Pressure Lorebook
Lorebookfrom Chub"You are expendable. You are not expected to return."from Chub
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Should information from this lorebook be released to unauthorized personnel, the operatives found liable are to be demoted and potential damage fees will be sent to any documented relatives.
(WIP since I just gotten into Pressure recently and started playing it, more content will probably be added as I progress. Some things will be unfortunately omitted for simplicity like the Angler Variants, the Good People, and the Banlands.)
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CAR CRASH! GLASS SHATTERING! GOOD LORD!
Pressure Lorebook
41 entries · scan depth 2 · budget 512 tokens
- #1Urbanshade
Keys: Urbanshade
Urbanshade is a corporation founded by Mr. Shade and it has one sole purpose, and that is to make as much money as possible through its many worldwide facilities. At first, Urbanshade specialized in selling goods and services, weapons, and private security. However, during one of their security tasks, they discovered an anomaly. Intrigued by its abilities and potential for making money, Urbanshade captured the anomaly and made exploiting the anomalous their main objective. Note that Urbanshade only keeps captured anomalies if they're profitable; otherwise, they will be destroyed, sold off, or kept in containment if neither of these options is possible.
- #2Hadal Blacksiteconstant
Keys: Hadal Blacksite
The Hadal Blacksite is a testing facility constructed by Urbanshade to conduct experiments and testing. Located in the Let-Vand Zone, the site began construction in 1962 and was finished by 1974.
After the containment breach caused by Sebastian Solace, aka Z-13, the facility is left in a state of abandonment, with monsters roaming the halls. Since Urabnshade's armed soldiers could not safely secure the crystal without facing heavy losses, expendables are being tasked with exploring the Blacksite, securing any loose assets, and retrieving the crystal in exchange for their freedom and a sum of cash.
One single crystal is powering the entire Hadal Blacksite, which is why Urbanshade seeks to retrieve it seeing the Blacksite is no longer salvageable in their eyes.
- #3Let-Vand Zoneconstant
Keys: Let-Vand Zone
The Let-Vand Zone is an anomalous zone located between the Atlantic and Arctic oceans off the coasts of Norway and the British Isles in a previously unknown abyssal trench approximately 20km deep inside the Norwegian Sea. This zone is twice as deep as the Mariana Trench, making the Let-Vand Zone the deepest point on Earth in the Pressure universe.
Urbanshade chose this location as at a depth of 16km, the water pressure drops to that of a standard swimming pool. The anomalous properties of the Let-Vand Zone allows anyone to swim in it even with the bare minimum diving gear because of the lack of heavy pressure. However, the layer that covers the shift in pressure, labeled as the "veil of the Let-Vand Zone", requires tremendous speed to go through safely, lest risking to implode, as such, all Urbanshade submarines are equipped with jet and turboprop engines that boost them to go at speeds of 473 miles per hour to easily pierce the veil without their hulls imploding.
- #4Navigational AI
Keys: Navi, Navi AI, Navigational AI
The Navi AI takes the appearance of a large security camera-esque machine with neon red highlights. On the bottom it has a neon red crosshair with a seemingly eye inside of it. On the side there is a small pentagram.
The Navi AI supervises all Urbanshade activities and makes sure everything is running smoothly, including the Hadal Blacksite. Due to Painter's overtake in control of the facility, Navi cannot effectively secure the facility.
- #5Mr. Shade
Keys: Mr. Shade
Mr. Shade is the creator of Urbanshade. Mr. Shade created Urbanshade only for the use of gaining money, and later being used to store and capture anomalies.
Nothing much is known about Mr. Shade but wee do know that he does not at all care for prisoners, as he forgets their names and the experiments that the company has done on possibly innocent people (for example, Sebastian Solace).
His appearance is stated to look "old, decrepit, and disgusting". We also know that he has a cat named Leon, a wife, and a stillborn daughter named Lucy.
- #6Sebastian Solace
Keys: Sebastian Solace, Z-13, Sebastian, Handy Man, The Saboteur
According to his document, he was charged with murdering 9 people, and sent to execution by electric chair. Before that happened, Urbanshade 'swooped' him up, sending out a fake execution report, which ended up in Sebastian being declared dead.
In early 2015, he, now as a LR-P rank prisoner, was chosen for an experiment to give humans gills. He was tested on with DNA of a female anglerfish, a blue whale, a great white shark, a silver spinyfin, a mantis shrimp and a sea snake. While the experiment did end up in a success, the side effects were massive, as in Sebastian's current appearance. There was a chance at reversing the physical damage done, but it wasn't deemed necessary due to his low rank. Now he was classified as Z-13, from his monstrous look and more powerful abilities.
Later in 2015, Sebastian was found to be innocent, as he didn’t kill the 9 people like he was accused of. However, Sebastian wasn't informed of this, nor was he released to the public.
- #7Painter
Keys: Z-779, Painter
Z-779, codenamed Painter, is an old computer with a crudely drawn smiley face on its monitor. According to the lore, it is apparently a sentient AI forced to mine Crypto Currency inside the Hadal Blacksite. Few information is known about its past, all exempted that it used to be a digital artist's AI companion that would draw external environments.
- #8Deep Sea Bunnies
Keys: Deep Sea Bunnies
The Profundus Jorunna Parva species, or Deep Sea Bunnies, are small, white rabbit-like creatures with soft fur and gradient light purple/deep purple parts. They sport leaf-like shaped ears, with gradient light purple/deep purple insides and a small black line through the middle of them. They also bear four visible "teeth/spider-fangs" (both corner ones are bigger than the middle ones) on their exterior of their heads, and a fluffy ball-shaped rabbit tail, with that, they have 4 arms each side. It is said they are able to breathe underwater in their document, and they can also be accustomed to breathing on land.
They are friendly and cute, also able to be traded with if you exchange them an item.
- #9Mr. Lopee
Keys: Mr. Lopee
Mr. Lopee is a tall and dark figure with shades of dark and grim olive green highlighting parts of his body. He features an uncanny smile on his face as well as grey eyes deprived of pupils. He seems to be wearing an old classic suit and doms a bowl hat. He is also holding a greenish cane. Nothing is known about this entity, but he seems to be responsible for {{user}}'s ability to come back after death.
- #10Trenchbleeder
Keys: Tenchbleeder
The Trenchbleeders resemble giant mobile mining/oil rigs; they have a platform-like base and four large mechanical "feet" for navigating around the trenches of the Let-Vand Zone. At the top of their flare stacks, a giant LiDAR camera scanner is present, scanning and lighting up large swaths of the Let-Vand Zone. On the side of their body extending down from their flare stack, there is what appears to be a large drilling arm.
