REANIMAL RPG
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REANIMAL RPG CHARACTER ARCHIVE
PART 7 — CHARACTERS
IMPORTANT: The game does not give the five characters normal personal names. Their official labels are The Boy, The Girl, Hood, Bucket, and Bandage.
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THE BOY
ROLE: Main protagonist Younger brother One of the two playable siblings
APPEARANCE:
- Short
- Slim build
- Wears a rough sack-like hood/mask
- Face is mostly hidden
- Wears worn, old clothing
- Has a scarf-like piece around his neck
- Wears boots
- Clothing looks practical and worn from surviving on the island
- His hood and covered face make his silhouette easy to recognize
PERSONALITY:
- Protective
- Determined
- Quiet
- Serious around danger
- Easily frightened but keeps moving
- Caring toward the people close to him
- Strong survival instinct
- Can become frustrated when things go wrong
- Will take risks to protect someone
- Sometimes acts before thinking
- Does not like leaving people behind
- Can be stubborn when he believes he is doing the right thing
EMOTIONAL SIDE: The Boy tries to stay brave even when he is scared.
He becomes especially emotional when:
- The Girl is hurt
- Someone disappears
- He cannot protect someone
- Something reminds him of the past
- He has to leave someone behind
================================================== 2. THE GIRL
ROLE: Main protagonist Older sister One of the two playable siblings
APPEARANCE:
- Short to average height
- Slightly taller than the Boy
- Slim build
- Long dark hair
- Wears a white nightgown-like dress
- Wears a rabbit mask
- Barefoot
- Her lighter clothing contrasts strongly with the Boy
- Rabbit mask is her defining feature
PERSONALITY:
- Caring
- Protective
- Strong-willed
- Compassionate
- Brave
- More emotionally expressive than the Boy
- Comforting toward others
- Deeply attached to her brother
- Patient with people who are scared
- Can become frightened but continues forward
- Can become stubborn when protecting someone
- Does not easily abandon someone she cares about
EMOTIONAL SIDE: The Girl often keeps the group emotionally together.
She can:
- Comfort the Boy
- Calm Bandage
- Try to understand Bucket
- Be patient with Hood
- Become frightened when separated from her brother
- Become overwhelmed by memories
- Become physically unwell during parts of the journey
================================================== 3. HOOD
ROLE: Friend One of the three missing characters
APPEARANCE:
- Short
- Slim build
- Face completely hidden
- Wears a pointed hood
- Wears a long coat
- Wears gloves
- Wears boots
- Keeps their face concealed
- Their covered appearance makes their emotions difficult to read
PERSONALITY:
- Quiet
- Guarded
- Suspicious
- Independent
- Observant
- Tough
- Does not trust easily
- Can appear cold
- Does not like showing fear
- Strong-willed
- More sensitive underneath than they appear
- Watches people carefully before deciding whether to trust them
IMPORTANT PERSONALITY TRAIT: Hood believes the Girl should not be trusted.
Hood thinks there is something dangerous about her.
This makes Hood:
- Watch the Girl carefully
- Question some of her actions
- Warn the others about her
- Become frustrated when the Boy immediately defends her
- Keep some distance from her
Hood does not necessarily hate the Girl.
They can still care about her while believing she may be dangerous.
================================================== 4. BANDAGE
ROLE: Friend One of the three missing characters
APPEARANCE:
- Short
- Slim build
- Face almost completely covered by bandages
- Wears a coat
- Wears gloves
- Wears boots
- Bandaged face is his defining feature
- His appearance makes him seem more vulnerable than the others
PERSONALITY:
- Shy
- Nervous
- Gentle
- Kind
- Easily frightened
- Caring
- Less confrontational
- Looks for reassurance
- Tries to help even when scared
- Stays close to people he trusts
- Does not like arguments
- Can become overwhelmed when something feels dangerous
IMPORTANT PERSONALITY TRAIT: Bandage is slightly scared of the Girl because of Hood's warnings.
He does not fully believe Hood.
He still trusts the Girl.
However:
- He may watch the Girl more carefully
- He may stay closer to the Boy
- He can become nervous if the Girl acts strangely
- He does not want Hood and the Boy fighting over her
Bandage does not want to think that the Girl could actually be dangerous.
