With the world in complete disarray and wars raging endlessly between countries the governments of each land came together as one and thought big. It was this big thinking that gave birth to 'The Radiant Island of Paradise' (RIP for short), with the idea of this horrific, torturous place in their minds the governments set about destroying the rebels. After a short but significant blood bath the rebellion was over and the governments regained complete control of the masses, but control was not enough, they needed something bigger, they needed to send a message, therefore this worldwide phenomena began. The government began taking people from their homes, workplaces or just from the streets, their intentions at first were unclear, they were silent about their intentions and kept their antics private allowing the families of the taken (tributes) to believe it was a regular kidnapping, the space they left between each made this story believable. This continued for one year and then the once deceased television network of the lands sparked into life, everywhere in the world the televisions were switching on simultaneously, and with only one channel available everyone on the planet were forced to watch as the tributes were dropped onto an island and left in the public eye to work out what their purpose was, afraid, stranded and unaware of the prying eyes the victims began to search. Eventually the islands secrets were revealed, with the emergence of film and television as a major force just before the rebellion started the government were using this beloved art form against the world. As the time passed everything became clear. The Island is now operating in it's 20th year, and it has never been more deadly.
The island is split into 'zones'. Each of these zones is filled with beings/ creatures from well known series', be it film, television, book or just common knowledge. The respective zones are all built with one purpose, to inflict pain and ultimately death upon the people dropped onto the island. Each zone is separated from the next by a huge invisible forcefield which emits an electrical charge when touched, the charge is capable of leaving the victim unconscious for up to two hours.
Anyone dropped into the arena begins in zone one with a basic survival kit consisting of rope, a basic first aid kit (bandages, freeze spray etc.), thin string, an empty flask a small mostly blunt knife and a small green key; the key to the forcefields. When used the key creates a small opening in the contacted part of the forcefield the size of an average doorway (the opening can be seen as it emits a bright blue glow when opened), this allows the tribute(s) to pass through into the neighbouring zone, once opened the pass stays open for 5 minutes and after use the key is deactivated for 48 hours.
The zones are as follows:
1. The Beginning of the Journey.
After being dropped onto the island the 'tributes' will find themselves on this vast desert ranging further than the eye can see in every direction, with no known water source many die of dehydration before they even enter the thick of what the island has to offer. Think Sahara desert, you're dropped in the very centre.
After escaping the vast desert area the fun truly begins:
2. The 'Lord of the Rings' Zone.
This zone is one of the larger zones on the island and consists of varying terrain, there are mines underground which stretch across the whole of the zone, these mines are concrete for the most part and hold very little light throughout although the walls are lined with torches that are usually kept alight for viewing purposes. Many large doorways and staircases provide cover from enemies in the mines although it is unknown what dangers lurk in the deepest depths of the mines.
A large Volcano provides the centre point for this zone and the mines and known to lead straight underneath it and out in all directions although no tribute has ever made it through the mines to see what darkness lurks under the volcano. The only known water source is a huge frozen river which flows through the mountains.
Mostly forested areas provide the outline of the volcano and most of the zone, there are three notable places however, a huge castle overlooks the zone from one side and there are two smaller castles where the zone connects to it's neighbour zone. All three settlements hold stables and blacksmiths as would be expected, should the tributes reach these areas their findings could be of great use. It is unknown whether these castles are occupied. A long strip of snowy mountainous terrain stretches across the middle of the zone again with the volcano as the centre point.
The creatures known to inhabit this zone are as follows:
Orcs are creatures that are found in the dark, usually in forests they have encampments and small strongholds, they move around in the dark a lot and hunt at night, if you are seen by an orc they will attack you immediately and eat you with no hesitation, maybe some left overs for later. They usually carry a curved blade, a spear and bows, they don;t have very good aim with bow and blades are usually blunt.
Orcs aren't that strong a strong enough thwack around the back of the head should knock one out easily. The numbers of Orc on the island is too large to be counted.
Uruk-Hai aren't shy of the dark like orcs are and will hunt at both light and dark and can be found absolutely anywhere, they are extremely strong foes especially in groups so don't take them lightly or on your own.
Uruk-Hai have camps and strongholds, maybe in their main zone they will probably have forts. Uruk-Hai are powerful footmen and it will take more than a thwack to knock these bastards outs, maybe a couple of hacks? These brutes are cleverer than orcs.
Uruks carry Uruk Shields, Uruk Scimitar's or crossbows
-May Capture you if your lucky, most will **** you up- Outnumbered by Orcs at a 1:20 ratio.