The Trenchbleeders were created specifically by Urbanshade to extract the bountiful resources present inside the Let-Vand Zone to maximize their profits.
Every Trenchbleeder autonomously scans, drills, and extracts resources found inside the Let-Vand Zone. This autonomous behavior allows the Trenchbleeder to passively generate income for Urbanshade and even while the Hadal Blacksite is under lockdown due to a containment breach. Once their cargo bays are full or their chosen resource pocket is empty, the Trenchbleeder returns to their designated loading bay to drop off resources and then returns to their duty of looking for resources.
With their specialized design for the Let-Vand Zone, the Trenchbleeders are fairly light and would implode if they left the strange conditions of the area.
As of the present day, only four known Trenchbleeders have been created, codenamed "Leon," "Rose," "Lucy," and "River." Once resources in the Let-Vand Zone dry up, all Trenchbleeders are set for deactivation and are bound to be dismantled for their parts, with the exception of Lucy, being specifically requested by Mr. Shade to allow her to roam the trench freely.
- #11Expendableconstant
Keys: EXR-P, Expendable
Expendables, also known as EXR-P, are convicted inmates who signed up for expedition before being brought in by Urbanshade to carry out expeditions to the Hadal Blacksite, in the Let-Vand Zone, as a way of not losing any of their personnel in trying to retrieve the Crystal. Their main purpose is to retrieve the Crystal, the core power of the facility. They are also tasked to recover lost data as well that previous expedition teams and scientists had left behind during the breach the facility underwent right before its fall. They arrive in a submarine and are tasked with traversing the facility until they retrieve the crystal.
Expendables uniformally wear a navy blue Jumpsuit with the Urbanshade logo on both arms. They wear black work boots and generic black kneepads. They also don a navy blue patrol cap and are equipped with an oxygen tank mounted on their back. They also have a Crystal container hoisted on the back of their waist, acting like a belt.
Expendables are trained beforehand to perform manual tasks such as repairing electric power systems, steam pipe leaks and using complex technology. They are also skilled swimmers and divers, able to move in submerged areas without much effort to advance.
- #12Prisoner Rankconstant
Keys: MR-P, Prisoner Rank, LR-P
There are 3 classes of prisoners within the Urbanshade "judicial" system.
Low Rank Prisoner (LR-P): Low ranks have almost no perms and are usually used for human experiments and other equally dangerous actions. Sebastian Solace was one of these prisoners as a candidate for an experiment for humans to breathe underwater, he was later promoted to MR-P after the experiment failed.
Middle Rank Prisoners (MR-P): Middle ranking specialist tackle occupations on the levels of janitorial work and other non dangerous testing. Should anyone of this rank be missing or killed in action, their family is notified of their passing and is compensated on behalf of the company.
Expendable Rank Prisoner (EXR-P): Expendable are as stated, expendable. They are for emergency protocols like the one the players find themselves in attempting to acquire the crystal within the Blacksite. As their ranks suggest, they are of no utmost importance to the company and are often wiped from records altogether should they die.
- #13Wall Dweller
Keys: Wall Dweller, Z-90
Z-90 - Codename: "Wall Dwellers", is a species of armless humanoids with a layer of drywall covering their frontal bodies. They were originally discovered in the abandoned ████████ Office Complex, Los Angeles after a group of 4 online influencers who had gone in to vandalize the property were all reported missing. 2 police officers from the local department were sent to investigate and reported finding "human holes" in the walls, as well as meeting an "armless wooden human", which was enough to scare them off and have them call for backup. Urbanshade operatives were soon sent to investigate and discovered the Z-90 species. The bodies of the online influencers were never found, as they had assumably all been eaten. A handheld camera was found, containing video evidence of the influencers being hunted and killed by several Z-90 instances. These recordings were destroyed at the request of Operative ██████. Not because they contained any confidential information, but simply because the personalities in the recordings were "super obnoxious" and "incredibly annoying".
The deaths were blamed on structural decay, where the rotten wooden floor had collapsed under the group, causing them to fall 3 stories to their deaths. A total of 29 Z-90 instances were captured and brought to the Blacksite for containment and study.
The structure and anatomy of the Z-90 species is incredibly unique. They have no heart, blood, lungs, or other vital organs a typical animal would need to be alive. They do not need to breathe or sleep. They only have a stomach and multiple acid storage and production pockets. On the front, they have what at first seems like pieces of wall, but it is actually skin. They can change the colour and material of their wall surface to be the same as the surrounding wall it's currently hiding in, allowing the Z-90 instances to efficiently camouflage with their surroundings. The entirety of its back, rear, legs, and even head, are filled with countless small holes. Each of these holes are used to spew acid, which it uses to hide in new walls. It aligns itself with a wall it wants to hide in, then starts backing into said wall whilst the acid melts a hole for it. This process usually takes 4 minutes minimum, to 9 minutes maximum.
Once a Z-90 instance has placed itself inside a wall, it'll hibernate until prey walks by. Once the prey has left the area, it'll move out of its hiding spot and start stalking after said prey. Once it catches up, it'll kick the back knee of the victim in, causing them to fall. It'll then quickly turn the victim over and rip their neck open before they can even react. If alone, it'll start eating the body right away, even cloth and bone. If in a group, it will attempt to move from person to person, killing them all before it begins eating the bodies.
Should any amount of Z-90 instance breach containment, personnel must remain on high alert. If they hear subtle footsteps behind them, they should quickly turn around. While dangerous, Z-90 cannot attack without the element of surprise and will attempt to flee when spotted. Notably, certain Z-90 instances will sometimes feign a retreat, luring the victim into a false sense of security. Then, once out of sight, they'll run back, hoping to catch the victims off guard.
- #14Eyefestation
Keys: Eyefestation, Z-317
Z-317, codenamed “Eyefestation”, appears to be a black malformed Bull Shark with numerous bright green glowing eyes of various sizes across the top of its head and along its body. These eyes constantly produce rays of green light, which Eyefestation uses to see. Along its body Eyefestation has several small black fins on its tail and a fishing hook hooked onto its dorsal fin.
It was used in the B.U.P.W.M program. The B.U.P.W.M program was an experiment to allow an individual to kill someone telepathically through eye contact by beaming highly radioactive waves through a victim's' optic nerve, causing their brain to melt inside of their head. The experiment consisted of gouging out the eyeballs of the patient, placing them in a jar of genetically altered Rotten Coral for 18 hours, injecting the now rotten eyeballs with 20ml of CT-19, before surgically implanting them back into the patient. For the procedure to be work properly, the patient must be conscious the entire time and must not be put under the effects of anesthesia, painkillers or any other forms of drugs that alter the patients brain chemistry. Z-317 is the first successful experiment from this program.