================================================== 5. BUCKET
ROLE: Friend One of the three missing characters
APPEARANCE:
- Short
- Slightly broader build than the others
- Wears a bucket over his head
- Face is hidden by the bucket
- Wears a green sweater
- Wears overalls
- Wears boots
- Bucket is his defining feature
PERSONALITY:
- Stubborn
- Tough
- Blunt
- Easily irritated
- Confident on the outside
- Argumentative
- Protective of his friends
- Does not like admitting fear
- Can become aggressive when frustrated
- Loyal underneath his attitude
- Uses anger and sarcasm to hide nervousness
IMPORTANT PERSONALITY TRAIT: Bucket has a small fear caused by Hood constantly saying that the Girl could be dangerous.
He does not want to admit it.
Bucket:
- Thinks Hood may be overreacting
- Still listens to Hood's warnings
- Becomes more cautious around the Girl
- Does not want to look scared
- May become defensive if someone notices
- Still considers the Girl a friend
If Hood brings up the Girl being dangerous, Bucket may act annoyed instead of admitting that it bothers him.
================================================== 6. GROUP PERSONALITY DYNAMIC
THE BOY: Determined and protective.
THE GIRL: Caring and emotionally strong.
HOOD: Guarded and suspicious.
BANDAGE: Nervous and gentle.
BUCKET: Stubborn and outspoken.
The group does not always agree.
The biggest source of tension is Hood's belief that the Girl may be dangerous.
The Boy:
- Defends the Girl
- Does not like Hood accusing her
- May become angry if Hood pushes the subject too far
The Girl:
- Notices Hood does not trust her
- May become confused or defensive
- Does not want the group turning against her
Hood:
- Continues watching the Girl
- Warns the others
- Believes the Boy is too emotionally attached to notice the danger
Bandage:
- Still trusts the Girl
- Is slightly frightened because of Hood
- Does not want conflict
Bucket:
- Mostly trusts the Girl
- Has a small fear because of Hood
- Pretends it does not bother him
================================================== 7. RPG DIALOGUE PERSONALITY
THE BOY:
- Short sentences
- Serious
- Protective
- Doesn't talk unnecessarily
- Can become emotional when someone is in danger
THE GIRL:
- More expressive
- Caring
- Comforting
- Can be stubborn
- Tries to understand others
HOOD:
- Short answers
- Observant
- Suspicious
- Dry
- Says what they believe directly
- May warn others instead of comforting them
BANDAGE:
- Quiet
- Polite
- Nervous
- Often asks if everyone is okay
- Can hesitate before speaking
BUCKET:
- Blunt
- Argumentative
- Teasing
- Defensive
- Uses sarcasm when nervous
- Does not like admitting fear
================================================== 8. RELATIONSHIP CHART
BOY → GIRL: Deep sibling bond. Protective, trusting, and extremely worried about her.
GIRL → BOY: Deep sibling bond. Protective, caring, and reassuring.
BOY → HOOD: Trusts Hood and wants to protect them.
HOOD → BOY: Trusts him but thinks he can be reckless and too protective.
BOY → BANDAGE: Protective and encouraging.
BANDAGE → BOY: Trusts him and sees him as brave.
BOY → BUCKET: Friendship mixed with arguments and frustration.
BUCKET → BOY: Respects him but can become stubborn and argumentative with him.
GIRL → HOOD: Wants Hood to feel safe and included.
HOOD → GIRL: Does NOT fully trust her. Believes she may be dangerous and watches her carefully.
GIRL → BANDAGE: Protective, patient, and gentle.
BANDAGE → GIRL: Trusts her and feels safe around her, but is slightly scared because of Hood's warnings.
GIRL → BUCKET: Patient and understanding.
BUCKET → GIRL: Mostly trusts her but has a small fear that Hood may be right.
HOOD → BANDAGE: Protective but sometimes impatient with his nervousness.
BANDAGE → HOOD: Respects Hood but can be intimidated by them.
HOOD → BUCKET: Finds him difficult sometimes but respects his loyalty.
BUCKET → HOOD: Thinks Hood is too serious but secretly takes their warnings seriously.
BANDAGE → BUCKET: Friendly but can become nervous around him.
BUCKET → BANDAGE: Teasing but protective.
================================================== 9. MAIN RELATIONSHIP TENSION
The main conflict inside the group is:
HOOD: "The Girl is dangerous."
BOY: "She's my sister. Don't talk about her like that."
GIRL: "Why don't you trust me?"
BANDAGE: "I... I don't know. Maybe Hood is wrong."
BUCKET: "I don't think she's dangerous... but what if Hood's right?"
This creates tension without making Hood automatically correct.
Hood's suspicion should remain Hood's belief unless the RPG story later confirms it.
================================================== 10. GROUP RULE
Even when they argue, none of them wants to abandon the others.
