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* NonIndicativeName: Timberwolf Mountain does not contain any timberwolves. They are only present in Bleak Inlet and in the story, Pleasant Valley.

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* NonIndicativeName: Timberwolf Mountain does not contain any timberwolves. They are only present in Bleak Inlet Inlet, Blackrock, and in the story, Pleasant Valley.
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An Axe To Grind is no longer a trope


* AnAxeToGrind: The hatchet can be used as an emergency weapon against wolves. The knife is more effective for the same purpose though, at the cost of a bit more damage to your character.

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Edited Indentation Formatting to Remove Single Bullet Points


* GhostTown: The entire map is abandoned, but the most traditional version is the Coastal Town on the Coastal Highway map. The only things there are crows and wolves.

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* GhostTown: GhostTown:
**
The entire map is abandoned, but the most traditional version is the Coastal Town on the Coastal Highway map. The only things there are crows and wolves.



* SuicidalOverconfidence: Averted. Wolves will always run away from bears, and occasionally from the player if they are brandishing a brand/torch/flare or are wearing a wolfskin/bearskin coat.

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* SuicidalOverconfidence: SuicidalOverconfidence:
**
Averted. Wolves will always run away from bears, and occasionally from the player if they are brandishing a brand/torch/flare or are wearing a wolfskin/bearskin coat.



* TheDreaded: Just like in the Challenge Mode, the relentless Old Bear can be found in Episode 2. He's Jeremiah's nemesis, not Will's, but he'll go after Will in a pinch; after all it ''is'' a maneater.

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* TheDreaded: TheDreaded:
**
Just like in the Challenge Mode, the relentless Old Bear can be found in Episode 2. He's Jeremiah's nemesis, not Will's, but he'll go after Will in a pinch; after all it ''is'' a maneater.



* SerialKiller: [[spoiler:Molly has been murdering all of the escaped convicts scattered around the Pleasant Valley, [[DoesNotLikeMen apparently because they are men]].]]

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* SerialKiller: SerialKiller:
**
[[spoiler:Molly has been murdering all of the escaped convicts scattered around the Pleasant Valley, [[DoesNotLikeMen apparently because they are men]].]]
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Up To Eleven is a defunct trope


** Timberwolves take this UpToEleven. Not only are they far more aggressive than regular wolves, but attack in packs and are not deterred by regular flares.

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** Timberwolves take this UpToEleven.up to eleven. Not only are they far more aggressive than regular wolves, but attack in packs and are not deterred by regular flares.
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* HangingOurClothesToDry: PlayedForDrama - the player's clothing will get wet from being out when it's snowing, and then proceed to freeze on a cold enough day. This will ruin the clothing's warmth benefit (and increase its weight) to progressively cause hypothermia and then frostbite to the player, so when clothing gets wet, it should be taken somewhere dry or hot to warm it up. Taking clothing off and leaving them somewhere dry/hot is faster than keeping them on, so clothing should be removed and placed by a fire if you wish to be quick...plus there's not going to be any other people around to make stripping down embarrassing anyway.
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* GenreShift: While ''The Long Dark'' is an arctic wilderness survival game where the threats and dangers are mundane (and usually from the environment), ''Escape the Darkwalker'' is a pure SurvivalHorror experience that takes cues from the works of Creator/HPLovecraft.


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* OurGhostsAreDifferent: The Darkwalker from the horror-themed ''Escape the Darkwalker'' challenge is an invisible, intangible and indestructible entity that stalks the player across all regions, and will kill them if it catches them. [[EvilDetectingDog All wildlife flee from the Darkwalker's presence]], and it spreads a toxic fog through every zone that forces the player to move on. Painting glyphs in green paint can temporarily lure or ward the creature away, and it can only be defeated by painting a glyph in a prepared banishing circle (unlocked after finding all ten pages of an ApocalypticLog scattered across the world). The Darkwalker becomes visible if it catches the player, and it resembles a vaguely humanoid mass of black smoke and green light, with three wolf skulls forming a "head". It's very much a ShoutOut to several monsters from the works of Creator/HPLovecraft - which also feature esoteric journal writings, incomprehensible and malevolent monsters, and magical glyphs.
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* CriticalExistenceFailure: Averted -- if the player's Condition is low, then the player character's ability to function will be affected.