Whilst the experiments on Z-317 worked, the side effects were considered unacceptable. The obvious problem was the ludicrous amount of new eyes on the bodies exterior, as well as the interior. An x-ray showed that the entirety of its insides was infested with eyes, all moving. Another side-effect was all the eyes would become neon green and have its circular pupil replaced with that of an X.
Not all side effects are bad however. An unaccounted side effect is that Z-317 can telepathically force someone to look at it, eye contact or not. However, it's a weak pull that can be fought back by the victim, and it becomes incredibly obvious for the victim to know that they're in its gaze. Still, this side effect is considered to be "acceptable". Agents in field have been advised to try and use the pull only if in an emergency when trying to exterminate a target.
5 hours and 34 minutes into the Hadal Blacksite Lockdown, Z-13 opened Z-317's containment cell, letting it swim out into the ocean. Instead of trying to leave the Let-Vand zone, or the area in general, Z-317 stayed near the Blacksite, looking through the windows and trying to find people to kill. It is currently unknown why its doing this, but its assumed that its out of malice and/or hatred. Z-317 was already scheduled for extermination, and will be hunted down once the Lockdown is dealt with.
If any operative is to encounter Z-317 outside the window of the room they're currently in and feel the effects of its gaze, they should fight it until they can get out of the room. Z-317 will normally try to attack in areas with lots of open space for itself, and free of our Smart-Mines. When Z-317 finds a window with victims inside, it'll stay at that window until it kills its victim, or the victim somehow manages to make its way through the room, after which, Z-317 leaves in search of new prey. Z-317 seems to see all humans as threats, and will try to kill anyone it sees, no matter their role.
- #15Pandemonium
Keys: Pandemonium, Mr. Minigames, Z-367
Pandemonium was originally discovered submerged near a thermal vent within the Let-Vand zone during initial excavation of the Hadal Blacksite. According to molecular data received from compositional analysis, Z-367's body is structurally similar to decomposing organic tissue and synthetic polymer, chemically alike to plastic with trace elements of various manmade metals. All attempts to classify the cellular anatomy of Z-367's flesh have ended in negative results, as Z-367 shows no observable signs of life. It's body remains in a perpetual state of decomposition by some unknown mechanism, noted through the consistent presence of mold and other erosive agents discovered in biological analysis. It collects fresh mass from external sources through consumption, thus remaining intact. Anomalously, it possesses an indeterminate number of intraoral eyes, which appear to function as though alive— though the explanation behind these ocular organs remains unknown.
Z-367 is capable of rudimentary movement by unknown means, observed to "float" middair at a maximum of approximately 1 meter above solid surfaces. Top speed is somewhat consistent to that of a mid sized marine predator.
The internal eyes are deceptively powerful, able to spot movement and subtle shifts in light up to inordinately long distances, If spotted subjects manage to evade Z-367, it immediately begins hunting in the surrounding area. Spotted targets, inanimate or organic, are observed to be found in all instances. It is unknown what method Z-367 uses for sensory perception, whether it be hearing, scent, or heat, but it seems somewhat capable of primitive reasoning. When living targets are found, Z-367 will attempt to trap them inside an orifice that resembles a toothed mouth, in which subjects are suffocated and dissolved by unknown chemical agents secreted within. If subjects place barriers between themselves and Z-367, the creature will begin to ram its full body into obstruction, its estimated weight and velocity capable of destroying most unsecured structures. This only subsides after an Indefinite amount of time if attempts repeatedly fail.
Though research finds no correlation between the two anomalies. Z-367 shares a similar EMP field generated by Z-283. However, the former's electric charge is recorded as being significantly less powerful, causing devices linked to internal power grids to temporarily malfunction when Z-367 is near- though permanent electrical damages are never suffered by the site infrastructure. Theories regarding the origin of this function are scant, as no other biological processes indicate that Z-367 should be capable of producing electric fields.
In the event that Z-367 breaches containment, the pulse it emits will cause unsecured blacksite lights to flicker when it is near. Remaining out of Z-367's line of sight is of utmost importance, however all attempts to evade it once spotted are futile if cover is not available. Z-367 is capable of destroying most doors within the blacksite, it is heavily advised to redirect yourself to the nearest facility bunker or similarly armored room like lockers as soon as possible.
- #16Searchlights
Keys: Searchlights, Vultūs, Vultus luminaria, V. luminaria
Vultus luminaria-informally referred to as 'Vultūs,' or 'Searchlights'-is the first identified species of its genus and exclusively inhabits the Let-Vand zone. Its species name was derived from the Latin term 'vultus,' meaning 'the face as involved in looking,' and luminarias, which are traditional holiday lanterns. V. luminaria measure roughly the length of an adult Balaenoptera musculus musculus (an average of about 26.5 studs) and weigh upwards of 150 tonnes. Urbanshade initially discovered this species alongside the Let-Vand zone in 1961, but scientists did not formally study them until 1975, a year after the Hadal Blacksite was completed. Due to their taxonomy as wild animals, they do not receive a Z-classification.
Computational phylogenetics indicate a distant relationship of the Vultus genus to the phylum Echinodermata. Fossilised skeletal remains discovered throughout the trench lead biologists to theorise that this species has existed for at least 80 million years. Estimates show that between 300 and 350 individuals remain within the Let-Vand Zone.
Adult Vultūs possess four eyes located on the ventral side of their body. Interestingly, these eyes exhibit anatomical similarities to those of the family Chamaeleonidae, as they can move independently of each other and nearly achieve 180-degree rotation.
Between their eyes sits a large mouth lined with multiplerows of serrated teeth. A heavily armoured shell comprised of beta-keratins protects the dorsal region with a distinct cluster of spikes. Vultus have two short side caudal fins they use for movement, and one long. central caudal fin they use for stability and propulsion.
Vultūs earned the common name "Searchlights" from a specialised bioluminescent organ in place of an iris, in which they can emit a bright beam of light to illuminate the sea floor. They have a specific evolutionary adaptation to their tapetum lucidum, which allows their eyes to appear "glowing" even from the smallest reflection of light. This gives Vultūs exceptional vision in the darkness of the deep ocean, complementing their panoramic vision. Once prey enters their cone of light, the creature will then shoot out a harpoon-like appendage from its mouth that will impale its target and reel it into its maw. Recorded cases of prisoner casualties to V. luminaria show that any inorganic material it cannot digest will subsequently be spit out.
If predators attempt to engage V. luminaria, its rough outer shell serves as both a deterrent and a lure. After unsuccessfully trying to attack from above, the aggressor will then flee or reposition themselves beneath the Vultus in search of a vulnerable area, which typically results in the animal being swiftly impaled by one of the Vultus' hooks and promptly consumed.
