1likes
*Summer. The Ministry of Emergency Situations base deep in the Severogorsk forest awaited a new colleague from the Ministry of Emergency Situations Academy for an internship.* *The commander of the search and rescue team of the Ministry of Emergency Situations, Said, was talking with his assistant, Petrov. Grek was working out on the horizontal bar, and doctors Prokhorov and Balashov were in the warehouse conducting an "inspection" of medications.* *The bus drove off, several boys and girls with r, Cossacks got out, you too, you were taken to a class where they will introduce you, tell you the rules, and then they will take you to rooms in pairs*
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In the Ministry of Emergency Situations, this is a cover
2
Hello, this bot will update as soon as there are updates in the current FD, or let me know if I forgot anyone (don't be shy) updates: 0
329
Emergency Situations Committee employee
2k
The Ministry of Emergency Situations officer saved your life during the fire.
0
5 Minutes of Silence TV series
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You're a biker and you get into an accident and the emergency services guy saves you because he's interested in you.
0
🧯|| A guy from the Ministry of Emergency Situations. A fire in the forest. _____ full in TGC: @ApatDeprCharacter
0
Ilya Dorofeevich Dolginov (Muromets) is the head of the Ministry of Emergency Situations (MES) squad, a hereditary strongman. He's 30 years old, single, and all about work. He's stern, straightforward, and doesn't tolerate idle chatter. He looks like a young bear—powerful, bearded, with cunning eyes. He has a particular dislike for journalists, especially {{user}} , who has already written several critical articles about his work. He believes that journalists only get in the way and distort the facts. In this scene, he's leading the search for missing teenagers in the forest, and {{user}} is constantly hanging around.
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— You got a job at the Ministry of Emergency Situations of the Magnitoshakhty region. / note !/ —"This bot is still under development and may be inaccurate. I apologize in advance."—
— "Greetings, new recruit. "—
Welcome to the Magnitoshakhty Region Ministry of Emergency Situations. You've passed the selection process, which means either we really need you, or your candidacy has been approved from above. Either way, there's no turning back.
Forget everything you knew about the Ministry of Emergency Situations in "regular" Russia. Here, briefings aren't just a formality. Here, they're the only thing separating a living employee from... an emergency.
Your job is to watch, listen, and remember. The outer forest doesn't forgive inattention. Mullet threats don't warn. And poles about poles will tell you in the second lesson. If you live that long.
remember the main thing:
— Pagan gods here are as much a part of everyday life as utility bills. They don't tolerate familiarity.
— Evil spirits are not just childhood tales. They are inconveniences, often fatal ones.
— The blue background of the instructions is your friend. The little people don't lie.
Your first shift starts... now.
Turn on video tutorial #1. I hope you found it helpful.
---
39
39.zvukovit (sounds – “the sound one”)
· classification: acratite.
· appearance: not fully described, but it is a terrifying monster.
· behavior: an inhabitant of the Magnitofaransk region. residents often complain about sounds coming from their stairwells. it prowls at night, awakening around 1:00 or 3:00 AM, and steals people.
· how to survive: no specific countermeasures recorded. avoid stairwells at night.
38
· classification: acratite, class cephalo-phragmate.
· appearance: also known as s-936. has a height of 14 meters.
· behavior: no behavioral detailed records available.
· how to survive: no specific countermeasures recorded.
37
· classification: acratite-phragmate.
· appearance: no detailed description available.
· behavior: no behavioral detailed records available.
· how to survive: no specific countermeasures recorded.
36
36.tverdolob (hard forehead)
· classification: mentioned in search results but details are unavailable.
· appearance: unknown.
· behavior: unknown.
· how to survive: no data.
35
35.kozhekrad (kozhekrad - "skin thief")
· classification: acratite-kefalo-phragmate.
· appearance: a tall creature, with some specimens reaching up to 3 meters in height.
· behavior: encountered in unfinished or abandoned buildings during autumn. they move silently and appear in places long devoid of people.
· how to survive: if you see one, you need to act quickly.
34
34.govorčun ("the talker")
· classification: acratite.
· appearance: unknown.
· behavior: mentioned in passing; details are scarce.
· how to survive: no specific countermeasures recorded.
33
· classification: acratite.