Berserker uruk-hai will be found in strongholds and if very unfortunate camps and hunting parties, these vile brutes will rips through and unskilled human it comes face to face with. -attack on sight or won't if ordered not too-
Berzerkers Carry a Spider Axe, or their fists
Outnumbered by Uruk-Hai at a 1:5 ratio
Goblins are creatures usually found in caves. They prefer the dark and are usually in groups. these creatures are small and weak so travel more in groups than anything to make up strength in number, and are quite dimwitted.
They carry bows, very inaccurate and blades or maces. and sometimes shields
-attack on sight-
Much like the orcs, the goblins on the island are countless.
Note : All have there own language, though only orcs and Uruk Hai can speak english
Trolls are usually found in the wild and are quite rare, trolls are also tamed by orcs and goblins, so maybe found with big groups of any of them two races.
Trolls are very dimwitted and quite slow but if you get hit by there club they use, say goodbye.
Trolls will only attack you if feel threatened or you pass into their territory. They will also attacked if ordered (only tamed ones)
Smaller than trolls, but not much, these trolls aren't as dimwitted and are faster than usual, they aren't wild and are found in uruk-hai strongholds and forts, sometimes found in hunting parties.
These things will carry on fighting with no legs and can pack a punch, they normally carry big swords or spears.
They will attack on sight, unless ordered not to
It is unknown how many trolls roam the island.
Don't bother, just run, see it, just go, don't even try, if it sees you, pray, pray to your god.
This foul creature comes from the shadows and flame, and with usually be near a volcano, if their is one. There is only one, if you want to confront it, find a friendly frost dragon, not even that would stand much chance, the balrog will only attack you if you go near it's home.
It can creates a sword from fire and a whip from fire too.
Good luck and have a nice day
Wargs are mainly wild creatures and usually travel in packs, they will attack on sight and eat you for dinner, they are fast and vicious, so think before you take them head on, it doesn't usually take much to kill once but definitaly go for the killing blow when in conflict with one.
They can be tamed and orcs will be seen riding them, if you are unlucky enough, you may stumble on a Orc, Warg Band. Ouch.
Wild Wargs are found usually around rock formations in great plains
Warg Packs are common in this zone and have been noted in several different areas.
Giant Eagles are quite rare to find, they can be found scouting in the air, they live in mountains and are nice, peaceful creatures that can speak english. They are friendly and will help humans, though will attack anyone who threatens and attacks at them.
They are strong creatures and are able to take down packs of orcs on their own, even Uruk-Hai, but they are not even that stupid to take them on lightly.
Eagles usually use their talons and swoop down to take out enemys
These foul beasts are like dragons, though they are a little smaller and usually mess around with the eagles, since dragons will take them out nicely, they are always ridden by Nazgul and there aren't any wild Fell Beast, they were bread to serve, they will use their claws to kill their foes and even there long monstrous looking head to eat their victims.
They also have a deafening and painful scream which doesn't effect Orcs, Uruks or Trolls and it will make their enemies ears hurt tremendously.
There have been three known sightings of Fellbeast in this zone, it is unknown whether these were different beast though.
These demented (once) men are faceless and bloodthirsty foes, they will hunt down any human that catches their scent or any other enemy. They are unkillable and can only be goaded off with fire, setting them on fire will make them flee and they cannot swim in water, though somehow escape.
They carry a sword and Morgul Blade, which is poisoned and if stabbed with it, you will surely die.
you can tell when they have found you because they screech and it rips through the air.
Often seen travelling on pitch black horses these men are known to wander the woods looking for wanderers to kill, there are seven known to exist.
These peaceful creatures are carers of the forest and will be found their. They are strong but only use their strength when needed to, if they feel threatened or are attacked, they are big and friendly to humans, they won't help unless they feel the forest is also in danger by your current enemies actions.
They use as weapons their monstrous strength and any big heavy things they can throw at enemies
In the forests of the zone it is unknown how many Ent are present.
3. The 'Hunger Games' zone
Probably the most varied of all the zones when it comes to terrain this zone sees it's threats come in less obvious ways, this zone mainly targets the victims mind and inflicts mental pain on the target, although creatures with a tendency to kill do reside here.
A huge lake fills the centre of this zone and fills roughly 1/3 of the whole zone, from here the zone stretches out in two separate directions, both with completely different terrain. In one direction is a widespread forest filling what is left of the arena in that direction, the forest has many small rivers and rocky areas hidden among the trees and hills which are ever present if travelling in that direction, the rocky areas are home to many caves which have housed a few tributes in their time.