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* CriticalExistenceFailure: Averted -- if the player's Condition equivalent of HP in this game is low, then the player character's ability Condition, and is damaged over time by coldness, exhaustion, starvation, dehydration and bleeding from untreated wounds. These stack additively, in case you are unfortunate enough to function be all five at once, you won't last long. The character will be affected. begin to wince and moan about pain, cold and hunger and slow to a crawl, [[ControllableHelplessness powerless to do anything]] until they [[GameOver fade into]] [[TitleDrop the Long Dark]]. Your character has a natural HealingFactor that comes into play when they are not under duress - if you are badly hurt, getting a door between you and the howling wind, a nice fire, some food and perhaps some herbal tea before a good night's sleep will all do you a world of good.
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* DrivenToSuicide: Implied; sometimes, a corpse will have a bottle of painkillers next to it. And of course, if things have gone badly, badly wrong, the player can always decide to put a stop to their character's suffering[[note]]and their own frustration[[/note]] by jumping off a cliff or marching towards a wolf and not fighting back...

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* DrivenToSuicide: Implied; sometimes, a corpse will have a bottle of painkillers next to it. And of course, if things have gone badly, badly wrong, the player can always decide to put a stop an end to their character's suffering[[note]]and suffering and their own frustration[[/note]] frustration by jumping off a cliff or marching towards a wolf and not fighting back...back.



* EndlessGame: Sandbox mode doesn't end, unless you die. There are achievements for surviving for certain lengths of time. That said, it's only theoretically endless, as resources don't respawn and force you to rely on RNG going your way once you hit around the 500 days mark.

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* EndlessGame: Sandbox mode doesn't end, unless you die. There are achievements for surviving for certain lengths of time. That said, it's only theoretically endless, as resources are finite and don't respawn respawn, and force it forces you to rely on RNG going your way once if you hit survive to around the 500 days mark.
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* BreakableWeapons: Tools like the hunting knife, hatchet, and hunting rifle will wear down as they are used[[note]]originally it was worse, as the rifle would break after 20 shots, but since then weapon degrade rate has been decreased to more believable levels[[/note]]. You can repair them, but this uses up finite resources such as scrap metal or whetstones.

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* BreakableWeapons: Tools like the hunting knife, hatchet, and hunting rifle will wear down as they are used[[note]]originally used. Originally it was worse, as the rifle would break after 20 shots, but since then weapon the degrade rate has been decreased to more believable levels[[/note]]. realistic levels. You can repair them, weapons, but this uses up finite resources such as scrap metal or whetstones.
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* LeapOfFaith: [[spoiler:When Mackenzie & Jace are cornered by an angry Mathis in the power plant (in Episode 4), Mackenzie ends up throwing himself and Jace off of the platform they're on into one of the streams flowing underneath, in order to escape.]]

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* LeapOfFaith: [[spoiler:When Mackenzie & Jace are cornered by an angry Mathis in the power plant (in Episode 4), Mackenzie ends up throwing himself and Jace off of the platform they're on into one of the streams flowing underneath, in order to escape.]] They manage to get out of the water from some distance from the prison (still in eyeshot of it), but Jace is clearly suffering symptoms of hypothermia.]] Also, you'll even get an achievement [[LampshadeHanging named this]] at this part!



* TheReveal: [[spoiler:The closing cutscene of Episode 4 shows that Astrid bundled up in a canoe to make it to Perseverance Mills and the hardcase Will's been struggling for contains a cure to some sort of infectious disease that has caused a quarantine in Perseverance Mills.]]

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* TheReveal: [[spoiler:The closing cutscene of Episode 4 shows that Astrid bundled up in a canoe and took it in the water to make it to Perseverance Mills Mills, and the hardcase Will's been struggling for contains a cure to some sort of infectious disease that has caused a quarantine in Perseverance Mills.]]
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* TheReveal: [[spoiler:The closing cutscene of Episode 4 shows that Astrid bundled up in a canoe to make it to Perseverance Mills and the hardcase Will's been struggling for contains a cure to some sort of infectious disease that has caused a quarantine in Perseverance Mills.]]
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Added "The Food Poisoning Incident" to "General Game Tropes" Folder

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* TheFoodPoisoningIncident: Eating low-condition items and raw meat can give the player character the "Food Poisoning" affliction. The affliction steadily reduces condition and fatigue if not treated, but will go away on its own after a full in-game day.
--> "Something you ate has made you very sick. You will weaken until you treat it, it passes, or you die."
---> In-game description
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Added to 'The Dreaded'; added 'Leap of Faith'; added 'Sealed Evil in a Can'. All are related to episode 4.