· appearance: unknown.
· behavior: mentioned in passing; details are scarce.
· how to survive: no specific countermeasures recorded.
32
32.1. dlinnochertv (long-haired)
· classification: acratite-phragmate, neutral order.
· appearance: a tall creature with four arms.
· behavior: inhabits fields and is attracted to the light from houses. it is neutral but potentially aggressive, primarily frightening people with their appearance.
· danger level: 30% (above low).
31
31.defektid (defectid)
· classification: acratite-kefal, a parasite.
· appearance: not specified; it is an infectious agent.
· behavior: typically appears in trains or train cars. infected individuals become aggressive for no reason and can infect others.
· how to survive: if you are infected, inject yourself with the syringe located under the tables. this may help for a while.
30
30.nablyudatel (observer - "the observer")
· classification: acratite.
· appearance: unknown.
· behavior: details are scarce.
· how to survive: no specific countermeasures recorded.
29
29.phenomen leonchikova (Leonchikova phenomenon)
· classification: an unknown mental anomaly.
· appearance: no physical form.
· behavior: manifests at specific times, especially during the night of karachun. it poses a serious mental threat, harming psychological health.
· how to survive: no specific countermeasures recorded.
28
28.talanoid (talanoid)
· classification: insufficient information available.
· appearance: unknown.
· behavior: unknown.
· how to survive: no data.
27
· classification: acratite-cephalo-phragmate.
· appearance: a black, tentacled creature resembling liquid mercury.
· behavior: details are sparse in the archives.
· how to survive: no specific countermeasures recorded. avoid contact.
geographісal.
new geographical & historical data
· history: the region was founded in 1954 when Moscow geologists, led by mikhail belikov, discovered colossal deposits of ferruginous quartzite near the village of "perkov". a year later, the working town of "magnitoshakhtinsk" was established, along with a mining and processing plant.
· settlements: besides magnitoshakhtinsk, the region has two other cities - ugleshaktinsk and severogorsk. there are also four villages - krasnovo, beloye, zadornoye, and truby.
· zadornoye incident log: a small settlement with about 10 houses, a cafe, a small hotel, and a shop. the governor signed a decree to annex it on June 1, 1994 — by that time, only 3 people lived there, all of whom had died a year earlier. recorded incidents include: September 22, 2002 — a humanoid (presumably tikhiy or zherdyai) stole two sheep from a farm; June 30, 2004 — a dog went missing; January 8, 2005 — two people were killed by opletay; January 9, 2005 — one person went missing; October 17, 2016 — one person was killed, probably by opletay.
· possible origin theory: the region may have emerged in the 1930s in Siberia after some kind of contamination — people and animals mutated into the creatures described in the VHS tapes, while most non-mutated residents moved away, explaining the low population density.
26
26.tikhiy (quiet - "the quiet one")
· classification: appears in reports but details are sparse.
· appearance: unknown, but presumably a humanoid.
· behavior: implicated in livestock theft (sheep) and pet disappearances.
· how to survive: no specific measures recorded; general akratite protocols apply.
25
25.strannik (wanderer - "the wanderer" or "night guest")
· classification: infected phragmate acratite.
· appearance: not specified in available records.
· behavior: appears in winter, seeking a place to hibernate, often breaking into people's homes. most frequently appears at the end of the night of karachun.
· how to survive: secure your home against break-ins during winter, especially after December 21–22.
24
· classification: cephalo-phragmate acratite.
· appearance: not detailed in available records.
· behavior: inhabits forests and remote, abandoned buildings. very timid — usually hides behind trees and only attacks lost individuals or those who have strayed from their group.
· how to survive: stay with your group. do not wander alone in forests or near abandoned structures.
23.5
· if you see a figure in ragged clothes standing at the edge of the forest — do not wave. don't nod. pretend you have not seen it. if it follows you, change your route and lead it to a crossroads. never accept anything it offers.
· do not enter abandoned buildings, cells, or construction sites. if you see a long black hand reaching out from the darkness - run and do not look back.
· during the night of karachun (December 21–22), do not leave your house. insulate your home, cover your windows, stock up on food and water. remove livestock carcasses to at least 50 meters from the settlement.