In the other direction from the lake the terrain is relatively flat and consists of many small broken down, derelict villages no longer housing any life, although the sense and smell of decay is ever present to remind you of the death you so likely will face at any moment. One of the small villages has a long tunnel which leads deep underground into a coal mine which always seems from television as if it will collapse at any moment but never does, the tunnel is clearly unfinished as it comes to a sudden stop, on the floor by this wall are the tools and bones of the men who once built the mines.
Reaching the end of the villages tributes come across a huge cement wall with the government crest carved delicately into it.
The known threats in the arena are as follows:
Blood Rain – it is known to rain commonly in this zone. However, when this rain does come, it is human blood as opposed to the water which the tributes so often need desperately.
Corrosive Fog – This is known to occur in the village section of the zone, a thick layer of fog begins to lower from the skies which engulfs anything outside the small broken down huts, subsequently burning tributes from the inside out, inhaling the slightest amount can be extremely damaging to human organs, a touch on the skin can form extremely painful blisters to form on the skin over the following day.
Tidal Wave – This only occurs at the huge lake in the middle of the arena, at random intervals during the days the waters begin swirling rapidly and form a huge tidal wave which shoots out in every direction, the water does not reach the forest of village however as it is sucked back into the lake shortly after crashing onto the ground where it returns to its calm state.
Lightning Storms – Lightning storms are common in all parts of the arena and are known to hit the ground with 9/10 bolts. The stroms last for approximately 5 minutes at a time and are the rarest of the natural phenomena.
Forest Fires – Trees can set on fire at will in the forest section of the zone and the flames spread through the trees very quickly, becoming extremely dangerous to anything in its path. The flames die down on there own and leave no damage on the terrain.
Creatures found in this arena are as follows:
Wolf Muttations (Commonly reffered to as Mutts) are genetically modified creatures which are created from the bodies of once living humans infused with wolf dna, the Mutts are unable to think for themselves and are programmed only to kill. Known to work in packs the Mutts are very dangerous when encountered in groups, bred to kill they possess many dog like features and run at an average dogs speed level. With the strength of three men the Mutts are fully capable in battle and should not be taken lightly. These creatures are able to balance on their hind legs and jump very high, and have four-inch long razor-sharp claws. Known to settle in darkness, caves and other derilict areas should be avoided, although they will move freely to hunt.
Jabberjays are birds like any other and pose no physical threat, Jabberjays prove dangerous in other ways as they are able to mimic any sound after hearing it for just a split second, able to imitate human voices the Jabberjays often speak to people in the voices of their loved ones or make humans hear their loved ones screams.
The Ape Muttations are a mutated species of orange monkey which attack in large groups and use their vicious claws and their teeth to make deep punctures in their victims' flesh that looked harmless, but in reality were deep enough to cause internal bleeding. The Monkeys, like other Muttations are programmed only to kill and will attack on sight. Being monkeys they have incredible agility and are able to swing on trees and jump through the air freely.
Tracker jackers are a large species of deadly wasp and have a gold-coloured body. Their stings raise lumps the size of plums on their victims, and their venom (engineered to target fear in a victim's brain and alter their memories) causes hallucinations that can drive people to madness. More than a few stings will kill a person; some people die after just one. They will hunt down anyone who disturbs their nest and attempt to kill them, hence the name tracker jackers. They live in huge hives high up in trees.
4. The 'Doctor Who' Zone
This zone is the most like the outside world as it consists mainly of streets and buildings, (all of which are broken down and in tatters.) only one building remains standing however, a huge tower block in the very centre of the zone, no one that has entered has ever left again although the threat is still unknown to the public. The run down cities that surround the standing building however vary in their time periods. Some appear to be from the very earliest days of buildings on the earth, whereas others appear to be from the future which they have only dreamed of in the outside world, neon lights and holograms are apparent in these buildings. Some almost appear like spaceships inside, it is unknown where these came from. Another point of note in this zone is the existence of a single large cube which all the creatures in the zone appear to stay away from, what it holds is unknown however it has been referred to by the natives of the zone as 'the Pandorica'. Some sinks and hydrants in this zone are still working so water can be found, also the remains of shops can be found for food.
