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Hair dye:
A five second little sprinkle from a low pressure bunker shower washes out the purple hair dye, but a heavy storm does nothing? Sure, you could say the shower interaction is an abstraction of Mara spending several minutes scrubbing her hair under the flow, but even then it comes off easily enough that the storm should have taken most of it off earlier; that would have also been a better earlier hint about the reveal if the player still had not figured it out.
Also, putting on some hair dye does not change your facial structure, though only one person (Julie) seems to have been fooled; Edward either knew from the start or figured it out quickly enough, while the rest of the characters never met her before she returned to the park.
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Water world... indoor or outdoor?:
The aquatic section of the park feels like it's meant to be almost entirely indoors. The region is noticeably darker and more gloomy even before nightfall proper, and there are those cool projections of fish shadows on the ground that you could only really do with a trick ceiling.
But then the rain starts when you're in that section.
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Tolman:
So, uh, what is he still doing in the park? When you first meet him in a security room, he's incredibly vague and unhelpful, but he also does nothing to stop you from messing with the elevator controls; he could have sabotaged Mara's efforts by resetting all the controls after she left, but he chose not to.
Later, you can find him having an open argument with Marv in the hidden underground portion of the park and he completely drops the veil of secrecy; he'll casually mention the secrets of the park while also calling Marv on various crimes while calling him names like an angry child. The whole exchange feels really out of character compared to the other times you see Tolman.
Your last major encounter is Tolman blocking your path through a major gate, as if he is going to directly intervene and try to stop you; he's back to being terse and unhelpful in this encounter. Marv crashes the party before crashing into the abyss, and Tolman just... walks away with Julie, no longer blocking your path.
Why is he still in the park at this point? Is he still helping Mr. Crow with further gold extraction and/or development of the cure? Why is he sometimes helpful and sometimes a roadblock? This dude is really inconsistent and it felt like the writer(s) didn't know what they wanted to do with him.
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Mushrooms:
I can write the little mushroom guy upgrades off as a gameplay mechanic, since they are optional to find and are clearly meant to be goofy.
Plenty of other threads have discussed why the mushroom feast "puzzle" is bad, though, and it makes no sense as a gameplay puzzle or as an in-universe thing.
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Leftover Guests and the ending:
Mara and the gang chug their cure vials as they drive out of the park, all while darkly contemplative of the future. Good for them. Also, they left an untold number of highly infectious Guests in a park which has multiple broken gates and fence breaches by the end of the adventure. Were they planning on telling someone about that or the warnings about 2106?
Some ambiguity in an ending is fine, but this one answers none of the questions that mattered throughout the story; the writer(s) seemed to think the gold laundering mystery and the Mara/Elaine reveal were the big things to wrap up in this game, while casually leaving mutant zombie time travel via an ancient underground machine totally untouched.
The whole gang is also going to be on the hook for the deaths of Marv, Edward Crow, and Harrison if they try to cover up what happened at the park when questioned about it. If they don't try to cover up what happened, then officials are naturally going to be excavating the entire park to get at that sweet time machine.
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The Roots/Pool:
Obvious questions of who built them, how, and why. They existed before Edward Crow owned the land and built the park to harvest them, but they were seemingly inactive until after he was well into harvesting them.
A stable time loop situation might be in effect, with the invasion of the Guests causing a slow apocalypse build-up that leads to future desperate people diving into their version of the Pool to escape an overrun world, unaware that the antennae are damaged and it will turn them into Guests when they go through to perpetuate the cycle.
Did Mr. Crow's death destroy the Pool or merely bloody the waters? If the Pool is entirely destroyed, then it might have caused a time paradox; if the Pool is not destroyed, then more Guests might still come through.
When Guests come through, do they arrive only in the general vicinity of the Pool or do they literally crawl out of it? When you arrive there as Mara, Crow has set up a bunker around it along with a barricade and bear traps, presumably to catch fresh Guests... but Guests are running rampant all over the park, suggesting they're either somehow sneaking right by him to then climb up the Snake Eater ladder to the rest of the park or that they simply teleport in somewhere near the Pool and Roots and thus can not be perfectly contained.
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The shotgun:
I could ignore Mara holding it like an idiot (see below)... if it was not a pump-action. If it was a sawn-off over-under break-action, then her grip, the two shell capacity, and her lightning fast reload would all make a lot more sense. Honestly, everything about the gun is bad and makes no sense under any combination of contexts.
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Filled holes/Fridge logic for Troper Troopers:
2106 is first seen early on but can't ever be a code because the keypads in the game use a 1-9 system; a late-game file will even explicitly state that it is not a code to anything in the park and the writer will wonder what it means.
Mara has a stolen ID and a weapon in case she needs to get past any existing security at the closed park; she had no way of knowing what she would encounter in advance and decided to be prepared to force her way into a meeting with Mr. Crow.