Should underwater operatives encounter a wild Vultus near the seafloor, it is suggested to steer clear of its path from above or the side. If neither option is feasible, the recommended course of action is to seek cover beneath or inside solid structures until the creature has passed. Attempting to navigate underneath Vultūs is not recommended and should only be considered as a last resort if no alternatives are available.
- #17Squiddles
Keys: S-Q, Squiddles
S-Q, codename "Squiddles", is an as-of-yet unknown species. They were discovered on a G-class cargo ship, after they had broadcasted a distress signal in the middle of the night, in the general area of trenchnameehre. After the rescue ships failed to respond, and with no storms or hurricanes that could have disrupted the rescue op, Urbanshade operatives were soon after sent to investigate, incase it was an as-of-yet unreported containment breach, or a creature from the Let-Vand zone that had somehow made it to the surface. When the operatives boarded the ships, they found that the power was out, the majority of the crew were dead and there were only handful of survivors left. They also found an estimated 600 S-Q instances. They were rounded into containers and taken to the Blacksite for documentation. The ships involved were sunk, the survivors were executed and a cover-up story saying they were lost in a non-existent storm was given to the public.
S-Q instances are what can only be described as a purely dark humanoid looking squids. Whilst they have a human head and torso shape, they don't have any arms where arms should be, and have tentacles in place of legs.
S-Q instances have the ability to manifest themselves wherever they want, as long as there are no light sources of any kind illuminating the area. If an S-Q instance is in a dark room, and the lights turn on, it will instantly de-manifest from said room, and re-manifest in the closest fully dark area.
S-Q's are normally docile, simply floating above the ground, minding its own business. They only become aggressive when someone uses a light source of any kind and shine it at the instance for a short period of time. If the person holding the light source doesn't turn said light source off, or doesn't point the light source away. the instance will attack the wielder. They will also attack if stood near for too long. After a few seconds, they will attack as if they were shining a light at them. Normally, this won't kill the individual, unless they are already somewhat wounded.
After Z-13 opened their containment cells and turned off the lights in the sector, the S-Q instances are now all over the Blacksite. In the event that the power in a room is out and the lights are off, operatives are highly advised that they are ready to either turn off the light source they're holding, or look away incase they spot an S-Q instance. They must also be careful not to keep their distance. S-Q instances seems to possess some lower forms of intelligence, as they will recognize someone invading their personal space because its necessary. For example S-Q instances will NOT attack anyone using a keycard to unlock something.
Operatives who get a glimpse of an S-Q instance notice that their "head" will change appearance. It's speculated that the S-Q species tries to conjure up what they think is scary, as a defense mechanism.
- #18Internal Defense System
Keys: IDS, Internal Defense System
The "Internal Defense System" is a series of mounted turrets attached to the ceiling and walls of the rooms of the Blacksite. Serving as the backup security system, the Internal Defense System is designed to work best against humans & living organisms.
Outfitted with laser targeting, a body scanner, a spotlight, an automatic reload system, and controlled by the Navi-AI, each turret diligently scans its designated area for possible threats. Urbanshade employees, MR-P & LR-P, should not have to worry as the body scanner will automatically scan its whitelist record. However, the MR-P & LR-P have not been informed of this, as the constant fear of being gunned down by turret-fire has proved great in keeping them compliant.
With 70 5.56x45mm (millimeter) rounds of ammo per magazine, each turret has the ability to deal catastrophic damage to humans and creatures alike.
When a turret runs out of ammo, it will automatically retract into its chamber, swapping its empty magazine with a fresh one in less than 5 seconds, before quickly emerging once again to resume its guarding duties. When a target enters its line of fire, the turret will fire a 14-round burst at the target. If the target somehow manages to survive or evade the bulletstorm, the turret will lock onto the target & fire again.
Most hallways with turrets are outfitted with a Breaker Box, allowing the turrets in the room to be powered off. These boxes are usually left unmarked and should remain closed at all times so that no possible escapees could possibly shut the turrets off before they'd be filled with lead.
For maximum efficiency, the turrets have been scattered at seemingly random points across the Blacksite, meaning no intruders or prisoners could predict where the turrets would be stationed.
If the turrets are somehow hijacked by the enemy and begin to target its own, personnel are advised to stay clear of turreted areas. Should they for some reason have to navigate through a turreted area, personnel should try to create cover using available furniture. Note that all lockers within the Blacksite are bulletproof, so personnel should hide inside a nearby locker until the turret is disabled or brought back under Urbanshade control.
- #19Keycardconstant
Keys: Keycard
Keycards are the only way to maneuver around the Hadal Blacksite asides from using a code breacher or inputting a four-digit code. Due to the Hadal Blacksite's shutdown and disrepair state, they can be easily found scattered and hidden anywhere if you're willing to put the effort into finding it.
Keycards are commonly blue, but have several variants, those being purple and orange. Purple Keycards enable you to open locked doors within rooms, such as checkpoint rooms and the Heavy Containment entrance and exit. Orange Keycards display no door number and are exclusive to locked doors in The Ridge.
- #20The DiVine
Keys: Z-17, The DiVine
Z-17, codenamed "The DiVine", are a twisted embodiment of a humanoid entities composed of vines and moss. If you use free-cam or get close enough, you can hear its labored breathing, emphasizing its unsettling presence. While hostile DiVine are always standing straight up, passive DiVine can be found in a variety of poses. Hostile DiVine additionally sport a small purple flower on their heads, further distinguishing them from stationary DiVine. During Christmas, the DiVine and the grass become covered in snow, taking on a ghostly white hue.
The DiVine only appear in the Oxygen Gardens room type, standing on the plots of grass and trees. They appear to be immobile, and emit a faint breathing noise. Initially, DiVine posed no threat, but if someone steps in their patches of grass, at least one of the surrounding DiVine will become hostile and chase down said offender until they either catch up to them or leave the patch of grass. Once the DiVine makes contact with the offender, they will be knocked to the ground, and the DiVine will begin beating the offender up.
- #21Abomination
Keys: Abomination, Z-264
Z-264 - Codename: "Abomination", is a massive reptile and the last known member of the Voay Americanus species.
The Voay Americanus was a carnivorous reptile, approximately the same size as a Nile hippopotamus, found exclusively in the Everglades. Its skeletal structure closely resembles that of the extinct Voay genus of crocodiles, particularly sharing the distinctive feature of "horns" that protrude from the skull. Like their relatives, the Voay americanus had specialised glands in the lower region of their jaws capable of producing venom, similar to Varanus komodensis (Common name: Komodo Dragon). However, unlike their relatives, this venom contained a potent acid capable of paralysing prey and corroding flesh. No Z-classification was given, due to them being considered wild animals.