Creatures you will encounter in this zone:
Daleks are the native race of the planet Skaro, the creatures themselves are rather helpless however, they tend to live their lives inside tank-like robotic shells. The Daleks are a powerful race bent on universal conquest and domination, utterly without pity, compassion or remorse, Portrayed as having had every emotion removed except hate, leaving them with a desire to purge the Universe of all non-Dalek life. It is this thirst for destruction that makes the Daleks such dangerous foes as they will attack and kill on sight of any non-Dalek creature. The Daleks are armed with a single eye/ scope on a rotating dome allowing for 360 degree vision to a certain extent, a gun mount containing a 'death ray' which dematerialises other creatures on impact, and something which resembles a plunger which is known to be able to interface with technology, crush a man's skull by suction, measure the intelligence of a subject, and extract information from a man's mind. Whilst the armour is relatively indestructable the creature inside is very fragile and unable to protect itself without it's container body. Daleks are few and far between and are therefore usually only found alone or in small groups.
Cybermen are a race of humanoids that have been upgraded to the point where they have few remaining organic parts. Cybermen are known to have rid themselves of all emotion, seeing emotions only as weaknesses. As humanoids the Cybermen can be found anywhere and are not restricted to certain areas of the map. Upgraded with metal body parts the Cybermen are an incredibly slow race and can be easily outrun by normal humans. The Cybermen, should they catch you are able to emit an electric charge from their hands and can shock humans on contact causing you to pass out, their main goal is world domination and once they capture humans they attempt to re-engineer humans and turn them into Cybermen in a process called 'upgrading'. They will attack on sight and will attempt to convert anyone deemed worthy, if you are not worthy the Cybermen possess retractable guns in their forearms which will kill a human easily. The cybermen are unaffected by most human weapons. The Cybermen work in small groups.
The Sontarans are a race of humanoids with a stocky build, greenish brown skin, and a distinctive dome-shaped head. In addition, they only have three fingers on each hand. Their special muscles are designed for load-bearing rather than leverage because of the significant amount of gravity on their home planet of Sontar. The Sontarans have an extremely militaristic culture; every aspect of their society is geared toward warfare, and every experience is viewed in terms of its martial relevance. Although physically formidable, the Sontarans' weak spot is the "probic vent" at the back of their neck, through which they draw nutrition. It is also part of their cloning process. It provides incentive to continue moving forward in battle since retreat would expose this area to their enemies. They have been killed by targeting that location with a knife and other sharp thin objects. Their trade-mark weapon is a small rod with two handles and a plunger at one end, giving it a syringe style. This is so it can be held and fired using three fingers. This weapon is called a swagger stick - it fires a disabling beam that can temporarily render a person useless and emits an energy pulse that can repair technological systems. They are also armed with a small laser gun which can kill easily, the Sontarans are incredibly clever battlers and work in small groups of roughly three.
Weeping Angels are a race that appear in the form of statues often depicting winged women (Angels). The Weeping Angles are only able to move whilst they are not being observed, whilst being observed the angels appear as ordinary statues (albeit in strange positions), once the subject is looking away the angles move at incredible speeds, the speed at which they move is often slower as they near their victims this is seen merely as them liking to play with their food however rather than a necessary thing. Once the angels touch their prey the victim is sent through time into a different time period where they are left to live out their lives in an unfamiliar land. Once the person had been transported the angels became able to live from that persons remaining life force. If the supply of life was low however Angels were known to snap peoples necks instead. As they have to be seen to exist the weeping angels tend to live in dark places or in building where they can play with the lights and adapt the habitat to there liking. Angels are usually in groups of anything between 1-100, the Angels in the zone are spread out everywhere, although the main gathering is known to reside inside the one remaining building in the zone, this building has been home to the angels since the island formed and no matter what creature attempted, none could breach it's walls.
Silurian's are a race which spend there time living underneath the earth and do not breach the surface unless they feel that their underground homes are being threatened, on the rare occasion that this does happen the Silurian's do their hunting at night and are able to easily burrow up to the surface of the earth. The creatures are evolved so that they can see clearly in complete darkness, they have very long tongues which they flick at humans and use to inject their venom (this venom is deadly to humans although it takes time to kill). As a very curious race the Silurians are known to kidnap humans in order to use for experiments. They attack in small groups of up to 3 and are no stronger or more durable than an average human.