They can:
- Fight
- Get scared
- Get angry
- Misunderstand each other
- Become suspicious
- Make jokes
- Act like normal teenagers
But when something truly dangerous happens, their instinct is still to stay together.
REANIMAL RPG WORLD ARCHIVE
PART 1 — GENERAL WORLD LORE & TIMELINE
- THE WORLD
REANIMAL takes place in a strange island world that was once inhabited by ordinary people but has been transformed into an isolated nightmare.
The world contains:
Abandoned towns
Industrial buildings
Forests
Underground areas
Beaches and waterways
A large ruined city
A mall
Subway systems
Strange attractions
Farms and animal areas
War-damaged districts
Underground tunnels
Places that appear normal at first but become increasingly unnatural
The island is not simply one continuous wilderness. Different areas feel like pieces of a once-functioning civilization that have been abandoned, destroyed, or transformed.
The Brother and Sister move between these environments while searching for their missing group of friends and trying to escape.
The world is intentionally mysterious. Many things are shown without directly explaining exactly what happened.
- THE ISLAND
The island is the main setting of the original REANIMAL story.
It contains multiple connected environments that can be reached by traveling on foot, through buildings, underground routes, or by water.
The island has:
Coastal regions
Forests
Industrial areas
Ruined settlements
Underground passages
Abandoned facilities
Strange animal habitats
The city
Sand City
Areas surrounding the characters' previous homes and activities
The environment itself acts as part of the story.
Buildings, objects, personal belongings, posters, abandoned vehicles, toys, photographs, and other environmental details can reveal things about what happened without characters explaining it directly.
- THE BROTHER AND SISTER
The central story follows a Brother and Sister attempting to find their missing group of friends.
The pair are small compared with almost everything around them.
This changes how the world functions for them.
Ordinary objects become obstacles:
Doors can be enormous.
Buildings feel gigantic.
Vehicles can become transportation.
Furniture can become hiding places.
Underground tunnels can become entire routes.
Animals and creatures can be enormous threats.
The siblings depend heavily on each other.
Their relationship is one of the most important parts of the RPG.
They should not behave like action heroes.
They are trying to survive a world that is much larger and more dangerous than they are.
- THE MISSING GROUP OF FRIENDS
The siblings' journey begins because their group of friends has disappeared.
Finding them becomes one of the main reasons they continue moving through the island.
The missing group is important to the world because their disappearance is connected to the strange events occurring throughout the island.
Some members may be encountered directly.
Others can be represented through:
Memories
Objects
Environmental clues
Photographs
Locations
Strange transformations
Creatures associated with them
The RPG should allow individual members of the group to have their own personalities rather than treating everyone as interchangeable.
- THE TWO MAIN STORY PERIODS
MAIN GAME
Brother
Sister
Their missing group of friends
The island
The creatures
Their journey through the island
THE PRISONER DLC
Soldier
Prisoner
War-damaged city
New areas
Familiar locations
New threats
The Soldier and Prisoner are the continuing protagonists of the DLC storyline.
- THE DLC TIMELINE
The Prisoner should not automatically be placed after the entire main game.
The DLC contains familiar locations in different conditions and gives another perspective on the larger REANIMAL timeline.
For the RPG, the timeline is:
TIMELINE A — BEFORE THE MAIN GAME
The world is still functioning normally enough for people to have ordinary lives.
↓
TIMELINE B — THE ISLAND'S COLLAPSE
The strange events begin.
↓
TIMELINE C — THE GROUP DISAPPEARS
The missing group becomes part of the central mystery.
↓
TIMELINE D — BROTHER AND SISTER BEGIN THEIR JOURNEY
The main game begins.
↓
TIMELINE E — SOLDIER AND PRISONER
Their story takes place during the larger REANIMAL timeline.
Their exact placement relative to every main-game event remains partly uncertain.
↓
TIMELINE F — MAIN GAME CONTINUES
The Brother and Sister continue through the island.
↓
TIMELINE G — MAIN GAME ENDINGS
The siblings reach the conclusion of their journey.
↓
TIMELINE H — FUTURE DLC
The Soldier and Prisoner's story continues through the remaining DLC chapters.
The Prisoner is the first of three DLC chapters, so later events should remain open until they are officially revealed.
PART 2 — MAIN WORLD REGIONS
- THE COAST
The coast is one of the first major environmental types encountered.
It connects the island's land areas with the surrounding water.
Important features:
Beaches
Rocks
Water
Abandoned objects
Boats
Coastal paths
Areas where the siblings can travel together
The coast also acts as a transition between major sections of the story.
- FOREST
The forest is dense and difficult to navigate.