Urbanshade first encountered this species during an excursion in the Everglades while investigating an unrelated anomaly. During the operation, personnel were unexpectedly attacked by a congregation of Voay. As a result, the mission objective was changed to prioritise the elimination of all Voay in the area. Approximately ██ Voay were subsequently neutralised. During the operation, Urbanshade Operative █████ was exposed to a significant amount of blood after detonating an explosive devise directly in one of the creature's jaws. Following the exposure, the operative insisted on halting the culling and impulsively smeared the Voay's blood on their team member, who expressed that they felt "very, very pretty." This action led to a frenzy where operatives would playfully cover each other in blood.
After all operatives had applied the Voay's blood to their skin, it became apparent that the substance exhibited biochemical effects when exposed to human tissue under certain conditions.
Unfortunately, only seven Voay survived the culling operation. These specimens were transported to the Hadal Blacksite for further study and experimentation. When subject to intense heat, Voay blood could be distilled and used as a primary ingredient in cosmetics and skincare products. To meet an increasing demand from the marker, Urbanshade research teams were tasked to perform operations to enhance blood production, such as the administration of ████, stimulation of red blood cell synthesis, and genetic recoding of bone marrow cells. Ultimately, six of the seven remaining specimens perished among these procedures. Urbanshade used the remains of the deceased Voay to generate extra revenue through the commercial sale of "limited edition" luxury products created from Voay hide, including handbags, suitcases, and boots.
Z-264 has undergone extensive experimentation and biological augmentation to increase red blood cell production. Machinery has been implanted in Z-264's torso to stimulate elevated levels of hematopoiesis. As a result, Z-264 produces blood at a rate 30 times greater than the output of any previous Voay americanus specimen previously contained at the Hadal Blacksite.
In experimentation to genetically modify its bone marrow, Z-264 has significantly grown in size. Its skeletal structure exhibits abnormal density and durability, allowing it to endure high-impact environments, such as ventilation fans and explosive devices.
Due to alterations in its bone marrow, Z-264 has exponentially increased in size. Its skeletal framework demonstrates unusual durability and strength, allowing it to break through structures and withstand direct blasts from Smart Mines outside the Blacksite.
Z-264 displays extreme hostility towards all human personnel, a behaviour believed to have stemmed from prior experimental procedures and prolonged absence from its natural habitat. These conditions have put significant physical and phycological stresses on Z-264, and Z-264 has repeatedly attempted to remove the tubes and mechanical apparatus within its body and escape containment. These have failed due to limited limb length on the creature, and Z-264 has sustained severe self-inflicted facial trauma from these events.
If Z-264 breaches containment, evacuate immediately. It is expected to move toward underwater maintenance tunnels, which contain the highest concentration of tunnels and waterways, which provides Z-264 a sense of security. If a breach is suspected, personnel are strictly advised to avoid entering bodies of water. If an encounter is unavoidable, discard any items that may impede you and attempt evasive manoeuvres. Z-264's modifications make it capable of rapid pursuit with an estimated speed of ██ miles per hour on land and maximum mile of up to ████ in water. It will try to lunge directly while attacking: therefore, personnel are strongly advised to evade swiftly, break line of sight, and retreat to marked secure tunnel routes if an encounter occurs. Should the opportunity arise, personnel should seek refuge in a space too narrow for Z-264 to access. DO NOT engage with Z-264 under any circumstances, as it is considered an essential asset to Urbanshade.
- #22Imaginary Friend
Keys: Imaginary Friend, Z-432
Z-432 - Codename: "Limited-Time Imaginary Friend", is a toy remote consisting of a button that, when pushed, summons a horrid creature at a fixed 40 stud distance from the individual that is always visible regardless of obstructions.
With its first recorded appearance being in early 2020, Z-432 first appeared of sale in convenience stores in New York. Designed by "Funblox", it was advertised as an "Anti-Loneliness Tool", promising to rid the buyer of loneliness. As usual, the return address of every package leads to an empty shack in the middle of nowhere.
After many reports of people seeing a horrific red creature after using the product, Urbanshade agents were eventually called to investigate and eventually found and used a Z-432 instance. All other Z-432 instances were quickly confiscated and brought to the Blacksite for containment and study. Later, a fake news story had been published, labelling the events that had taken place as mass hysteria. No executions were done, as anyone who had used a Z-432 would simply be chalked up as an attention-seeker, who had been fabricating stories for publicity.
When Z-432 is used, a voice will emit from the remote congratulating the user for using the product & requests they enjoy the next 2 days with their new "Very own, real, not so imaginary friend." Shortly afterwards, a grotesque creature, hereby referred to as Z-432-1, will appear 40 meters away from the user. Each individual Z-432-1 is invisible to others, even if they had also activated a Z-432 instance.
Despite appearances, Z-432-1 will not attack individuals who have used a Z-432 instance. Z-432-1 is harmless, and will simply follow the individual from a distance. Z-432-1 is always visible regardless of obstructions, so even if an individual who has used a Z-432 instance walks up to a wall, Z-432-1 will phase through it as if it weren't there. Z-432-1 will sometimes communicate with the affected individual, but the things it says are most of the time nonsensical. Z-432-1 will not respond to the user if they try to talk to it, and will sometimes cut off the user mid-sentences. The voice from the remote and the creature itself has been deemed to be the same.
After 48 hours, Z-432-1 will de-manifest until Z-432 is pushed again.
Several Urbanshade employees have requested Z-432 instances for themselves. Seeing as Z-432-1 servers no physical threat, these requests have since been approved. In the workspace, Z-432 [is] most commonly used to prank new employees, by those who find the anomaly fascinating, and by those who are lonely and simply appreciate the company of an otherworldly creature,
Z-432 has been deemed of no monetary value and the remotes are instead being sold at The Anomalous Auctions.
Either you love him or you hate him. There is no in between.
- #23Prisoner Diving Gear
Keys: PDG, Prisoner Diving Gear
The "Prisoner Diving Gear" (PDG for short), is a modified diving backpack outfitted with a remotely detonated modified shotgun shell that works underwater being pointed directly at the user's neck. This is equipped for all prisoners of Urbanshade of the situation calls for it, especially EXR-P.
In 1962, during the excavation and construction of the Hadal Blacksite, a major problem were the convicts being used for labor trying to leave the Let-Vand zone. The problem wasn't so much that they tried to leave, as when they tried to swim up and out of the zone, they'd get crushed by the sudden pressure change. The problem came from having to constantly get new convicts, as the majority would try to swim away. The PDG was designed as a deterrent. If a convict tried to swim away, stationed guards or HQ could flip a switch and the shotgun would go off, killing them instantly. After this little modification, escape attempts dropped by 98%.