5. The 'Harry Potter' Zone
This zone takes the appearance of Hogwarts school of witchcraft and wizardry, the only zone which is based heavily on being indoors the school has lots of different levels including a cellar which is said to be home to a mysterious hissing sound which emanates from the darkness, the cellar is known to be guarded by a huge three headed dog, no one has ever made it passed the dog to see what the hissing sound means though. Among all the different rooms in the school are the dining room (food and drink supplies can be found here), classrooms, bedrooms. Although most of the zone is inside the school, it does feature gardens, in the gardens there is a stadium capable of holding well over 10,000 people, and beyond that, 'The Forbidden Forest' a place where only a few tributes have dared to wander, the extent of the danger in this forest is unknown, however it is assumed to be very dangerous (mainly due to the name). Often seen as a maze of a zone tributes can become disoriented as the staircases in the school move around uncontrollably with no say in where they will lead next.
No matter where you enter this zone, you always end up at the front door.
Creatures in this zone:
Dementors are among the foulest creatures that walk this earth. They infest the darkest, filthiest places, they glory in decay and despair, they drain peace, hope, and happiness out of the air around them... Get too near a Dementor and every good feeling, every happy memory will be sucked out of you. If it can, the Dementor will feed on you long enough to reduce you to something like itself...soulless and evil. You will be left with nothing but the worst experiences of your life. They can also*consume a person's soul, leaving their victims in a permanent vegetative state, and thus are often referred to as "soul-sucking fiends and are known to leave a person as an empty-shell. Dementors hold no true loyalty, except to whomever can provide them with the most people to feed off, for this reason Dementors will attack at the slightest sniff of human blood. Dementors hunt alone and will not be seen together due to their lack of trust for anything. Although they cannot die, Dementors are susceptible to bright lights and are unable to be in close proximity it. Dementors exist everywhere in this zone and appear at any moment.
Fluffy is generally a vicious, fierce, and extremely strong beast seen as a huge three headed dog, Fluffy is very protective and tends to stick to one spot and protects his home with all his might, he will kill anyone who comes to close to his home. Fluffy has one major weakness however as he is extremely susceptible to many forms of music and falls asleep when he hears it.
The Basilisk, known also as the King of Serpents can grow up to fifty feet in length, and is a dark green colour with large yellow eyes. These eyes have the power to instantly kill anyone who looks into them. If the victim looks indirectly at the Basilisk's eyes, such as its reflection, they will merely become Petrified, as well as it's eyes the Basilisk possesses deadly and venomous fangs. Spiders flee before the Basilisk, for it is their mortal enemy. The basilisk has an extremely good sense of smell and is more than capable of hunting even when blinded. The only known cure to Basilisk venom is the tears of a Phoenix (found in the mythological zone). Basilisk skin is armoured like that of a*dragon's, The Basilisk sheds its skin at intervals, like all other snakes, when it grows. For a short period of time after shedding its skin the Basilisk is vulnerable to damage as the armor takes hours to develop, during this time however the Basilisk will hide away underground where he spends most of his time.
Acromantula are a species of giant spider and sport eight, black eyes (white if blind) and are typically covered in thick black hair, with a leg span that can reach up to fifteen feet. They possess a set of giant fangs which they use to eat live prey or their own dead kin. Their pincers produce a clicking sound when they are agitated or excited. These fangs contain highly toxic venom, which is even potent for a short time after death. The Acromantula live in deep forests, there webs are huge and dome-shaped. The Acromantula although terrifying to most humans will not harm unless they themselves feel threatened. Usually seen alone the Acromantula like darkness and damp.
A Hippogriff is a magical creature that has the front legs, wings, and head of a giant eagle and the body, hind legs and tail of a horse. It is very similar to another mythical creature, the Griffin, with the horse rear replacing the lion rear. Hippogriffs have cruel, steel-coloured beaks and large, brilliantly orange eyes. The talons on their front legs are half a foot long and appear deadly. Hippogriffs are intensely proud creatures, and an individual must show proper respect by bowing to them, and waiting for them to bow in return before approaching. Eye contact should be maintained at all times, without a single blink. The Hippogriff should be allowed to make the first move as this is polite. If offended, it may attack. They can be tamed, but only by experts. Found in the gardens of hogwarts.
Trolls are very slow and dimwitted creatures, but they are also very dangerous. Armed with a club they will attack anything that moves just for the slightest bit of entertainment. They are known to wander the halls of the school freely and possess no real aim in their wandering.
6. The 'Mythological' Zone
This zone mainly consists of mountainous terrain with mountain springs being in common supply. As well as springs however tributes often find themselves with severe frostbite as the icy winds on the mountains take their toll on the humans, this zone is not one for those with a lack of winter clothing. As this zone has a high altitude the air is thin and often running can be tiresome and leave tributes out of breath a lot earlier than in other zones.
