the strongest assets against WE-30.
They combine:
Human thinking.
Infected abilities.
Hostile CI
Extremely dangerous.
A hostile CI has:
Human-level intelligence.
Enhanced strength.
Infection resistance.
Field Notes
MGF Medical Report
"The infected is not gone. It is still there. It is fighting for control, and every second it remains itself is another second the virus loses."
Summary
Controllable Infected
Mutation type: Partial infection resistance
Combat style: Human-like tactics + infected strength
Main advantage: Retained intelligence
Main weakness: Unstable infection state
Danger level: Depends on host
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