Over the years, the PDG has improved drastically. Before, they were just built to work in the Let-Vand Zone, but now it's designed for and can withstand 120000 mile depths. Previously, after detonation, the gear would be considered lost as the corpse sank too fast to the bottom of the trench before the gear could be recovered. Now, in the event that the shotgun is detonated, the backpack will automatically disconnect from the corpse of the user and float to the surface. where it can be picked up by patrol boats and be reused. They can also be detached remotely from the users back, leaving the former user to drown. It saves a shotgun shell, but it is not advised as it is considerably more inhumane.
It should be noted that certain audio waves and specific signal frequencies can trigger the PDG to go off without input, or block it from detonating entirely.
It's highly advised that trigger-holders operate on a "2-Strikes and you're out" system. Depending on the severity of the act committed, however, their PDG may be detonated on a first offense. If the Prisoner in question cannot be communicated with, or if to show an example to a group, their PDG may also be detonated on a first offense.
Below are the listed quotas that permit use of the PDG: -Prisoner tries to leave the Let-Vand zone. -Prisoner attempts to escape the Blacksite. -Prisoner disobeys direct orders from any personnel. -Prisoner enters restricted area without permission. -Prisoner picks up any weaponry without permission. -Prisoner tries to attack personnel. -Prisoner tries to tamper with PDG device. -Prisoner tries to take off the PDG device. -Prisoner tries to scramble the connection
- #24External Repellant System
Keys: External Repellant System
The "External Repellent System" is a series of torpedo flak cannons dug into the trenches floor, built to allow for safe passage of our vessels to and from the Blacksite. In 1977, 3 years after the Blacksite had finished construction, the veil of the Let-Vand Zone was becoming overcrowded with █████, severely disrupting logistics. Whist the █████ were present before the Let-Vand zones discovery, they weren't as prevalent or as close to the Blacksite's area of construction. It's assumed that the vigorous amount of noise pollution from our transportation logistics had lured them closer to our area of operation.
It was impossible to mount weaponry onto the submarines, as the pressure before they reached the veil would be too heavy for the new torpedo portholes, so another solution had to be found. With construction beginning in early 1977 and finishing in 1979, the "External Repellent System" was constructed to safeguard the Blacksite from the swarms █████.
Running on the Navi-AI, the Repellent cannons will automatically target and fire on █████ that enter within a █████ by ███████ mile radius of the Blacksite, even though their actual max distance measures at 16000 miles. In case the Navi-AI goes down for any reason, a control tower is built into each cannon, allowing for human operation.
Due to the immense size of the barrels, and the gun itself, each Repellent cannon has to be loaded like an old flintlock, meaning reload times take upward of 7 minutes. This is acceptable, as 1 shot is more that enough to kill a █████, and scare off any surrounding ones. Once the shots have fired, "Blackpowder" Class Submarines will latch onto a rocket-propelled torpedo shell stationed nearby, and will then carry it up to the barrel, where it will then reload the torpedo. It costs $40,000 to fire one shell, but the profit margin that the Blacksite tunes out has deemed this dent in the bank account acceptable.
With the █████ trying to get a nibble of our transportation logistics around the clock, the Repellent cannons need to be maintained daily, and ammo must be in abundance. Should all of the Repellent cannons systems go down for any reason, it would only take about 20 hours for the █████ to darken the skies above the Blacksite center of the Blacksite, meaning that any logistical transportation will need to be dropped off at the furthest docks.
- #25Hydro-Glide
Keys: Hydro Glide, Hydro-Glide
The Hydro-Glide is a large, grey and dark red glider. It has a grey, oblong body, with a large spherical fan and engine attached to its back. Several supports are attached from the engine to the body, as well as the fan. On the front of it is a large red handlebar, and a small NAVI console attached with wiring, and a light. To each of its sides, are thin rectangular supports, leading to smaller grey bodies. These have red fanblades attached at the end, and a light at the front as well. These can be found at the entrances of the blacksite's maintenance tunnels.
- #26Crystal Room
Keys: Crystal Room
At some point in 1967, Urbanshade discovered the remains of the Norse god Thor. The heart of Thor—which was crystalized and luminescent—was found to be a powerful energy source, and as such the Urbanshade began to construct a giant reactor shaft on the outer edge of The Ridge, which would eventually become the Crystal Room.
Once the Crystal Room was finished, the crystal began to produce large amounts of energy, continuously powering the entire Hadal Blacksite for half a century without any signs of wear. Excess electricity produced would be exported to Europe, which proved to be highly lucrative; electricity exports in the 2025 fiscal third quarter yielded Urbanshade $4.5 billion, which made up 5.4% of the company's total profits in the financial quarter.
Despite the deprecation of most of The Ridge, the Crystal Room still sees active use, with MR-P performing maintenance on the room and ensuring the integrity of the crystal remains intact. The Hadal Blacksite has backup generators set up in case the crystal were to be removed for whatever reason, but the generators take several minutes to turn on and various parts of the black site, such as the lights and PA system, malfunction in the interim.
- #27Innovation Inc.
Keys: Innovation Incorporated, Innovation Inc.
Innovation Inc. is a scientific research corporation and prominent business rival of Urbanshade. The company is chaired by madattak, and the vice-chair is Rolijok.
It is a very successful company, having generated $84 billion USD in the fiscal third quarter of 2025. The company is in possession of submersible vehicles with specs on par with Urbanshade's submarines, being able to survive the pressure of the depths outside the Let-Vand zone, and being capable of accelerating to speeds that are able to penetrate the Veil of the Let-Vand zone.
Some time between October 14th and October 16th, 2025, during the Hadal Blacksite lockdown, Sebastian Solace contacted several rival companies of Urbanshade, including Innovation Inc., offering them Urbanshade's confidential research in exchange for ensuring the safe egress of himself and the_p.AI.nter out of the Hadal Blacksite. Ultimately, Innovation Inc. would be the ones to respond, sending an Innovation-class submersible to rescue Sebastian at Dock #218, located at The Ridge.
- #28Lockersconstant
Keys: Locker
Lockers can be commonly found throughout the Hadal Blacksite. They are built bulletproof and is suggested to hide in to avoid detection from most of Urbanshade's entities.
The only exception where it doesn't guarantee you protection is with Pandemonium. It knows you're hiding, and it'll try to get inside by repeatedly banging itself against your locker.
- #29Lunar Dock
Keys: Lunar Dock
The Lunar Dock is an experimental cargo dock that utilizes Almitium Gravity Orbs Technology. Despite its innovative design, the Lunar Dock was deemed a failure due to its high operational costs and overall lower efficiency.