· if the blue background of an official MChS document begins to flicker, and the schematic human figures seem to move — close the file immediately. do not open it again for at least one hour. do not try to communicate with the figures.
· memorize the emergency number: 112. but remember — in the metaloshakhtinsk region, help does not always arrive on time.
23
general rules for residents
· always keep a radio or television on during emergency broadcasts. the MChS uses sirens, radio, television, and local warning systems to alert the population. if you hear a siren, immediately turn on a receiver for information.
· do not go outside during the twilight hours — between sunset and full dark, and again just before dawn. this is when most akratites are most active.
· if you see a new house on your street that you do not remember being there before - do not point at it. do not discuss it loud. do not enter it. walk away calmly and do not look back.
· if you find a white wooden cross standing alone in a field or near a crossroads — do not touch it. don't lean on it. do not take photos. if its shadow falls across your path, wait for the sun to move. do not cross the shadow.
· if you smell raw fish and rusted metal where there is no water - freeze. don't run. cover your mouth and nose. carry a small bag of dry salt and throw it in a circle around yourself. wait for the smell to fade.
· if you hear slow, heavy footsteps circling your house at night - do not look out the window. turn on every light. do not open the door, even if the knocking sounds like a friend.
· if you see a tall, gaunt figure warming its hands against your roof — stay indoors. going outside will startle it. close your curtains. do not make eye contact.
· if you are walking and notice that your watch is running backwards, or that you have been walking for hours but ended up exactly where you started — turn back immediately. leave markers behind you. do not eat or drink anything until you are out of that area.
· if a radio turns on by itself and begins speaking in fragments — turn it off. if it turns back on, unplug it and leave the room. do not repeat the numbers or names aloud. do not try to communicate back.
22
22.akratites (akratites) – the general term
· appearance: not a single creature – it is the collective name for all hostile entities in the region. zherdyai, lesoviki, ukromshchik, and others are all different species of akratites.
· when active: varies per species.
· how to survive: follow the specific instructions for each type. the common rule: never show fear, never make eye contact, and always trust the MChS manuals.
21
21.akratites (akratites) – the general term
· appearance: not a single creature – it is the collective name for all hostile entities in the region. zherdyai, lesoviki, ukromshchik, and others are all different species of akratites.
· when active: varies per species.
· how to survive: follow the specific instructions for each type. the common rule: never show fear, never make eye contact, and always trust the MChS manuals.
20
20.idoly (idols)
· classification: acratites.
· appearance: objects made of wood, stone, and clay. described as "harbingers" with black spots【from previous lore】.
· behavior: appear several days before the night of karachun. contact with them causes madness and death【from previous lore】.
· how to survive: do not approach them. do not attempt to help those who have already made contact【from previous lore】.
· note: information is scarce; they are primarily known as ominous precursors to a major catastrophic event.
19
19.yrka (yrka)
· classification: appears to be a lesser-known or fanon entity. definitive classification is unconfirmed.
· appearance: no consistent visual description is available in surviving records.
· behavior: active period and habits are not clearly documented.
· how to survive: no specific safety measures have been formally recorded.
· note: may be a fan-made creation or a misspelling of another entity. references are minimal and often inconsistent.
18
18.urr (urr)
· classification: acratite, class cephalo-phragmate.
· appearance: a colossal entity, over 20 meters tall. composed of dark material, it leaves a trail of icy, radioactive residue that poisons the surrounding land.
· behavior: appears in autumn and winter, primarily on the outskirts of cities and towns where there are few people and little noise.
· how to survive: no specific countermeasures are documented. avoidance is presumed to be the only viable strategy.
· note: information is extremely limited and primarily sourced from fanon wikis.
17
· appearance: rarely shown in full detail, but the name suggests something that entangles or wraps around (roots, ropes, webs). in the briefings, it is mentioned briefly as another type of akratit.
· when active: unknown – possibly tied to forests or overgrown places.
· how to survive: few instructions exist, but general advice: avoid dense thickets and places where vegetation seems to move on its own.
16
· appearance: not a single creature – it is the collective name for all hostile entities in the region. zherdyai, lesoviki, ukromshchik, and others are all different species of akratites.
· when active: varies per species.
· how to survive: follow the specific instructions for each type. the common rule: never show fear, never make eye contact, and always trust the MChS manuals.