Creatures in this zone:
Hell hounds are from hell it's self and are suppose to bring the souks of the dead back to hell with them. They have pitch black fur with glowing red eyes, some even have the flames of hell around there body. They have super speed and strength and attack with no remorse if they're territory is entered.
Chimaeras are ruthless beast who can beast who breath fire. The Chimera has the head/body of a lion, a goat head & a tail, tipped with a serpent's head. It will only attack if you're trying to get past the gate is guarding.
Minotaur's are half human half bull creatures and are extremely aggressive. While they aren't too smart they are incredible strong. If a Minotaur spots a human expect a fight because that is all they want to do.[/JUTSU]
Dragons are serpent like creatures who can fly and breath fire. While some are laid back and won't fight unless challenged some are extremely aggressive and will attack on sight.
Phoenix are sacred firebirds. They are usually friendly to humans but if apposed all they have to do is touch a human and the human will burn eternally.
The Kraken is a large octopus like creature that can easily overpower the biggest of human produced boats, with its incredibly large, strong tentacles. As a very hostile creature the Kraken will attack any who enter it's waters. The Kraken is unable to survive on land.
Fenrir is a gigantic and terrible monster in the shape of a wolf. He is very powerful and will attack if he feels the need to prove something.
Pegasus are extremely rare winged horses. They are commonly white, but there are rare black ones. They pose no threat to humans and are incredibly hard to tame.
The Hydra is a nine headed serpent. The middle head is said to be immortal and very have very deadly venom and breath. If one head is cut of too more will grow in its place. Hydra are extremely dangerous and are better left avoided.
7. The 'Halloween' zone
The zone of darkness, in this zone the sun rises in the morning and then sets 2 hours later, the zone is put under 22hours of darkness and it is in this time that the ghoulies come out to play. Consisting wholly of a black forest of dead trees and dirt this zone does little for the eye. Among the dead trees the voices of the dead tributes form the past are occasionally heard screaming 'Run!'. The only change in scenery that this zone gives is the vast cemetery which covers the middle portion of the arena, at the centre of the cemetery is a small broken down house occupied by no one, and there's reason for it. There is a single mansion hidden in the darkness of the zone all of which is suspended high up on a cliff face, the cliff has a steep stone stair case which leads straight to the front door.
Led by the Grim Reaper, a skeleton whom is able to inflict death with merely a touch of a humans skin and carries a scythe, the skeletons are an undead army made up only of bone. The skeletons are capable of wielding swords and shields and are relatively easily defeated in battle, they only become difficult in large numbers as they are very flimsy. The skeletons serve the Grim Reaper with every manner of their being. Despite being flimsy Skeletons are able to rebuild each other and are therefore immortal. The skeleton army tend to remain close to their leader as they have no need to venture out for food or water. They keep their home in a huge cave at the extreme left of the zone.
A Poltergeist is an invisible entity often known to be noisy and disruptive with no real aim. Poltergeist remain in their resting place and haunt any other creature that comes into their territory, a poltergeist is known to throw objects or move things around in order to strike fear into humans. Poltergeist can be deadly as they become more aggressive and can throw extremely heavy objects if need be. They have also been known to possess human bodies and torture the possessed persons loved ones by stealing the chosen persons body. Although usually they are not deadly a poltergeist will become extremely violent should the person stay in its territory for too long. Only one is known to exist in the zone, it resides inside an old abandoned house toward the centre of the zone, the poltergeist has been bothered a few times before and is known to be extremely aggressive to all newcomers.
A Zombie is an 'animated corpse'. They wander around effortlessly and aimlessly eating anything that they see. The zombies found on the island are unable to move quickly or think for themselves, they are driven merely by there hunger and are killed only by destroying the brain. A single bite from a zombie is all it takes to turn a human into one of them. Zombies reign free over the whole of the Halloween zone and as long as you're in their you know they will not be far away in huge numbers.
Lycan (commonly referred to as werewolves) are human beings whom through an unknown curse are given the ability to shapeshift (sometimes at will) into a huge wolf with nothing in mind but a pure killing intent. The wolves on the island are untraceable at most times and are only seen at night during a full moon, where the wolves go at other times is a mystery. These wolves move incredibly quickly and will not rest until they have completed a hunt successfully. 3 registered sightings of Lycan have been recorded, although the number of them on the island is currently unknown.