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AI Force Logo New 2Alien Investigation Force

Welcome to the AI Force main page! We've been around a long time. That kind of thing carries weight. But we assume many of you don't know who we are, so let us explain a little bit about ourselves.



History of the Unabashed Ripoff:


In 1931, our founder (who shall not be named for the time being) was born. He was a very quirky fellow, never one for much chit chat. He also didn't have many friends growing up, and once he got out of school, he didn't have much to do, either. His parents didn't really care what he did, and our founder had nothing particular in mind. So, he just wandered about endlessly.


One day, he was walking during a thunderstorm, like an idiot. Around him was nothing but tall wheat fields. As you might expect, he got struck by lightning. The force knocked him off his feet. In all honesty, he should have died right then and there. However, as he lay on the ground, he was given a vision of two cogs, spinning together, in the cosmos. An AI generated version (courtesy of the Dall-e Mini/Craiyon AI program, please credit them if using these images; all images, unless otherwise stated, are generated with that program) has been provided below:


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Inspired by these transpiring events, in 1956, our founder opened up the Alien Investigation Force, with the aim to contain and protect alien entities from human forces, as well as study them and see if they could ever be incorporated into normal, human society. Then our founder got run over by a double decker bus.


Although our founder is long gone, his legacy remains with us to this very day. Below you will see links to various entities we have captured and studied. Each link will lead you to a page that lists the being's name, age, and various other details. We also listed if the creature is alive or not, based on a scale. Extinct is self-explanatory; the creature no longer exists, nor does any other known creature that is of its same type or species. Endangered usually means that the entity we have of a species is dead, but there may be a few others out there. Living is the default rating for all creatures who are alive in our care. We also have a Danger level ranking, also based on a scale. The first level is Pacifist. Pacifist generally indicates that the creature is very docile, and not prone to attacking at all. In fact, pacifistic entities generally abhor violence. Next is Peaceful. Peaceful entities may attack, but only if they feel they are strong enough or willing enough to do so. They tend to be the most terrified of entities, acting like scared rabbits. They're also less likely to try and defend themselves. Because of this, we have taken it upon ourselves to avoid any experiments that may hurt Peaceful entities, physically, mentally, or otherwise. These entities are instead treated more as pets or scared children. All experiments we try on them involve safe, pleasant interactions where we try to get them to act less scared, if at all possible. The next level after that is Friendly. Friendly entities are more likely than Peaceful entities to actually defend themselves, although they're most comparable to a well-trained, well-treated Golden Retriever, or other such "friendly" dogs. These entities also tend to be more curious about their surroundings, are more likely to want to help anyone and everyone, and are also more likely to try and interact with various other entities in the facility. The next level is Docile. Docile entities are more prone to attacking than Friendly entities, however, that only happens if Docile entities feel provoked. As long as they are treated well, and not poked and prodded too much, they are generally safe to be around. The next level is Angry. Angry entities are more prone to anger than other entities listed prior, and, as such, are also more likely to attack. However, they are usually quite easy to calm down, once our faculty get to know them. As long as they stay calm, they are not deemed too threatening. The next level is Unintentionally Damaging. These entities, as the title suggest, are prone to more threatening attacks, and can even kill in rare cases, but they have been deemed as having no control over such things. These entities must be cared for carefully, but regardless of the danger, we gladly welcome them here at our facility. The next level is Unpredictable. Unpredictable entities, as you might have guessed, can be hard to deal with. They tend to be quite violent sometimes, often with no rhyme or reason. However, we still value their inclusion here at our facility, and believe that despite how unpredictable, and often deadly, they are, these entities still deserve to live a good life, or as good of one as we can provide. Next is Dangerous. These entities are simply dangerous, and must be handled only by our second-highest level of faculty. These entities may have something that makes them calm or even docile, but that can be hard to determine right away, and some entities with this label take years or even longer to provide our researchers with any information that can help calm them down. The last level is Ripper. These entities are the most dangerous. All faculty put in charge of handling them must have a specific, protective suit, and authorized, company-grade weapons on them AT ALL TIMES. Rippers are quite intelligent, often killing for sport or just for the fun of it. However, for whatever reason, they have never tried to kill any of the other entities in the facility. We don't understand what comradery they share with other entities, or why even our most pacifistic entities don't become an easy target in their eyes, but we are thankful for that. If you are wondering, yes, we did fire the buffoons responsible for putting Peaceful entities in the same room as a Ripper entity. With that out of the way, how about you look through our index of entities?


Entity 1

Entity 2

Entity 3

Entity 4

Entity 5

Entity 6

Entity 7

Entity 8

Entity 9

Entity 10

Entity 11 and Entity 12

Entity 13

Entity 14

Entity 15

Entity 16

Entity 17

Entity 18

Entity 19, Entity 20, and Entity 21

Entity 22

Entity 23


Entity 24:


Name: "The Doer"


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Type: A sentient toy robot


Age: Unknown


Living Status: Living?