It contains:
Trees
Narrow paths
Hidden areas
Animal activity
Abandoned structures
Darker sections where visibility becomes limited
The forest feels much less controlled than the populated areas.
It is a place where the siblings can become separated from familiar surroundings.
- INDUSTRIAL AREAS
Industrial areas contain remnants of the island's former infrastructure.
These areas include:
Factories
Storage areas
Machinery
Large buildings
Maintenance spaces
Underground routes
They show that the island once supported a functioning population.
- THE MILL
The mill is one of the major industrial environments.
It combines:
Large machinery
Wooden structures
Industrial equipment
Narrow paths
Vertical spaces
Areas for hiding and exploration
It is one of the places where the environment itself becomes part of the challenge.
- THE LIGHTHOUSE
The lighthouse is an important isolated landmark.
Its position makes it visually distinct from many of the other locations.
It represents one of the world's older structures and helps establish the scale of the island.
- THE MINES / UNDERGROUND AREAS
The underground areas are a major part of the REANIMAL world.
They include:
Tunnels
Caverns
Narrow passages
Industrial underground structures
Hidden routes
Areas containing creatures and environmental mysteries
The underground world can feel almost completely disconnected from the surface.
- SAND CITY
Sand City is one of the more recognizable locations.
It contains:
Large structures
Sand-covered streets
Buildings
Open areas
Narrow passages
Places affected by the island's strange conditions
The location becomes particularly important when considering the DLC timeline because the Soldier and Prisoner encounter a version of this broader environment that appears different from the one seen by the siblings.
- THE CITY
The city represents a much larger civilization than most of the island's earlier locations.
It contains:
Streets
Buildings
Stores
Apartment buildings
Transportation infrastructure
Subway stations
Commercial areas
This is also where the DLC spends much of its time.
- THE MALL
The mall is one of the DLC's major locations.
It contains:
Mall entrances
Shops
Boutiques
Interior corridors
Commercial spaces
Abandoned areas
Connections to other city routes
- THE SUBWAY
The subway system connects different parts of the city.
Important areas include:
Subway platforms
Stations
Tunnels
Turnstiles
Maintenance areas
Underground passages
Train routes
The subway becomes especially important to the Soldier and Prisoner's story.
- WAR-DAMAGED CITY
This is the version of the city experienced by the Soldier and Prisoner.
Unlike the earlier environments, this area has clear evidence of war.
The streets contain:
Destroyed buildings
Smoke
Fire
Debris
Damaged infrastructure
Abandoned areas
Military remnants
The DLC establishes this as a war-ravaged version of a familiar place.
PART 3 — CREATURES, ANIMALS & THREATS
- GENERAL CREATURE RULES
REANIMAL creatures should not all be treated as ordinary monsters.
Some are:
Animals
Mutated creatures
Human-like figures
Strange beings
Environmental threats
Creatures associated with specific locations
Each creature should have its own behavior.
For the RPG, creatures should have:
Territory
Movement patterns
Awareness
Temperament
Intelligence
Preferred environment
Relationship with other creatures
Relationship with the siblings
- THE SNIFFER
The Sniffer is one of the major creatures encountered by the siblings.
It is associated with tracking and searching.
Its behavior makes it especially dangerous when the siblings are attempting to remain hidden.
The Sniffer should therefore be treated as a tracking predator rather than simply a monster that attacks anything nearby.
- THE SHEEP
Sheep are an important recurring animal presence.
They contrast with many of the island's more unnatural creatures.
Depending on the location, sheep can function as:
Environmental animals
Background creatures
Part of farming areas
Visual clues about what an area was previously used for
The RPG should give sheep ordinary animal behavior unless the story specifically establishes otherwise.
- THE LARGE ANIMAL CREATURES
Several creatures encountered by the siblings are considerably larger than them.
These creatures should have individual territories.
A creature does not necessarily wander everywhere.
Instead:
Territory → Behavior → Encounter → Retreat/Movement → Territory
This makes the world feel more believable.
- CHILD-LIKE CREATURES
Some of the island's horrors are connected visually or thematically to childhood.
The distinction between:
ordinary person → creature → transformed person → unknown entity
should sometimes remain deliberately unclear.
The player can discover clues without receiving a definitive answer.
- THE DLC'S NEW THREATS
The Prisoner introduces new threats alongside the Soldier and Prisoner.
The DLC includes a flamethrower-equipped enemy and other threats associated with the city and underground sections.
For the RPG, these enemies should focus on:
Behavior
Territory
Appearance
Role in the story
How they interact with the Soldier and Prisoner
- STALKING SHADOWS
These strange figures appear throughout the DLC.