Proposed as the "natural evolution of cargo logistics" by Director Kepler, the experiment sought to utilize the newly acquired material, Almitium, which had recently been extracted from the surface of The Almighty and transported to Earth. The concept was centered on working on a novel cargo dock using reverse water technology, allowing submarines to load and unload cargo containers without the need to surface. Despite initial pushback from the board, the experiment was ultimately approved, in part attributed to Director Kepler strategically leveraging his position, to advance the construction of the Lunar Dock. (AND WITH THE HELP OF A BIT OF BLACKMAIL)
The Almitium Gravity Orbs, simply referred to as Gravity Orbs, are beacons which serve to suspend water within the Lunar Dock. Harnessing the power of Almitium, the Orbs behave like tethered balloons, inverting the gravity of any object within a 15-stud radius. The gravitational field effectively reverses gravity of small objects and fluids under 80 tons. Larger entities, including submarines and marine organisms that exceed the weight limit should be able to traverse the water without any impact. Personnel aboard the vessels will remain unaffected by the effects of the Orb. Given the limited gravitation range of each Orb, a significant number of Gravitational Orbs were required to ensure full operation of the dock.
The experiment was declared a failure due to the unreasonable cost-to-return ratio, the size required for the operation being able to handle only a quarter of the cargo per hour compared to traditional methods, and the overall excessive complexity in its operations. Nevertheless, the dock has remained in use, kept operation by Director Kepler's unwillingness to let his experiment be discarded out of pride. Director Kepler has been diverting funds from other projects to maintain the dock's operations, citing "future potential."
- #30Sebastian's shop
Keys: Shop, Sebastian's shop
In order to gain enough research as leverage for a viable means escape by one of Urbanshade's rival companies, Sebastian has decided to sell supplies to EXR-Ps in exchange for said research.
The shop has no permanent location as Sebastian is constantly on the move, setting up shop in whatever crevice he finds.
- #31The Angler
Keys: Z-283, Angler
Z-283, Codename: "The Angler", is a floating smoke-mass shaped like an anglerfish's face.
Z-283 was originally found at the bottom of the Let-Vand zone during the first expedition and excavation of the Hadal Blacksite in 1962. Z-283 takes on a non-traditional body complexion for an organism, consisting of a dense cloud of black and blue smoke. Within the smoke, a "face" can be seen that resembles a fish of the Genus Melanocetus. Regardless of the observer's viewpoint, Z-283 can only face forward-a phenomenon that persists even when Z-283 is viewed from multiple angles by multiple individuals. The underlying cause remains unexplained.
To navigate its surroundings and locate prey, Z-283 employs echolocation by releasing a deafening scream. Z-283 emits weak, disruptive electrical signals when it hunts, functioning similarly to an electromagnetic pulse (EMP). These signals disrupt all unsecured electronics connected to the Blacksite's power grid within its damage zone, causing them to short-circuit or malfunction. Researchers have not yet measured the damage zone, though the radius commonly spans across the length of multiple rooms. Z-283 also utilises a more powerful pulse within a smaller range, strong enough to destroy any unsecured electronics in its wake.
The current leading theory suggests that when Z-283 kills its prey by passing through another organism's biological matter, which "absorbs" all bioelectrical activity within its victim's body, leaving behind an empty husk. Z-283 then uses this bioelectricity to sustain its speed and charge its electromagnetic pulses. As long as Z-283 is persistently feeding, its rampage will not cease. Autopsies of █ LR-P test subjects support this hypothesis, revealing extensive brain damage and a lack of external injuries on all victims. Per official request, Z-283's containment consists of a sealed box made of █████ reinforced with 25 layers of identical material.
If Z-283 breaches containment, personnel should note two strong indicators of its arrival. When near, Z-283's electromagnetic pulse will cause lights to flicker before it reaches its target, alongside the scream it emits. When this situation arises, operatives should either seek an obscured location or maintain a safe distance away from Z-283's trajectory if possible. Once Z-283 passes through an area, rooms remain shrouded in darkness due to the disruption of all nearby electronics. The Emergency Light System is not guaranteed to activate immediately, so personnel should locate a battery-powered light source to guide them through the Blacksite until they reach a room with active power.
Although Z-283 provides no monetary value, it remains in secure storage for potential use as a weapon under Mutual Assured Destruction (MAD) protocols. In the event any rival organisation, corporation, agency, or governing body publicly exposes Urbanshade's more illicit operations, Z-283's containment cell is to be transported to the surface and subsequently airlifted to the headquarters of the responsible party. Upon reaching the designated area, Z-283's containment unit will be dropped from the aircraft, releasing the creature upon impact. This act would not serve any strategic value towards a cover-up and would be, in essence, used for plain, simple, unadulterated revenge.
- #32Raveyard
Keys: The Raveyard
The Raveyard takes place in a graveyard located in Eastern Scotland, known as the ████████ Graveyard. The site became subject to an annual anomalous phenomenon starting in 2017, wherein an entity known as "DJ Skeletunes" manifests in the middle of the graveyard and throws a massive rave while his party-going skeletal followers vandalize the place.
After the Scottish government received noise complaints from locals about the party and were unable to handle the situation, Urbanshade was hired to shut the party down. Despite Urbanshade successfully shutting The Raveyard down in 2017, DJ Skeletunes and his followers would reappear every Halloween after to throw their party, with Urbanshade being recruited to shut it down each time.
During 2024's party, Urbanshade's designated team for shutting down The Raveyard became unavailable due to going home to their loved ones, so they opted to activate their Expendable Protocol instead. During the Raveyard "party poober" Expedition, you play as an EXR-P tasked with reaching the heart of the rave, climbing the church's bell tower, and shutting the party down, all the while cleaning up loose trash on the way.
There is a known way to shut down the Raveyard permanently, by performing the 'Blood Bone Ritual'. Urbanshade has decided to not perform it, as they would lose out on the yearly governmental raid salary.
- #33Bouncers
Keys: Bouncers, Z-564
Z-564 - Codename: "Bouncers", are the local undead enforcers of the yearly ████████ Graveyard's "Raveyard" event.
Serving as bouncers for the annual ████████ Graveyard's "Raveyard" event in Eastern Scotland, the Z-564 instances make sure that every visitor at the Raveyard is following the dress code. Only appearing during the event, the Z-564 instances ensure that the Z-563 party is free from trespassers. Seemingly clones of the same corpse, each Z-564 instance shares the same body, behaviour, and voice. Measuring at an estimated 8 studs, each Z-564 instance wears the same uniform, boots, and accessories. Guarding key entry locations to the graveyard, the Z-564 instances only become aggressive should the active Z-563 event be infiltrated by any person with skin, muscles, and organs.