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** [[spoiler:Introduced offscreen in Episode 4 is Donner, the son of Mathis, who is described as a 'psychopath' who would make life a living hell for anyone he'd come across. He's locked up in solitary confinement, and Mathis wants to find a way to release him by any means necessary. Your two associates in the episodes speak of how bad it would be if he were to get out.]]


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* LeapOfFaith: [[spoiler:When Mackenzie & Jace are cornered by an angry Mathis in the power plant (in Episode 4), Mackenzie ends up throwing himself and Jace off of the platform they're on into one of the streams flowing underneath, in order to escape.]]


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* SealedEvilInACan: [[spoiler:Donner, the son of Mathis, who is somehow even worse than Mathis already is, is trapped within solitary confinement in Blackrock Prison.]]


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** It's strongly implied that [[spoiler:Donner]], in Episode 4, was one [[spoiler:before he was locked up and trapped in Blackrock Prison's solitary confinement.]]
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* SkillScoresAndPerks: Performing actions like lighting fires and mending will increase experience in and level up their respective skills up to level five, conferring perks and bonuses with each level but do not carry over multiple characters. Feats, unlocked over multiple save games for things like reading a lot of books or sprinting several kilometers, confer small passive bonuses which are equipped at the beginning of each new game, like raising your "feels like" temperature by two degrees or losing less speed when walking into the wind.

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Moved to general gameplay, alphabetized


* RobbingTheDead: There are quite a few dead bodies that the player can loot and use for a small bit of storage.
* SavageWolves: This is either played straight, averted, or possibly defied depending on the difficulty setting:
** In general, the wolves will chase the player down if they see them. You can try to outrun them by consistently breaking line of sight, but you would need to do that fast.
** The wolves also seem to have lost their pack behavior from the disaster, but a lone wolf is still a wolf.
** In the Stalker difficulty setting, the wolves will hunt you down, and most of the time you wouldn't see them coming until they are in your face.
** The player can use flares and brandish torches to scare the wolves away, though they sometimes come back for a second round. Campfires will also ward the wolves off; though you'd better make sure they don't go out at the wrong moment...
** If the player is well equipped, they could just walk confidently towards a wolf, looking for a fight; it will still try to maul you of course, but the player could deal enough damage to send the wolf fleeing, possibly without being costly hurt themselves.
** On the Pilgrim setting, wolves will just run away from you when you get too close.
** Keeping this trope in place is possibly the reason for the omission of (despite being able to fashion an improvised knife, a bow or even a bearskin coat) making and using [[BladeOnAStick a spear]] which would probably allow players to keep wolves at bay a lot easier with a remotely realistic implementation.
** Timberwolves take this UpToEleven. Not only are they far more aggressive than regular wolves, but attack in packs and are not deterred by regular flares.



* UnexpectedlyRealisticGameplay: Frequently:
** Fighting a wolf in hand-to-hand combat without a weapon will almost always result in extreme injury, if not outright death, for the player character. It's impossible to fight back at all against a bear that has you pinned down.
** Falling from a great height will likely cause a sprained ankle at best, death at worst.
** Eating uncooked meat will likely get you food poisoning, and drinking non-potable water will result in dysentery.
** Leaving injuries untreated can cause an infection, which in turn may result in death.
** The cold is a constant threat and can kill extremely quickly. Hypothermia cannot be cured instantly, either -- it requires several hours of rest and keeping your body temperature above a certain level.
** Using a lantern won't light up a whole room or large area. At best, it will light a few feet in front of you.
** Stepping in fire will result in a burn that slightly cripples your character without treatment.