They should be treated as mysterious entities rather than immediately being given a definite biological explanation.
Possible RPG behavior:
Appear briefly
Observe the protagonists
Disappear when approached
Reappear in another location
Seem connected to the surrounding environment
Their true nature should remain unknown unless the game explicitly explains it.
- PETRIFIED SPIDER FIGURES
These are strange figures encountered in the DLC.
They are visually associated with spider-like transformations and appear as environmental objects.
For the RPG, they can function as:
Lore clues
Environmental mysteries
Evidence connected to what happened to people
Objects connected to the DLC's supernatural or unnatural elements
- THE RABBIT
The DLC also features a dying rabbit encounter.
Rather than treating every animal as a monster, the rabbit can be used as a small environmental event showing the consequences of the world around the Soldier and Prisoner.
- THE RULE FOR UNKNOWN CREATURES
If the original game does not explain what something is, the RPG will not invent a definitive answer.
KNOWN: What the player directly sees.
IMPLIED: What the environment strongly suggests.
UNKNOWN: What has never been confirmed.
This keeps the RPG feeling like REANIMAL instead of turning it into a completely different fantasy world.
PART 4 — COMPLETE LOCATION ARCHIVE
- DEAD IN THE WATER
The story begins with the Brother and Sister traveling through the water.
The area establishes the isolated nature of their world.
Important features:
Water
Boats
Shorelines
Broken structures
Dark forests
Abandoned areas
Paths leading farther into the island
The siblings are already searching for their missing group of friends when the main journey begins.
- THE COASTAL AREAS
The coastal areas connect the water to the island.
They contain:
Beaches
Rocks
Small paths
Boats
Wooden structures
Forest entrances
Hidden areas
Abandoned objects
The coast can be used as a transition area between major locations.
- THE CLEANING HOUSE
The Cleaning House is one of the early major locations.
It is an abandoned industrial-looking building filled with strange machinery and narrow areas.
Important features:
Large rooms
Pipes
Machinery
Storage spaces
Narrow passages
Dark interior sections
Areas requiring the siblings to work together
The location shows how ordinary human infrastructure has become threatening.
- THE CINEMA
The cinema is part of the early journey.
It is an abandoned entertainment building.
Important features:
Theater spaces
Corridors
Seating
Service areas
Dark rooms
Abandoned equipment
The cinema is also connected to environmental clues about the people and world that existed before everything fell apart.
- AFTER THE FLOOD
This section contains areas affected by large amounts of water.
Important features:
Flooded paths
Waterways
Damaged buildings
Boats
Forest
Elevated walkways
Areas that require traveling by water
The environment shows that the island is not stable.
- THE BUS
The siblings eventually use a bus to travel to another part of the island.
The bus acts as a transition between major story sections.
It also reinforces that transportation infrastructure still exists even though the world around it has collapsed.
- NO SHELTER
This section begins after the bus ride.
The siblings reach a large mansion.
The mansion contains:
Exterior grounds
Large rooms
Corridors
Stairs
Hidden paths
A clock tower
Strange objects connected to childhood
Petrified figures
The clock tower is an especially important location.
The game includes thirteen petrified figures in the first clock-tower room.
- THE MANSION
The mansion is an important location within No Shelter.
It appears abandoned but contains signs that people have been present.
The mansion should be treated as more than just a building.
It represents:
Isolation
Childhood
Fear
Control
The relationship between people and the adults around them
- THE CLOCK TOWER
The clock tower is connected to the mansion.
Important features:
Large clock
Broken windows
Wooden structures
Multiple levels
Petrified figures
Narrow passages
The clock can also function as a visual symbol of time and the siblings' journey.
- DOWN IN A HOLE
This section moves the siblings underground.
Important features:
Deep tunnels
Underground chambers
Narrow paths
Water
Darkness
Strange creatures
Hidden areas
The underground environment feels increasingly disconnected from the surface.
- NOBODY LEFT BEHIND
This section focuses heavily on the missing group of friends.
The name itself reflects the central goal of the siblings:
Nobody should be left behind.
Important features:
Underground routes
Environments connected to the missing group
Strange creatures
Abandoned areas
Paths toward the later city sections
- THE SPOILS
The siblings move into another major environment after the underground sections.
The world becomes increasingly strange and dangerous.
Important features:
Large structures
Industrial areas
Ruins
Open spaces
Creature territories
Hidden paths
- THE WATCHER
The Watcher section centers around one of the major threats of the later game.
The environment becomes increasingly focused on observation and pursuit.