Mara is almost comically short for her age, which conveniently places her at about the right size for a lot of these attractions designed for kids and younger teens; if she was taller, then she could do things like simply climb up in areas she needs a stage elevator/alternate path to get to or step over the hedges in the witch's maze. She'll even mention that she is almost too big to fit inside certain crawlspaces and will duck when entering cramped areas that a full-size adult probably could not comfortably enter at all.
Mara's potential theft of his gear aside, Harrison showing up to the park with no gun and on a bike makes more sense if he's an immigrant European police officer operating on habits he learned in his homeland and/or if the game was originally written to take place in the U.K.; officers over there tend to use bikes more often and carry weaponry much less often than American officers. He also spells "tires" as "tyres" in his text speech.
The constant environmental hints and written passwords may be due to computers still being new to the average person at that period in time (memorizing many passwords and codes would not have been "second nature" yet) and also a result of the deteriorating mental condition of any infected staff members.
The Mermaid Quiz is geared around "common knowledge" for a U.S. citizen of the late 80s; as an example, the Empire State Building is listed as the tallest "building" despite not being the tallest overall "structure" that existed at that period in time.
Most of the arcade games, at least from a cursory glance, are safe for kids of any age to play, fit the aquatic theme of that area of the park with their content, and have really simplistic graphics and mechanics even by the standards of the late 80s; they were likely custom-made by the staff for the park.
The magnum's description mentions something akin to "You've seen this gun in movies", which is another hint that Mara is not the firearm expert her ID proclaims her to be; too bad you get it so late that you should have figured out the truth from other hints long ago,
Adding on to that, Mara holds every weapon in the game with a single hand and aims with a loose stance instead of using the two-handed Weaver stance that almost every officer has been using since the 70s; an actual firearm expert would definitely know to hold a shotgun and magnum with two hands to better absorb the recoil.
The flamethrower has poor knockback because it's just hot fuel and flames splattering against mutant creatures with reduced pain senses.
The shotgun's upgrade going from a 2 shell capacity to 4? That's just the mushroom guy showing "firearm expert" Mara how the pump-action feeding tube holds more than a single spare shot.
Grenades and ammo lying around the park make more sense when the corrupt staff are actively trying to contain the large influx of Guests.
Why are enemies generally not very aggressive and will usually let you run past or freely shoot them while they, at most, slowly shamble towards you? Near the end, it's explicitly explained that they are not actively trying to kill you and are just poorly trying to communicate; their mutation after traveling through the Pool has likely driven them crazy and made them unaware of their dangerous mutations like spiked skin and inhuman strength.
Some of the poor safety features/failures of the park make more sense when you understand that it was built in the 80s (loose regulations in those days), the park was built partly as a cover for the gold harvesting, and bribery with insane amounts of solid gold can get you pretty far when it comes to passing inspections.
The new traps you encounter as the night progresses are likely set by Tolman (to potentially take out the Guests) and/or by Marv (to take out Guests and the human witnesses). The purple trapped ammo and bandages are almost certainly left by Marv to take other humans out of the picture, since Guests have no reason to interact with those items and you only start seeing them after he becomes a major player in the story; no idea why he gives them away with the noticeable paint jobs and being left in the open, though.
Why were there bones in the toilet? Either a child guest (not a Guest) was trying to flush some decorative bones from the horror area to clog the toilet... or someone was trying to dispose of evidence of a Guest.
I wonder myself why he continued to dismantle the antennas when the 1st guest revealed what was the pool.
When reading the sliders in his office, it is explained that 50% of the total mass of the antennas had already been extracted when the guests appeared. It was already too late to fix the situation.
However, continuing the extraction made things far worse causing the appearance of splinters, grinners, lumbers and goblins, monstrosities far more harmful than the guests.
Was Crow trying to dismantle the machine completely hoping it will stop it from transferring mutated people ? If so why did he kept a root intact for "posterity" ?
Maybe he wanted to keep the pool functional to use it when he would have finished creating the cure for the bacteria to fix at least a part of his mess...
After all, he wanted to see what was on the other side, and when he did return, he tried to tell Elaine what he saw...
---
Park timeline :
The park opened in 1986.
Closed in 1988.
---
Phones and leaving :
Julie might be the luckiest person alive or completely brain dead.
The only way to explain her behavior is that she never encountered a monster before being grabbed into a vent.
Even so, the simple fact Marv locked her in a crate should have spooked her enough to leave the park.
---
Harrison :
A total buffoon. Like you explained, the first thing he should have done when encountering the monsters was to flee, take his stupid bike and find reinforcements...
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Leftover Guests and the ending :
We don't know what the survivors will do.
It is highly probable they'll warn the authorities about the situation though.
Arthur is some kind of journalist and Julie is a lawyer, it would be weird if they kept things to themselves.
---
The Roots/Pool :
Don't forget parallel universes are also a thing.
The simple fact the roots appeared might have changed the original timeline, the one the guests are coming from.
The place was originally in the wild, the perfect environment to make appear a time traversal machine made of copper and gold in case morons would try to steal its components and mess up the whole operation.
If so, Crow Country might not even exist in the original timeline.