* UnexpectedlyRealisticGameplay: Frequently:
** Fighting a wolf in hand-to-hand combat without a weapon will almost always result in extreme injury, if not outright death, for the player character. It's impossible to fight back at all against a bear that has you pinned down.
** Falling from a great height will likely cause a sprained ankle at best, death at worst.
** Eating uncooked meat will likely get you food poisoning, and drinking non-potable water will result in dysentery.
** Leaving injuries untreated can cause an infection, which in turn may result in death.
** The cold is a constant threat and can kill extremely quickly. Hypothermia cannot be cured instantly, either -- it requires several hours of rest and keeping your body temperature above a certain level.
** Using a lantern won't light up a whole room or large area. At best, it will light a few feet in front of you.
** Stepping in fire will result in a burn that slightly cripples your character without treatment.
* RobbingTheDead: There are quite a few dead bodies that the player can loot and use for a small bit of storage.
* SavageWolves: This is either played straight, averted, or possibly defied depending on the difficulty setting:
** In general, the wolves will chase the player down if they see them. You can try to outrun them by consistently breaking line of sight, but you would need to do that fast.
** The wolves also seem to have lost their pack behavior from the disaster, but a lone wolf is still a wolf.
** In the Stalker difficulty setting, the wolves will hunt you down, and most of the time you wouldn't see them coming until they are in your face.
** The player can use flares and brandish torches to scare the wolves away, though they sometimes come back for a second round. Campfires will also ward the wolves off; though you'd better make sure they don't go out at the wrong moment...
** If the player is well equipped, they could just walk confidently towards a wolf, looking for a fight; it will still try to maul you of course, but the player could deal enough damage to send the wolf fleeing, possibly without being costly hurt themselves.
** On the Pilgrim setting, wolves will just run away from you when you get too close.
** Keeping this trope in place is possibly the reason for the omission of (despite being able to fashion an improvised knife, a bow or even a bearskin coat) making and using [[BladeOnAStick a spear]] which would probably allow players to keep wolves at bay a lot easier with a remotely realistic implementation.
** Timberwolves take this UpToEleven. Not only are they far more aggressive than regular wolves, but attack in packs and are not deterred by regular flares.

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* RealityEnsues: Frequently:
** Fighting a wolf in hand-to-hand combat without a weapon will almost always result in extreme injury, if not outright death, for the player character. It's impossible to fight back at all against a bear that has you pinned down.
** Falling from a great height will likely cause a sprained ankle at best, death at worst.
** Eating uncooked meat will likely get you food poisoning, and drinking non-potable water will result in dysentery.
** Leaving injuries untreated can cause an infection, which in turn may result in death.
** The cold is a constant threat and can kill extremely quickly. Hypothermia cannot be cured instantly, either -- it requires several hours of rest and keeping your body temperature above a certain level.
** Using a lantern won't light up a whole room or large area. At best, it will light a few feet in front of you.
** Stepping in fire will result in a burn that slightly cripples your character without treatment.
* RobbingTheDead: There are quite a few dead bodies that the player can loot and use for a small bit of storage.
* SavageWolves: This is either played straight, averted, or possibly defied depending on the difficulty setting:
** In general, the wolves will chase the player down if they see them. You can try to outrun them by consistently breaking line of sight, but you would need to do that fast.
** The wolves also seem to have lost their pack behavior from the disaster, but a lone wolf is still a wolf.
** In the Stalker difficulty setting, the wolves will hunt you down, and most of the time you wouldn't see them coming until they are in your face.
** The player can use flares and brandish torches to scare the wolves away, though they sometimes come back for a second round. Campfires will also ward the wolves off; though you'd better make sure they don't go out at the wrong moment...
** If the player is well equipped, they could just walk confidently towards a wolf, looking for a fight; it will still try to maul you of course, but the player could deal enough damage to send the wolf fleeing, possibly without being costly hurt themselves.
** On the Pilgrim setting, wolves will just run away from you when you get too close.
** Keeping this trope in place is possibly the reason for the omission of (despite being able to fashion an improvised knife, a bow or even a bearskin coat) making and using [[BladeOnAStick a spear]] which would probably allow players to keep wolves at bay a lot easier with a remotely realistic implementation.
** Timberwolves take this UpToEleven. Not only are they far more aggressive than regular wolves, but attack in packs and are not deterred by regular flares.