Danger Level: Ripper?


Description: This entity was found by us at a garage sale back in 2013. It seems to have a lot in common with Entity 8, even if it looks completely different. Much like Entity 8, Entity 24 is very intelligent, and won't hesitate to kill humans, for the most part. Surprisingly, this entity is less malicious than Entity 8, not actively killing any of our employees for fun or anything like that. This entity is also capable of singing, which is where her true power comes in. Yes, she is female; she said so herself.


Upon arriving at the facility, Entity 24 showed some signs of being dangerous when she wanted to, and not just in terms of her ability to kill. You see, we often reuse rooms and cells once their original occupants are vacated from the premises. Entity 24 was given the room that had once belonged to a different Entity 24, with only a trace amount of blood left on the walls as a sign that a prior Entity 24 ever existed. We had tried our best to clean that up, but Entity 24 was still able to use her singular eye, specifically a night vision mode built into it, to see traces of blood. Immediately, she started to question us about it, but we refused to tell her anything. This turned out to be quite the mistake; we're lucky Entity 24 seemed more content to help us rather than kill us. Only a week or two after her arrival, she used her singing to knock us all out. It wasn't any kind of singing that was damaging to the ears, but instead had more lulling properties. Because of how similar she was to Entity 8, we were hesitant to let her out, but she was able to get out of her room anyway. While all the employees were knocked out (somehow, the robot is capable of producing a sound frequency only us humans could hear and be affected by), she proceeded to visit all the entities. Andrew was not affected by her sleeping, but he was already very much asleep anyway, and happens to be quite the deep sleeper.


Entity 24 visited all the other entities, or as many as she could during that time. Through this, she managed to give us information on how to communicate with Entity 14, confirm that Entity 6 was also capable of talking (and told us how to communicate with those rubber ducks), and even got into Entity 8's room, where she learned about Entity 7 and Entity 17. After looking at Entity 7 for four hours, Entity 24 noted that nothing had happened, and in fact theorized that if she stared at the portrait long enough, eventually she'd win the staring contest and free everyone inside, whatever that meant. She also said that the portrait could probably be broken to free the people too. However, we're hesitant to try either of these, in case neither one is an accurate solution. Entity 24 also found a pen in one of our offices and tried to write "commands" into it, to no avail. She noted that there were probably very specific commands that had to be written exactly into the book for anything to happen. She then visited Entity 17's room. By this point, there were a lot of those "nightmare balls," making it hard to go in or out of that room. Entity 24, upon learning from Entity 8 that the monsters could be killed by cooking, proceeded to use a built in flamethrower and light the monsters on fire. Inside a padded room. Obviously, we were up to code on everything, and had fire alarms in the rooms where necessary, but since we were all knocked out . . . well, needless to say we all almost bit it. Not that Entity 24 thinks that to be true; she says that she had the situation under control, and was well aware that she'd probably light the room on fire. Her only remark was that she did anything she could to help.


Once all the nightmare monsters were killed, Entity 24 went back to Entity 8 (she broke into Entity 8's room thanks to her laser eyes, which she used to cut the door off). She then asked Entity 8 about anything else he might know, and he told her about the various records and logs we probably keep around. Entity 24 went into our offices and looked through all the profiles we had written up for the entities, including old ones for the original Entity 3, Entity 4, Entity 9, Entity 10, Entity 11, Entity 12, Entity 15, Entity 18, Entity 19, Entity 20, Entity 21, Entity 22, and Entity 24. She copied the contents of these to her memory banks. Then, having learned about that lab creating all of those various entities, she tracked down its location, and proceeded to blow the entire place up. By the time we all awoke, she was already back in her room. The amount of damage she had caused was astronomical. We were planning to put her in a much more secure cell, much like that of Entity 8, but she waved the contents of the older profiles above our heads, saying she'd find a way to get those out to the public if we tried to keep her locked up. We decided not to keep her locked up, but she shared the contents anyway. If you heard about some old entities getting eaten by those nightmarish monsters Entity 17 generates, well . . . yeah, that's why they're not around anymore. With the lab gone, releasing all of these entities back into society had become a stronger possibility, but it also made us look bad, even though we had no intention of literally killing people. Due to Entity 24 breaking our trust, she was locked up in the same room as Entity 8. Neither robot seems annoyed with each other. In fact, we theorize that this situation may be beneficial to Entity 8, as he seems much calmer now. Although we think that could just be him trying to butter us up. Entity 24 says she doesn't know how to help Entity 1, yet. The room the two robots share now has a door that cannot be cut through with lasers.





Entity 25

Entity 26

Entity 27

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