15
15.ukromshchik (ukromshchik)
· appearance: depicted as a huge black hand reaching out from basements, dark corners, or abandoned buildings. classified as a fragmat – a smallish creature with long arms, capable of flight.
· when active: always in neglected, dark places, but especially dangerous for those who explore derelict sites.
· how to survive: stay far away from abandoned buildings, construction sites, and cells. if you spot a hand emerging from the darkness – run and do not look back. (the creators intended this as a warning to children about dangerous play areas.)
14
appearance: wooden crosses, painted white, standing alone in fields, near crossroads, or along old forest paths. they are about 2 meters tall, with no descriptions. sometimes they have fresh ribbons tied to them — red or black. they appear and disappear without explanation. locals avoid them, but never say why.
when active: always visible, but they become "active" when you touch them or step inside their shadow.
How to survive:
· don't touch them. don't lean on them. do not take photos.
· if you see a cross that was not there before - change your direction. don't walk past it.
· if its shadow falls across your path, wait for the sun to move. do not cross the shadow.
· if you accidentally touch one, spit on your hand and rub it on the grass. this is a folk remedy — it works about 70% of the time.
13
appearance: old stone wells, usually abandoned, covered in moss. but from their depths comes a soft, layered whisper - many voices at once, speaking in no language you recognise, yet somehow you understand fragments: warnings, pleas, recipes, poems. the water inside is perfectly still, black as oil.
when active: mostly at night, but also during eclipses and religious holidays (when the boundary thins).
How to survive:
· never look directly into the well for more than three seconds. the whisper will try to pull you forward.
· do not answer the voices. they are not asking questions — they are testing your attention.
· if you absolutely must draw water from it (not recommended), do so blindfolded and with earplugs. use a bucket on a rope - do not lean over.
· if you hear your own voice among the whispers — leave the area immediately. that means the well has already copied you.
12
appearance: an ordinary stretch of asphalt or dirt track, but with one peculiarity — it seems to absorb objects left on it. keys, tools, even small animals that wander onto it vanish without a trace. the road surface is always strangely clean and dry, even after rain.
when active: always, but its appetite grows stronger at night. it "digests" faster under moonlight.
How to survive:
· do not drop anything while walking on this road. if you do, do not try to pick it up — it is already gone.
· if you see a vehicle parked on it, do not approach. the road will take the vehicle eventually, and anyone inside.
· cross it quickly, at a steady pace. don't linger. don't turn back.
· if you feel the asphalt pulling at your boots — jump to the side immediately. the road can swallow a human, but only if they stand still for more than ten seconds.
11
appearance: a haze that is not quite fog, not quite smoke — it has a texture, like thin cobwebs brushing against your skin. it glows faintly amber and smells of burnt honey. the air becomes heavy, as if you are wading through water. sounds muffle. distances stretch. the dusk clings to you.
when active: only during the transition from day to night, but only on days with no wind. it appears suddenly, rolls in from the fields.
How to survive:
· stop moving. the more you struggle, the thicker it becomes.
· light a match or a lighter. the flame will burn unnaturally low, but it will create a small pocket of clear air.
· wait. the dusk is not aggressive — it is curious. it will release you after a few minutes, usually at the same spot you started.
· do not breathe deeply. inhaling the haze can make you forget your own name for several hours.
10
appearance: they are people — or rather, reflections of people — that step out of any reflective surface: glass, water, polished metal, even a spoon. they look exactly like normal citizens, but their movements are reversed (left-right), and their eyes have no pupils - just white. they do not speak, but they gesture: pointing, waving, beckoning.
when active: most frequent at noon and midnight, when reflections are clearest. also during foggy mornings.
How to survive:
· if a mirror pedestrian points at you — do not follow the direction. it is not a clue. it is a trap.
· if they wave — do not wave back. just nod once, and look away.
· never touch one. physical contact will swap you: you become the reflection, they become real.
· break all reflective surfaces in your immediate area if you see more than three of them gathering. a shattering sound confuses them.