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* UnexpectedlyRealisticGameplay: Frequently:
** Fighting a wolf in hand-to-hand combat without a weapon will almost always result in extreme injury, if not outright death, for the player character. It's impossible to fight back at all against a bear that has you pinned down.
** Falling from a great height will likely cause a sprained ankle at best, death at worst.
** Eating uncooked meat will likely get you food poisoning, and drinking non-potable water will result in dysentery.
** Leaving injuries untreated can cause an infection, which in turn may result in death.
** The cold is a constant threat and can kill extremely quickly. Hypothermia cannot be cured instantly, either -- it requires several hours of rest and keeping your body temperature above a certain level.
** Using a lantern won't light up a whole room or large area. At best, it will light a few feet in front of you.
** Stepping in fire will result in a burn that slightly cripples your character without treatment.
* RobbingTheDead: There are quite a few dead bodies that the player can loot and use for a small bit of storage.
* SavageWolves: This is either played straight, averted, or possibly defied depending on the difficulty setting:
** In general, the wolves will chase the player down if they see them. You can try to outrun them by consistently breaking line of sight, but you would need to do that fast.
** The wolves also seem to have lost their pack behavior from the disaster, but a lone wolf is still a wolf.
** In the Stalker difficulty setting, the wolves will hunt you down, and most of the time you wouldn't see them coming until they are in your face.
** The player can use flares and brandish torches to scare the wolves away, though they sometimes come back for a second round. Campfires will also ward the wolves off; though you'd better make sure they don't go out at the wrong moment...
** If the player is well equipped, they could just walk confidently towards a wolf, looking for a fight; it will still try to maul you of course, but the player could deal enough damage to send the wolf fleeing, possibly without being costly hurt themselves.
** On the Pilgrim setting, wolves will just run away from you when you get too close.
** Keeping this trope in place is possibly the reason for the omission of (despite being able to fashion an improvised knife, a bow or even a bearskin coat) making and using [[BladeOnAStick a spear]] which would probably allow players to keep wolves at bay a lot easier with a remotely realistic implementation.
** Timberwolves take this UpToEleven. Not only are they far more aggressive than regular wolves, but attack in packs and are not deterred by regular flares.

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Direct link


* FinalDeath: Similarly to Roguelike games, once the character dies, that's it. The save file may no longer be accessed.


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* {{Permadeath}}: Once the character dies, that's it. The save file may no longer be accessed.
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* RobbingTheDead: There are quite a few dead bodies that the player can loot and use for a small bit of storage.
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* ShoutOut: The item "Stacy's grape soda" is named after LetsPlay/StacyPlays.

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Added "One Time Dungeon" and "Plot Tunnel" to Story Campaign Folder, Edited Spelling


** Methuselah. Is he some supernatural entity, a figment of Mackenzie's addled imagination, or just a strange {{Cloudcuckoolander}} with strange insights into things? It's never explained how he knew [[spoiler:of the fate of Hoggs, the murderous convict and he refuses to answer Mackenzie when confronted about it.]]

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** Methuselah. Is he some supernatural entity, a figment of Mackenzie's addled imagination, or just a strange {{Cloudcuckoolander}} with strange insights into things? It's never explained how he knew [[spoiler:of the fate of Hoggs, Hobbs, the murderous convict and he refuses to answer Mackenzie when confronted about it.]]


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* OneTimeDungeon: [[spoiler: The Old Bear's cave in Chapter 2 -- it can only be explored after Will is knocked out and dragged there by the bear, and for all intents and purposes it disappears once he kills the bear and triggers the post-bear-fight-escape cutscene. If players scrimp on exploring the cave during their playthrough, they might miss the “Torn Paper” note hidden on a frozen corpse.]]
* PlotTunnel: In Chapter 2 when Will is [[spoiler: attacked an knocked out by the Old Bear, he winds up dragged into [[OneTimeDungeon the bear's cave]]. He is unable to escape the cave, and players are unable to explore the world map or access most of the items in their inventory until they recover the bear spear from the middle of the cave and kill the bear. Even then, the "escape" from the cave is a cutscene that teleports Will back to Jeremiah's cabin]].
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* DogFoodDiet: Dog food is one of the available food items you can find. Chocolate bars are more common and more weight efficient though, and in the long term you'll have to rely on food you hunt or fish anyway.

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* DogFoodDiet: Dog food is one of the available food items you can find. Chocolate bars are more common and more weight efficient though, and in the long term you'll have to rely on It notably has a higher chance of giving you food you hunt or fish anyway.poisoning than other processed foods.