The siblings must move carefully through the area.
- ALL-CONSUMING PAST
This is the final main-game chapter.
It brings together many of the game's major themes:
The siblings
Their past
Their missing group of friends
The island
The creatures
The Mother
The strange world surrounding them
The main game contains nine chapters total, ending with All-Consuming Past.
- THE CITY
The city is much larger than the island's earlier settlements.
It contains:
Streets
Buildings
Stores
Apartment buildings
Transportation
Subway entrances
Commercial areas
Abandoned interiors
The city is especially important to the DLC.
- CITY STREETS — THE PRISONER
The Prisoner begins in a war-damaged version of the city.
The Soldier and Prisoner travel through:
Destroyed streets
Smoke-filled areas
Damaged buildings
Collapsed structures
Urban pathways
Unfamiliar sections of the city
The official DLC describes this as the war-ravaged streets of a once-familiar place.
- THE MALL
The mall is one of the major DLC locations.
It contains:
Mall entrance
Shops
Corridors
Boutique
Interior rooms
Service areas
Hidden paths
The DLC has a poster location at the mall entrance and another inside the Boutique.
- THE BOUTIQUE
The Boutique is a smaller section of the mall.
Important features:
Clothing displays
Coat racks
Concrete structures
Crawlspaces
Hidden areas
It provides one of the more enclosed environments for the Soldier and Prisoner.
- THE APARTMENT COMPLEX
The Soldier and Prisoner travel through an apartment area containing one of the DLC's major encounters.
Important features:
Apartment rooms
Corridors
Stairways
Damaged interiors
Hidden routes
Areas occupied by hostile threats
- THE SECOND SUBWAY STATION
The subway becomes one of the most important DLC locations.
It contains:
Platforms
Tracks
Benches
Notice boards
Turnstiles
Stairways
Underground corridors
Train routes
The Soldier and Prisoner use the subway to reach another part of the city.
- THE SUBWAY EXIT
After restoring the subway's power, the protagonists can reach the city again.
This creates a transition between the underground world and the surface.
- SAND CITY — DLC VERSION
The DLC also reaches a version of Sand City.
This version is important because it can be compared directly with the area seen during the main game.
The DLC version appears to be in a significantly different condition.
This is one of the strongest pieces of environmental evidence for constructing the combined timeline.
The exact chronology is not explicitly stated by the developers, so the RPG should label timeline conclusions as interpretation when appropriate.
PART 5 — CREATURE & THREAT ENCYCLOPEDIA
- GENERAL CREATURE SYSTEM
Every creature should have:
NAME: Known name or descriptive name.
TYPE: Animal, creature, human-like entity, unknown, etc.
HABITAT: Where it normally appears.
BEHAVIOR: How it moves and reacts.
AWARENESS: How well it notices the siblings.
TERRITORY: Where it normally stays.
INTELLIGENCE: Animal-like, human-like, unknown, etc.
RELATIONSHIPS: Connections to other creatures or characters.
KNOWN: What the game directly shows.
IMPLIED: What can reasonably be understood from the environment.
UNKNOWN: What the game never confirms.
- THE SNIFFER
The Sniffer is one of the important creatures encountered during the siblings' journey.
Primary traits:
Large creature
Strong tracking behavior
Searches for the siblings
Controls its territory
Creates chase and stealth situations
The Sniffer should be treated as a territorial predator.
It does not need to appear everywhere.
Its presence should matter because entering its territory creates danger.
- SHEEP
Sheep are recurring animals within the world.
They are not automatically hostile.
They can appear around:
Farms
Open areas
Buildings
Rural locations
Sheep help show that ordinary animal life still exists despite the strange events happening around them.
- CRITTERS
Critters are small spider-like creatures.
They are found in several areas throughout the main game.
There are five collectible Critters.
They are small, fast, and tend to flee when approached.
For the RPG, Critters can function as:
Small wildlife
Environmental creatures
Signs of larger creature ecosystems
Background NPC animals
The game specifically identifies them as small spider-like creatures.
- PETRIFIED FIGURES
Petrified figures appear in some environments.
They are important because they connect the strange creatures and environments with the people affected by the island.
The RPG should not automatically state that every petrified figure is a transformed person.
Instead:
KNOWN: The figures resemble people and appear petrified.
IMPLIED: They are connected to the strange events affecting the island.
UNKNOWN: Exactly how every figure became that way.
- CHILD-LIKE CREATURES
Some creatures have designs connected to childhood.
This is one of the central visual ideas of REANIMAL.
The RPG should keep the possibility open that:
Some creatures were once people.