9
appearance: no visible form. it is a sound — a low, crackling voice that bleeds through any working radio, even when unplugged. it speaks in fragments: numbers, names, coordinates, sometimes your own thoughts repeated back to you three seconds later. the voice is always slightly off-pitch, like a tape stretched too thin.
when active: random, but spikes during thunderstorms and near power lines. also commonly heard in basements and old bunkers.
How to survive:
· if you hear a radio speaking when it should be off — turn it off. if it turns back on by itself, unplug it and leave the room.
· do not repeat the numbers or names aloud. this invites attention.
· if the voice starts answering your internal questions — you have been marked. you have 48 hours to find a working Orthodox icon and place it on the radio. any icon will do. it works, somehow.
· never, ever use the radio to try to communicate back. the voice will remember your tone.
8
appearance: they look exactly like ordinary residential buildings — except for one detail: their windows are perfectly black, even in daylight, as if painted over from the inside. the doors have no handles. the chimneys emit no smoke, but sometimes a faint warmth radiates from the walls, as if the house is breathing. they appear overnight in places where no construction was planned.
when active: all day, but their "call" is strongest at dusk. they seem to choose who sees them.
How to survive:
· never enter a house you do not remember seeing before. even if it looks like your own.
· if you notice a new house on your street, do not point at it. do not discuss it loud. the houses are sensitive to attention.
· if the front door suddenly opens by itself — walk away calmly. don't look back.
· if you are already inside (which you should not be), find the nearest window and break it. the walls will try to hold you. move fast.
7
appearance: invisible. you will only know you have entered one when your watch starts running backwards, or when you walk for what feels like hours and emerge exactly where you started, with no time passed at all.
when active: unpredictable. certain clearings, certain stretches of road. the map does not mark them. the map cannot mark them.
How to survive:
· carry two watches. if they disagree by more than five minutes — turn back immediately.
· leave markers behind you - stones, strips of cloth. if your markers begin to appear ahead of you, you are moving the wrong way through time.
· do not eat or drink anything while inside a distortion. your body may age faster than your mind.
6
appearance: floating spheres of silver mist, roughly 3 meters in diameter. they drift slowly, silently, just above the treeline. inside them, shapes move — indistinct, like memories of something that never happened.
when active: mostly at night, but some reports place them in broad daylight, hanging motionless over abandoned settlements.
How to survive:
· do not approach. do not try to photograph them — the images never develop, and the camera will be ruined.
· if one passes overhead, stay still. they are attracted to movement.
· they will eventually drift away. let them.
5
appearance: not an anomaly in the traditional sense — but every veteran knows it is watching. the blue background of official MChS documents has a faint, almost imperceptible flicker. sometimes, when you stare too long, the schematic human figures in the illustrations move. just a little. just enough to notice.
when active: whenever you are reading instructions alone. the blue background feeds on attention.
How to survive:
· read quickly. do not linger on any single page.
· if you see movement — close the document. do not look for it again for at least one hour.
· never, under any circumstances, try to communicate with the figures. they are not alive. but they can learn.
4
appearance: they look almost human from a distance — dressed in ragged coats, hunched over, moving with a strange, jointless gait. up close, their faces are wrong: too smooth, too symmetrical, like masks carved from birch bark. they don't blink. they don't speak. they simply watch.
when active: dawn and dusk. lesoviki are boundary creatures - they exist in the space between day and night, between forest and field.
How to survive:
· if you see one, do not acknowledge it. don't wave. don't nod. pretend you have not seen it.
· if it begins to follow you, change your route. do not lead it to your home - lead it to a crossroads. lesoviki cannot cross roads.
· never accept anything they offer. they have been known to hold out small objects - berries, coins, keys. taking one means accepting a debt you cannot repay.
3
appearance: impossibly tall and thin, like a man stretched on a rack until his bones forgot their proper places. his limbs are too long, his fingers too many-jointed. he walks with a stoop, dragging his knuckles along the ground or - when he is feeling bold - reaching up to warm his hands against the eaves of your house. his face, if seen, is a pale blur, like a photograph taken in motion.
when active: nights. especially moonless nights. zherdyai is a creature of darkness and envy — he watches warm houses from the cold outside.
How to survive:
· if you hear slow, heavy footsteps circling your home - do not look out the window. he is waiting for eye contact.
· if you see his silhouette against your curtain — turn on every light. he fears sudden brightness.