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** Warmth is simplified as below 0°C means you're getting too cold, while above it means you'll be heating up - despite how having an actual person's body temperature falling below 35°C means hypothermia will start setting in. As well, you never have to worry about getting too warm and having to bother to take off clothing, and any "indoor" area with a loading screen will always have a constant temperature despite how you can never get if the heating's running in a place (not to mention the necessity of it is why indoor heating exists).

to:

** Warmth is simplified as below 0°C means you're getting too cold, while above it means you'll be heating up - despite how having an actual person's body temperature falling below 35°C means hypothermia will start setting in. As well, you never have to worry about getting too warm and having to bother to take off clothing, and any "indoor" area with a loading screen will always have a constant temperature despite how you can never get if regardless of outside temperature and the heating's running in a place lack of interior heating (not to mention the necessity of it is why indoor heating exists).



** You can't make a [[BladeOnAStick spear]] to deter predators, forcing you to expend some resource to avoid a confrontation (flares and torches, time and energy) or win a fight (bullets, health, weapon and clothing condition).

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** You can't make a [[BladeOnAStick spear]] or even wave your arms and shout (the recommended way in real life) to deter predators, forcing you to expend some precious resource to avoid a confrontation (flares and torches, time and energy) or win a fight (bullets, health, weapon and clothing condition).



* CrateExpectations: There are small crates in most houses that can be broken apart to get one piece of reclaimed wood. They sometimes hide small items such as cans of soda or chocolate bars.

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* CrateExpectations: There are small crates in most houses that can be broken apart to get one piece of reclaimed wood. They sometimes hide contain small items such as cans of soda or chocolate bars.bars. Larger crates offer more wood and may have more precious items inside.
** The cargo containers in Timberwolf Mountain contain large amounts of loot, but require a hacksaw to access.



* EverythingFades: Once interacted with, carcasses despawn without a trace after a few days. Ruined items kept in containers also despawn.

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* EverythingFades: Once interacted with, carcasses despawn without a trace after a few days. Ruined items food and medicine kept in containers also despawn.

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** Warmth is simplified as below 0°C means you're getting too cold, while above it means you'll be heating up - despite how having an actual person's body temperature falling below 35°C means hypothermia will start setting in. As well, you never have to worry about getting too warm and having to bother to take off clothing, and any "indoor" area will always warm you up despite how you can never get if the heating's running in a place (not to mention the necessity of it is why indoor heating exists).

to:

** Warmth is simplified as below 0°C means you're getting too cold, while above it means you'll be heating up - despite how having an actual person's body temperature falling below 35°C means hypothermia will start setting in. As well, you never have to worry about getting too warm and having to bother to take off clothing, and any "indoor" area with a loading screen will always warm you up have a constant temperature despite how you can never get if the heating's running in a place (not to mention the necessity of it is why indoor heating exists).


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* SupremeChef: Gaining more experience with cooking allows you to gain more calories from cooked meals, smash open cans without losing anything inside, cook faster and have more time before the food burns, and even eat ruined cooked food without getting food poisoning!

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* AcceptableBreaksFromReality: Warmth is simplified as below 0°C means you're getting too cold, while above it means you'll be heating up - despite how having an actual person's body temperature falling below 35°C means hypothermia will start setting in. As well, you never have to worry about getting too warm and having to bother to take off clothing, and any "indoor" area will always warm you up despite how you can never get if the heating's running in a place (not to mention the necessity of it is why indoor heating exists).

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* AcceptableBreaksFromReality: There are several concessions to what someone would actually do in a survival situation for the sake of gameplay.
**
Warmth is simplified as below 0°C means you're getting too cold, while above it means you'll be heating up - despite how having an actual person's body temperature falling below 35°C means hypothermia will start setting in. As well, you never have to worry about getting too warm and having to bother to take off clothing, and any "indoor" area will always warm you up despite how you can never get if the heating's running in a place (not to mention the necessity of it is why indoor heating exists).



** You can just leave food out. Actually, outright leaving it outside will have the lowest rate of condition reduction. Have no worries about some creature messing with it or the ickiness of snow pouring on your rabbit meat for days, what you're doing is literally the best thing you can be doing!