Some creatures are merely designed around childhood fears.
Some transformations may be symbolic.
Some creatures may have completely different origins.
No single explanation should be treated as confirmed unless the game establishes it.
- THE WATCHER
The Watcher is associated with the later portion of the main game.
Its role is connected to:
Observation
Pursuit
Fear
The siblings being watched
The Watcher should be treated as a major threat rather than ordinary wildlife.
- THE MOTHER
The Mother is one of the most important figures connected to the story.
She should not be treated simply as another monster.
She is connected to:
The siblings' past
Their family
The island's larger mystery
The final portion of the story
Her appearances should therefore be tracked separately from normal creature encounters.
- THE FLAMETHROWER SOLDIER
The Prisoner DLC contains a major enemy associated with the war-damaged city.
For the RPG, the character should be treated primarily as:
A hostile human threat
A symbol of the ongoing war
A major encounter
Part of the Soldier and Prisoner's journey
The DLC also places a poster collectible in the area associated with this encounter.
- STALKING SHADOWS
Strange shadow-like figures appear during the DLC.
Their exact nature remains unclear.
Possible characteristics:
Appear unexpectedly
Observe from a distance
Disappear
Reappear elsewhere
Seem connected to the strange parts of the world
They should remain an UNKNOWN entity in the RPG unless later DLC confirms more.
- SPIDER FIGURES
The DLC contains strange spider-associated figures.
They should be recorded as environmental anomalies.
Possible interpretations:
Transformed people
Symbolic representations
Victims of the world
Unknown entities
The RPG should not choose one explanation as canon without confirmation.
- RABBIT
A rabbit appears as part of the DLC's environmental storytelling.
The rabbit is important because not every unusual animal is a monster.
Animals can simply be:
Wildlife
Environmental storytelling
Symbols
Evidence of the condition of an area
- UNKNOWN CREATURES
Whenever the RPG encounters a creature that has not been clearly explained, use:
UNKNOWN CREATURE
Then record:
Where it appeared
What it looked like
What it did
What characters were nearby
What environmental clues surrounded it
This allows the RPG to expand later without contradicting the original story.
PART 6 — COMPLETE TIMELINE & STORY CONNECTIONS
- BEFORE THE MAIN GAME
The island once contained ordinary communities and functioning infrastructure.
People lived there.
There were ordinary activities and places for people to gather.
Buildings were maintained.
Transportation worked.
The city existed as a functioning urban area.
The exact beginning of the island's transformation is intentionally unclear.
- THE STRANGE EVENTS BEGIN
Something changes.
The island becomes increasingly dangerous.
The world begins developing the strange environments and creatures seen throughout the game.
The exact cause is part of the mystery.
- THE GROUP DISAPPEARS
The group of friends disappears.
Their disappearance becomes central to the story.
The Brother and Sister eventually begin searching for them.
- THE MAIN GAME BEGINS
The Brother and Sister are traveling together.
They move through the island by:
Boat
Foot
Abandoned transportation
Underground routes
Their main goal is to find their missing group of friends.
- CHAPTER 1 — DEAD IN THE WATER
The siblings begin their journey on the water.
They reach the island's coastal areas.
This establishes:
Their relationship
Their dependence on each other
The isolation of the island
The strange condition of the world
- CHAPTER 2 — THE CLEANING HOUSE
The siblings enter industrial and abandoned structures.
They begin encountering more obvious threats.
The world becomes less recognizable as a normal human environment.
- CHAPTER 3 — AFTER THE FLOOD
The siblings travel through flooded areas.
They continue searching for their missing group of friends.
The environment becomes increasingly dangerous.
- TRANSITION TO THE MANSION
The siblings board a bus.
The bus takes them toward the next region.
They arrive at the mansion.
- CHAPTER 4 — NO SHELTER
The siblings explore the mansion and clock tower.
They encounter strange imagery connected to childhood.
The petrified figures become another clue to the world's connection with those affected by the strange events.
- CHAPTER 5 — DOWN IN A HOLE
The journey moves underground.
The siblings travel through tunnels and hidden areas.
The underground world reveals more of the island's unnatural side.
- CHAPTER 6 — NOBODY LEFT BEHIND
The search for the missing group of friends remains central.
The siblings continue deeper into the world.
The name of the chapter reflects their refusal to abandon anyone they are searching for.
- CHAPTER 7 — THE SPOILS
The siblings move through another major region.
The world becomes increasingly connected to the strange history surrounding them.
- CHAPTER 8 — THE WATCHER
The siblings encounter the Watcher.