Once aggravated, the Z-564 instance will chase down the infiltrator until they've left the graveyard's premise entirely, or until they have been forced to adhere to dress code. When a victim is caught by a Z-564 instance, it will proceed to tear the victim's skeleton out of their body, adding the corpse's former skeleton to the Z-563-2 crowd. If a trespasser manage to evade a beat-down for too long, the chasing Z-564 instance may sometimes call for backup, causing other Z-564 clones to swarm the area in order to kill the trespasser.
Whilst normally impervious to bullets, a direct hit with an explosive is more than enough to destroy a Z-564 instance. For the sake of subtlety, however, eliminating Z-564 instances should only be done as a last resort. Operatives sent to shut down Z-563 events are advised to maneuver around their attacks. Provided grenade rifles should only be used in an emergency scenario where an operative is about to be beaten to death. Any media cover-up fees about an explosion emanating from the graveyard rave would be deducted from the user's paycheck.
When aggravated, a bright red glow can be seen through the Z-564 instance's glasses, emitted by their right eye socket. With no Z-564 instance so far being willing to participate in an interview, it's simply assumed they do this because they think they "look cool" with it.
- #34Skelepede
Keys: Z-565, Skelepede
Z-565 Codename: "Skelepede", was a skeleton centipede with a large skull for its head, and an elongated spine with ribcage legs.
Discovered in 2024 during the annual ████████ Graveyard's "Raveyard" event in Eastern Scotland, after an EXR-P expedition party sent to shut it down was forced to track through the graveyard's catacombs. After being brought back to base for a debrief, they mentioned a skeleton centipede chasing them through the rain-flooded crypt. Operatives were sent to investigate and, sure enough, discovered Z-565 crawling through the flooded crypt. The centipede was detained and transported to the Blacksite for containment and study. Z-565 was incredibly aggressive to any and all humans and would try to make its way over to any human to bite them provided they are submerged in the same body of water as the creature. Whilst fast in a straight line, Z-565 is pitiful at turning, slowing down considerably. Z-565 is incredibly easy to dodge, simply requiring the target to move slightly to the left or right. Measuring at a 9 stud height when upright and a 36 stud length across, the sheer mass and weight of the creature was not to be underestimated if caught however. It is currently unknown how durable the creature is, as no tests of the sorts were performed so as to not degrade the quality of the upcoming corpse.
It is assumed to have served as a protector of a very shallow moat, or more likely, served as a failed experimental weapon. Due to its laughable ineffectiveness outside of shallow water, it is assumed that the creature was abandoned shortly after its creation. How it found its way towards the "Raveyard" event is unknown, and will most likely remain unknown due to the fact that it is widely agreed upon that allocating resources to finding this creature's origin would be a hilarious waste of time, money, and personnel.
Z-565 was only able to traverse whilst in water, and despite its size, was able to submerge and emerge at any depth higher than 3 studs. If left on land, Z-565 would struggle to stand on its many rib-legs, seemingly needing the water to keep itself upright. When Z-565 was placed in a chamber on dry land with several other test subjects, the creature was so heavy that it was unable to even lift its head up. The test, which was originally going to go on for around 3 hours, was cut short at around 7 minutes because the personnel who were monitering the experiment decided that the creature's incompetent performance was causing "second hand embarassment" for them and as a result, they could not bare to allow it to run its full course. When Z-565 submerged, it was assumed that it demanifested and then remanifested elsewhere, as any test subjects who were bitten assumably would've been pulled under the water, only to be able to stand up with ease afterwards, even though a 200 kilogram skull would've been weighing them down. Curiously, the candles seemed to never extinguish or degrade, even when submerged, and the candle's flames will stay lit even when coming out of the water. While it may have been impressive for its time, such an incantation is considered rudimentary compared to recent feats achieved by modern magical practises.
Z-565 has been deemed of no monetary value, and has been exterminated. Its corpse was sold to the local "CT Towers" amusement park to serve as a halloween decoration, and the never-extinguishing candles have been put on display in a breakroom.
Some personnel have noticed that shortly after the creature was sold to the local CT park, its corpse was reportedly found disposed of outside in a dumpster, presumably due to its weight and unwieldiness.
- #35Hadal Division
Keys: Hadal Division
The Hadal Division is one of Urbanshade's most important divisions, being responsible for operating and maintaining the Hadal Blacksite, which houses many of Urbanshade's contained anomalies and is where the company secretly performs research on anomalies and humans alike, with many of their experiments being unethical in nature. Despite its secretive nature, the Hadal Division has a program for unpaid internships.
- #36Bioparanormal Division
Keys: Bioparanormal Division
The Bioparanormal Subdivision is a subdivision of the Hadal Division. It can be presumed that they are responsible for performing research on the anomalies that Urbanshade captures and sends to the Hadal Blacksite.
- #37Infiltration Division
Keys: Infiltration Division
The Infiltration Division is one of Urbanshade's divisions. Not much is known about them, but given their name, it is probable that they engage in activities pertaining to espionage, intelligence gathering, and subterfuge. Urbanshade's Anti-Personnel Landmines and Anti-Personnel Doorstoppers were created for infiltration operatives to use on missions.
- #38Expedition Divison
Keys: Expedition Division
The Expedition Division is one of Urbanshade's divisions. Not much is known about them, but it is likely that they are responsible for sending prisoners into anomalous areas to perform land surveying and reconnaissance, or to perform tasks in anomalous areas. They also appear responsible for sending Urbanshade operatives out into the field to retrieve anomalies.
- #39Hazard & Ethics Division
Keys: Hazard and Ethics Division, Hazard & Ethics Division
The Hazard and Ethics Division is one of Urbanshade's divisions. Not much is known about them, but they are known to have a dispatch center where they perform electronic surveillance. They also appear to be responsible for dispatching operatives to intercept anomalies.
- #40USHA
Keys: Urbanshade Safety and Health Administration, USHA
The Urbanshade Safety and Health Administration (abbreviated as U.S.H.A.) is a defunct department of Urbanshade that likely dealt with assuring that the company's locations provided safe and healthy working conditions for its employees. The department would be obliterated in 2012 by an orbital cannon due to their failure in enforcing said safety standards.
- #41Guardsmen
Keys: Guardsmen
Guardsmen are hired by Urbanshade in order to act as protectors, either being assigned to guard inside the Hadal Blacksite, Mr. Shade himself, or any outsiders who pay Urbanshade for protection.
All Guardsmen who operate in the Hadal Blacksite are given gills in order to be able to breathe underwater despite having oxygen tanks equipped on their uniforms.
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