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** You can just leave food out. Actually, outright leaving it outside will have the lowest rate of condition reduction. reduction and it won't despawn when ruined, unlike in a container. Have no worries about some creature messing with it or the ickiness of snow pouring on your rabbit meat for days, what you're doing is literally the best thing you can be doing!doing!
** Given how much of a GameBreaker it would be to have an infinite water source, you can't gather non-potable water from ice-fishing holes or waterfalls, requiring you to expend firewood and time to melt snow.
** You can't make a [[BladeOnAStick spear]] to deter predators, forcing you to expend some resource to avoid a confrontation (flares and torches, time and energy) or win a fight (bullets, health, weapon and clothing condition).



* AWizardDidIt: In reality, wolves are not as hostile as they are in the game, but their antagonism [[RuleOfFun makes the game more interesting]]. The loading screen notes this, and blames their behavior on the geomagnetic disaster.



* EverythingFades: Once interacted with, carcasses despawn without a trace after a few days. Ruined items kept in containers also despawn.



* FlareGun: A rare weapon found only at the top of Timberwolf Mountain or sometimes in The Ravine and the Carter Hydro Dam. Ammunition is very rare, but its the only way to scare away a charging bear.

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* FlareGun: A rare weapon found only at the top of Timberwolf Mountain or sometimes in The Ravine and the Carter Hydro Dam.Dam and the ruined lighthouse in Bleak Inlet. Ammunition is very rare, but its the only way to scare away a charging bear.
* FullFrontalAssault: While injuries can be treated easily, clothing damage is a serious concern given the time and resources needed to repair them, as well as their necessity to keeping yourself warm. If a fight with a predator is unavoidable or even desired, it's a choice between the clothing's protection stat to reduce condition loss or stripping down to avoid damaging clothing entirely.



* IdiosyncraticDifficultyLevels: The sandbox mode has four available difficulty settings, the easiest being 'Pilgrim' (more resources, wolves are scared of the player), the regular one is called 'Voyager' and hard is 'Stalker' (much more and also more aggressive wolves, resources are more scarce). The [[HarderThanHard hardest difficulty]] is 'Interloper' (No rifle spawns, less starting supplies, no knife/hatchet spawns, extremely small amount of loot, extremely aggressive wolves). There is also Custom mode where the player can adjust difficulty parameters to their liking, though these game will not record progress towards Feats.

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* IdiosyncraticDifficultyLevels: The sandbox mode has four available difficulty settings, the easiest being 'Pilgrim' (more resources, wolves are scared of the player), the regular one is called 'Voyager' and hard is 'Stalker' (much more and also more aggressive wolves, resources are more scarce). The [[HarderThanHard hardest difficulty]] is 'Interloper' (No rifle spawns, less starting supplies, no knife/hatchet spawns, extremely small amount of loot, extremely aggressive wolves). There is also Custom mode where the player can adjust difficulty parameters to their liking, though these game games will not record progress towards Feats.



* NonIndicativeName: Timberwolf Mountain does not contain any timberwolves. They are only present in Bleak Inlet and in the story, Pleasant Valley.



** Timberwolves take this UpToEleven. Not only are they far more aggressive than regular wolves, but attack in packs and are not deterred by regular flares.



* AWizardDidIt: In reality, wolves are not as hostile as they are in the game, but their antagonism [[RuleOfFun makes the game more interesting]]. The loading screen notes this, and blames their behavior on the geomagnetic disaster.



* LateToTheParty: Will starts the game trapped in a ravine and is stuck there for several days while he recovers from his injuries. By the time he gets out, the "quiet apocalypse" caused by the worldwide power outage has had some time to get rolling. In fact, there are clues that the region was already in bad straits due to economic stagnation and other factors, even before the geomagnetic pulse, which is why the area is so abandoned and run down even though it's been less than a week since the end of the world.


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* SleptThroughTheApocalypse: Will starts the game trapped in a ravine and is stuck there for several days while he recovers from his injuries. By the time he gets out, the "quiet apocalypse" caused by the worldwide power outage has had some time to get rolling. In fact, there are clues that the region was already in bad straits due to economic stagnation and other factors, even before the geomagnetic pulse, which is why the area is so abandoned and run down even though it's been less than a week since the end of the world.
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[[caption-width-right:350:''How far will you go to survive?'']]