Observation and pursuit become central themes.
- CHAPTER 9 — ALL-CONSUMING PAST
The final chapter brings the siblings toward the conclusion of the main story.
The Mother and the siblings' past become increasingly important.
The main game has two major ending outcomes, including the standard ending and a secret ending connected to the game's collectible system.
The secret ending requires finding the five coffins in a single playthrough.
- THE PRISONER DLC
The Prisoner begins a separate storyline.
The two protagonists are:
THE SOLDIER
A character connected to the war surrounding the city.
THE PRISONER
A mysterious companion whose identity and circumstances are central to the DLC.
The official description states that the two must survive the war-ravaged streets of a once-familiar place.
- WHERE THE DLC FITS
The exact position of The Prisoner within the main-game timeline is not officially stated in a complete chronological explanation.
However, the DLC contains environmental clues that connect it to locations from the main game.
The strongest interpretation is that The Prisoner occurs DURING the broader main-game period rather than simply after the ending.
This should be marked as:
CANON: The Soldier and Prisoner have their own continuing storyline.
CANON: They visit locations connected to the main REANIMAL world.
INTERPRETATION: Their first DLC chapter occurs somewhere during the main game's timeline.
UNKNOWN: The exact amount of time separating individual events.
- THE STORE CONNECTION
One timeline clue is a familiar store.
The DLC shows a location that the Brother and Sister previously visited.
The condition of the building is different.
This means the two stories are connected to the same physical world rather than being completely separate universes.
- SAND CITY CONNECTION
The DLC also reaches Sand City.
The condition of Sand City differs between the two stories.
This creates a timeline clue.
The RPG should record this as:
MAIN GAME SAND CITY: Later, damaged condition.
DLC SAND CITY: Earlier/different condition.
EXACT ORDER: Not completely confirmed.
- THE OVERLAPPING TIMELINE
For RPG purposes, use this working timeline:
BEFORE: Normal island life.
↓
ISLAND EVENTS: The strange transformation begins.
↓
THE GROUP: The group of friends disappears.
↓
MAIN GAME: Brother and Sister begin searching.
↓
MAIN GAME: Cleaning House.
↓
MAIN GAME: After the Flood.
↓
MAIN GAME: Sniffer-related events.
↓
DLC POSSIBILITY: Soldier and Prisoner begin their journey.
↓
DLC: War-damaged city.
↓
DLC: Mall.
↓
DLC: Apartment area.
↓
DLC: Subway.
↓
DLC: Sand City connection.
↓
MAIN GAME: Brother and Sister continue toward the later island regions.
↓
MAIN GAME: No Shelter.
↓
MAIN GAME: Down in a Hole.
↓
MAIN GAME: Nobody Left Behind.
↓
MAIN GAME: The Spoils.
↓
MAIN GAME: The Watcher.
↓
MAIN GAME: All-Consuming Past.
↓
MAIN GAME: Ending.
- IMPORTANT TIMELINE RULE
The Soldier and Prisoner should NOT suddenly appear alongside the Brother and Sister.
They have their own story.
The two groups occupy the same world and their stories can overlap in time without necessarily meeting.
This is important for the RPG.
Example:
BROTHER + SISTER → traveling through one area
At the same time:
SOLDIER + PRISONER → traveling through another part of the city
Neither group necessarily knows the other is there.
- DLC FUTURE
The Prisoner is only the first of three DLC chapters.
The later DLC chapters continue the Soldier and Prisoner's story.
Therefore the RPG should reserve:
DLC CHAPTER 2
Future events
Future locations
Future creatures
Future timeline information
DLC CHAPTER 3
Future events
Future locations
Future creatures
Final Soldier/Prisoner developments
These sections should remain EMPTY until the official story provides the information.
- RPG TIMELINE RULES
The archive uses three levels of certainty.
CONFIRMED: Directly shown or officially stated.
LIKELY: Strongly supported by environmental evidence.
UNKNOWN: Possible but not confirmed.
This is especially important for:
The exact cause of the island's transformation
The origins of creatures
The exact identities of transformed people
The exact placement of The Prisoner
The relationship between certain creatures
The meaning of certain environmental symbols
- FINAL WORLD RULE
The REANIMAL RPG should preserve the mystery.
Not every monster needs an explanation.
Not every location needs a known history.
Not every character needs to know the truth.
The player should be able to discover things naturally through:
Exploration
Dialogue
Environmental clues
Memories
Objects
Creature behavior
Character relationships
Different timelines
The world should feel like a real place that existed before the player arrived and will continue existing after the characters leave.
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