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The one we call Catarina is actually the cat npc that gives you the secrets in Super Weasel, right?
I'm only asking this because I don't remember seeing her name anywhere besides in the achievement, and now I am reading about her showing up again at some point to explain the Tarot cards that you can collect (and there is no video whatsoever out there actually showing this)
I couldn't stop thinking about how the cadence of those spooky sounds in the end credits. To me, it sounded a little like a specrogram of text... So I popped it into my audio application and rendered it out. It's hard to make out... but It definitely looks like there are words or something there. these mysterious squarish holes towards the top of the spectrum *almost* look like letters. If anyone is still out there interested, I can find a way to post a screenshot of what I got so far.
I did hav3 a f33lin lik3 somethin was still off... I guess my gut feelin was correct again.
These next two screenshots are the part that I heard and thought I would see letters in... https://imgur.com/SLNe0n2 https://imgur.com/RWykFcr but that doesn't seem to be the case...
and here's that sound at the very end when that thing approaches his body. https://imgur.com/ZpID4DK
Even if the spectrogram isn't the right tool to decode this information, it definitely looks like the mysterious holes in this audio contain *some* kind of information. If not letters, it almost looks like an old computer punch card or something?
I recall reading somewhere long ago that Mullins caught wind of players analyzing the audio signature of the noise file on the computer in Pony Island and that he thought that was a cool idea, but regrettably it was not an easter egg in that game...
For example, the biggest loose end in my opinion is the binary numbers on cards, I mean they can't just be random, right?
I've also noticed that the cards have a particular order - however you move them, one is always above another, so I've sorted them from bottom to top here:
The Oracle 10100 = 20 (or 14 in HEXademical)
The Faceless 00110 = 6
The Janitor 00010 = 2
The Error 00000 = 0
The Inn 00011 = 3
There are binary strings in several parts of the game, but these look very suspicious. Either they mean something, or that's Daniel's way of trolling.
The lights on the Six Pint Inn (by the way, has anyone actually found and placed 6 pints on the bar counter?) on the main screen might not just be a decoration, but perhaps activate something if lit up in the right sequence?
Phone number in the kitchen is another example of possible hint to something. I know it changed with an update, but it still might be a hint.
The other thing that looks potentially tricky is switches in the security room - looks like they don't do anything (except for the armory), but feels like they should.
Another question is why do we get the key to Chef's room (#1) by the time there seems to be no need in it?
Observation: when you put the headlamp into the closet from which is was originally taken, it stays lit. In all other cases (at least those that I tested) it turns off. But that's probably just a bug.
Another observation which is definitely not a bug and has noting to do with secrets, but a rather cool feature: the clocks indicate the chapter number.
SoL looks like the most "packed" area - there's so much to test, so many different scenarios. Most of us have found unusable abilitites with rather promising names, but what if there's a way to make them active?
I also found a rather interesting effect: if you don't fight with Moji, exiting from any location, except for the room behind the palace (where the hardest opponent is), triggers the same long introduction. But in that particular case, Moji just stands there and you're free to go wherever you want.
At the the first encounter with raiders in the Wasteland I found it quite challenging to lose with all the buffs I got. When I found a way to be surrounded, the raider just stepped onto the same tile with Rust... Also, the raiders can't be duplicated there using the secret key-combo. So dying in that scene might lead to something new? And the cow scull mught also be meaningful (since we meet it as a hologram in the camera room when playing as Rust)
In the next scene Rust is moving on a map to the cache. There's a broken bridge on the south wich has waypoints (or whatever they are called) after it - from where he came. What if there's a way to cross that broken bridge? There are letters "XC" at the top of the map, near the cache - perhaps it's not an X, but a Cross (as in "crossing the bridge")? Or maybe that's "90" in roman numerals?
The only thing I could think of re: this is the temple in SoL, which has 3 lights on the outside that seem to flash in different repeating patterns at different points throughout SoL (perhaps based on your progression?). From what I recall, the temple lights seem to flash in patterns of 3, sometimes with pauses in between. e.g. the one pattern that I recorded was Middle -> Right -> (pause) -> Left -> (pause) -> REPEAT, although I don't remember at which point in SoL this was.
I tried mimicing a couple of these patterns from the SoL temple on the tavern lights but that didn't do anything.
Maybe it forms one large pattern when concatenated together, similar to the error code achievement names for crashing each of the games within The Hex.
I have no idea how many of these SoL temple light patterns there might be, nor if it would require Entervale/Endervale to see the first (few?) pattern(s).