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[[caption-width-right:350:''How far will you go to survive?'']]
face this quiet apocalypse?'']]
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About to add some stuff about the visual poem


%%[[caption-width-right:350:Caption]]

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%%[[caption-width-right:350:Caption]]
[[caption-width-right:350:''How far will you go to survive?'']]
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* TrashcanBonfire: Fire barrels are a fairly common fireplace. You will have to start them yourself.

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* AbandonedMine: Coal mines are present in Coastal Highway and Desolation Point, connecting the two regions as well as Pleasant Valley. They were abandoned after earthquakes made them unstable and many have suffered cave-ins that make navigation tricky in the dark. They are a valuable source of coal for forging and in Coastal Highway, one mine contains an elevator, powered during the aurora, to a section filled with high level loot. Try not to get trapped in there when the aurora ends.



* IdiosyncraticDifficultyLevels: The sandbox mode has four available difficulty settings, the easiest being 'Pilgrim' (more resources, wolves are scared of the player), the regular one is called 'Voyager' and hard is 'Stalker' (much more and also more aggressive wolves, resources are more scarce). The [[HarderThanHard hardest difficulty]] is 'Interloper' (No rifle spawns, less starting supplies, no knife/hatchet spawns, extremely small amount of loot, extremely aggressive wolves).

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* IdiosyncraticDifficultyLevels: The sandbox mode has four available difficulty settings, the easiest being 'Pilgrim' (more resources, wolves are scared of the player), the regular one is called 'Voyager' and hard is 'Stalker' (much more and also more aggressive wolves, resources are more scarce). The [[HarderThanHard hardest difficulty]] is 'Interloper' (No rifle spawns, less starting supplies, no knife/hatchet spawns, extremely small amount of loot, extremely aggressive wolves). There is also Custom mode where the player can adjust difficulty parameters to their liking, though these game will not record progress towards Feats.



* InventoryManagementPuzzle: You can carry up to 30 kg without slowing down. If you get tired, this amount decreases, but can be increased by going 3 days without starving, or by creating a Moose Hide Satchel (both of those gives 5 kg each). However, it is generally a good idea to travel light as you burn more calories if you carry more even if it is below the limit. On the other hand, if you leave something behind you have to come back for it once you need it, so it's another one of the tradeoffs you have to consider in this game.

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* InventoryManagementPuzzle: You can carry up to 30 kg without slowing down. If you get tired, this amount decreases, but can be increased by going 3 days without starving, or by creating a Moose Hide Satchel (both Satchel, or finding the Technical Backpack in Ash Canyon (all of those gives 5 kg each). However, it is generally a good idea to travel light as you burn more calories if you carry more even if it is below the limit. On the other hand, if you leave something behind you have to come back for it once you need it, so it's another one of the tradeoffs you have to consider in this game.



* MaximumHPReduction: Having exposed skin or wearing frozen clothes while outside leads to a risk of contracting frostbite, which permenantly reduces your character's maximum condition by 10% each time.

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* MaximumHPReduction: Having exposed skin or wearing frozen clothes while outside leads to a risk of contracting frostbite, which permenantly reduces your character's maximum condition Condition by 10% each time.

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* LevelMapDisplay: There's an optional[[note]]the player has to "draw" it with charcoal[[/note]] in-game map of the area you're in. It keeps track of the points of interest you have already visited, but it doesn't show your current position so you'll have to rely on landmarks to orient yourself. The game also doesn't provide a compass, but considering that there's a geomagnetical disaster going on, [[JustifiedTrope it wouldn't do too much good anyway]].

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* LevelMapDisplay: There's an optional[[note]]the player has to "draw" it with charcoal[[/note]] in-game map of the area you're in. It keeps track of the points of interest you have already visited, but it doesn't show your current position so you'll have to rely on landmarks to orient yourself. The game also doesn't provide a compass, but considering that there's a geomagnetical geomagnetic disaster going on, [[JustifiedTrope it wouldn't do too much good anyway]].


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* MaximumHPReduction: Having exposed skin or wearing frozen clothes while outside leads to a risk of contracting frostbite, which permenantly reduces your character's maximum condition by 10% each time.
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* BiggerOnTheInside: Interiors are generally more spacious than buildings' exterior dimensions would suggest.

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