But hey, bad luck : campers were in the vicinity and did not care how tons of copper and gold in an artificial highly suspicious shape would appear out of nowhere...
Crow's Motivation:
I honestly think a large part of him continuing to extract the roots had to do with being pressured by Marv and possibly Tolman. In the notes it's shown that Crow at least has a small amount of sympathy for the guests. He tries to help some of the first initial guests. Marv is much more malicious than Crow and probably figured that by the time 2106 comes around they'll all be dead. Crow has a daughter he's leaving behind though which could be why he is the most remorseful of the three.
Tolman:
I honestly believe Tolman is just battling guilt the entire time through out the game. He seems very nihilistic and is at the park ready for it all to end. He knows the roots are too far gone to fix and their gold plan entirely fell through. This is why he isn't helpful to Mara. He knows that it's not gonna matter if she finds Crow or not. At the same time he is resentful towards Marv and doesn't want him making things worse.
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Julie + Juvenile = Jail:
Julie asked a minor to help her move a bunch of adult magazines. As a lawyer, she'd know that making a person below the age of consent interact with adult material has been a crime in Georgia since before the game's 1990 date. Granted, she's an oblivious idiot and might have assumed that tiny Mara was an adult and/or did not realize the content of the magazines she was asking a minor to interact with.
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Confidentiality?:
I'm not sure about Georgia in the 90s, but in many places a lawyer can't casually leave evidence and information about an upcoming court case laying out in the open for anyone to see. Double jail for Julie.
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"Dude, where's my car?":
Arthur got in through a hole cut in the fence, presumably after hiking there on foot since he does not ask Mara to return him to his vehicle.
Mara brought her (or someone else's) car.
Harrison showed up on a bike that he somehow brings with him throughout the entire park.
Marv, Julie, and the others? Unknown. For those that were in the park before Mara arrived, you'd think she'd comment on their vehicles in the parking lot; for those that arrived after her, they seem to have totally ignored Arthur on their way in and no new vehicles are in the parking lot. Well, Harrison did talk to Arthur (if you rescued him) and promptly failed to get him proper medical assistance or rescue him from a locked vehicle, because Harrison is just the best officer of all time.
Honestly, I kind of assumed part of her smallness, besides being a young woman, comes from her being chronically ill for the last two years. One of the main symptoms we see from the infection in the game is nausea, so Mara probably hasn't been eating well in the hospital on top of her body trying and failing to fight off an infection, wasting nutrients in the process.
She's probably had her growth permanently stunted.
The parking lot is designated as staff parking on the map. It's conceivable there is another lot that the other characters are parked at, presuming they drove.
These "plot holes" are most to all nitpicks, or misunderstanding the plot, or applying bystander hindsight. Cinemasins type stuff. Suspend your disbelief a little!
You wanna know a true baffler though? Why is there a note that tells you the order of key item acquisition like someone got them before, when so many of the ways you get them are permanent changes to the park? Now that's a mystery...
She says she is not yet 18 when Crow asks if she's an adult.
I said it was a grab bag of stuff, plot holes and nitpicks included. There's suspension of disbelief, and there's the writers straight up refusing to acknowledge major plot points they drop on the player near the end of the game.
I ignored the outright fourth-wall breaking hints as being a gameplay mechanic, like you ignored unmissable in-game dialogue and what I wrote at the top of the thread. : 3
Is the other way around. Crow asks her if she is already 18 now, and Elaine answers "Not quite".
also I’ll say that since she’s a lawyer, she probably didn’t actually, see her client in person, nor would she likely know any name besides Crow and maybe uh…I forget his name right now. the park manager who left the tape behind. but Crow is the one getting sued for medical fees so she doesn’t really have to concern herself with other people unless Crow tries to rope them in. And if she’s only seen Mara from the photograph, I do find it decently plausible that she just wouldn’t recognize her; it’s probably just the one photo (since most of her files are probably Just So Much Paperwork), and it’s from before she was hospitalized for two years. Her face potentially looks different, lost weight, etc.
and as for guests in endgame: Guests seem to be contained in the park, since theyve never been seen outside it and arthur had to sneak in to get to them despite seeing them before and already knowing they exist. maybe coming through the Pool tethers them to it within a certain distance…? if one wants to get meta, they don’t even appear in the park until mara goes into that one utility hallway, so its possible theyre just dormant until they’re stirred into unrest by people in near the Pool, or what’s left of it
if theres one question I have, its why is “theme park as a front to cover up supernatural findings on part of park owner and they can use the land without scrutiny” the plot of two separate SFB games. is this a real life phenomenon I’m not aware of, how many theme parks are built to justify environmental exploitation
Also have you ever been to an abandoned theme park at night? ♥♥♥♥ is freaky as heck, really anywhere people gather in large numbers can be off putting when your alone there.
At a certain point you just have to accept that a lot of stuff is game logic.
I didn't directly assume that. I said I thought her wording sounded like that might be her meaning. What's real odd is she doesn't show the same infection concern to Julie who is confirmed to be attacked multiple times (though once was just Marv).