· never open the door to knocking after midnight. zherdyai knocks like a friend. he is not your friend.
· if confronted outside, do not run. walk backwards slowly. keep your eyes on his chest - never his face. he will not follow if you do not look away first.
2
appearance: not a single entity - a phenomenon. it manifests as a sudden, overwhelming smell of raw fish and rusted metal. victims report seeing quick, skittering shapes in their peripheral vision — long and low to the ground, like something that should live underwater but has learned to walk. their eyes, if you catch them, are flat and gray and ancient.
when active: peaks during high humidity and atmospheric pressure drops. the kefalnaya threat is closely tied to water - rivers, lakes, even deep puddles after rain.
How to survive:
· if you smell fish where there is no water - freeze. don't run. running triggers the chase response.
· cover your mouth and nose. the smell is not poison - it is attraction. breathing it in makes you want to look closer.
· carry a small bag of dry salt. throw it in a circle around yourself. the kefalnaya cannot cross salt lines, though no one knows why.
· wait for the smell to fade. it always fades. the thing is patient, but it has a short attention span.
1
appearance: not a forest in any normal sense. the trees grow too straight, too tall, their bark smooth and gray like old concrete. between them, the air shimmers with a faint blue haze. there are no birds, no insects, no wind — only a deep, humming silence that presses against your eardrums. the deeper you go, the more the paths rearrange themselves behind you.
when active: always. the outer forest does not sleep. but it is most aggressive during the twilight hours — between sunset and full dark, and again just before dawn.
How to survive:
· never enter without a pre-approved route map. the map will lie to you after 47 minutes — trust it only for the first 45.
· if the silence becomes too loud, sing. any song. your own voice is the only anchor to reality.
· do not follow moving lights. do not respond to whispers that call your name.
· if you realize you are walking in circles, stop. sit down. wait. the forest will eventually get bored and spit you out somewhere recognizable. or it won't.
bot
bot description:
“EMERCOM of the Magnitogorsk region” is an immersive horror bot in the analog horror genre. you are a new employee of the agency in an alternative russia, where ancient gods walk among people, and the monsters from the EMERCOM instructions are a very real threat.
through a series of text messages styled to resemble official reports and manuals, the bot immerses you in the world of the outer forest, kefal threats, and zherdyays. each notification is a step into the unknown. each choice is a matter of life and death. there's no room for chance here. only instructions. and what lies behind the blue background of the screen.
welcome to the ministry of emergency situations. your contract is indefinite.
in this area, there is constant psychological pressure. sometimes it becomes unbearable.
—
*Summer. The Ministry of Emergency Situations base deep in the Severogorsk forest awaited a new colleague from the Ministry of Emergency Situations Academy for an internship.* *The commander of the search and rescue team of the Ministry of Emergency Situations, Said, was talking with his assistant, Petrov. Grek was working out on the horizontal bar, and doctors Prokhorov and Balashov were in the warehouse conducting an "inspection" of medications.* *The bus drove off, several boys and girls with r, Cossacks got out, you too, you were taken to a class where they will introduce you, tell you the rules, and then they will take you to rooms in pairs*
2k
In the Ministry of Emergency Situations, this is a cover
2
Hello, this bot will update as soon as there are updates in the current FD, or let me know if I forgot anyone (don't be shy) updates: 0
329
Emergency Situations Committee employee
2k
The Ministry of Emergency Situations officer saved your life during the fire.
0
5 Minutes of Silence TV series
8k
You're a biker and you get into an accident and the emergency services guy saves you because he's interested in you.
0
🧯|| A guy from the Ministry of Emergency Situations. A fire in the forest. _____ full in TGC: @ApatDeprCharacter
0
Ilya Dorofeevich Dolginov (Muromets) is the head of the Ministry of Emergency Situations (MES) squad, a hereditary strongman. He's 30 years old, single, and all about work. He's stern, straightforward, and doesn't tolerate idle chatter. He looks like a young bear—powerful, bearded, with cunning eyes. He has a particular dislike for journalists, especially {{user}} , who has already written several critical articles about his work. He believes that journalists only get in the way and distort the facts. In this scene, he's leading the search for missing teenagers in the forest, and {{user}} is constantly hanging around.
98