The Hex

The Hex

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AlexeyTea Nov 16, 2018 @ 11:20pm
Plots in the game [Spoilers]
Sorry for another topic about the story, but I cannot piece all of the game's content together.

1. We've got regular game flow, from the first chapter to the end titles. The story about the 'hex'. In the last section of the game we've got a subplot about Lionel, Carla and Sado [The Hex]

Hunting for achievements and secrets leads us to:

2. Three vending machines. [Ice Cold]
Here from the radio we can get more info about the 'hex' and actually use a broken portal to the SWK2 with the statue of FPP. Does it lead anywhere?
3. Cat prophet. [The Full Truth] [Card Captive]
Again, gives us more info about 'the hex'.
4. Mr. Shrewd subplot. [Shrewd Awakening]
Gives us the info about Mr. Shrewd in SWK games.
5. Vallamir subplot. [Heheh]
Does it affect the game after that?

ERROR and other achievements (like [360 No Scope]) do not give any info.

After that we go to the achievement-free territory, including using intentional bugs of the game, modifying files and other fun stuff.

6. Coin and buckets.
Introduces fishing. Here we eventually gain acces to the locket and message in the bottle. After that we've got a dialog between Carla and Lionel. This leads us to the another game in Steam with it's own hints [/spoilers].

This is it? Is there any other connections I missed?


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Aumires Nov 17, 2018 @ 6:55am 
There is also the subplot about where some SoL creatures will/want to work afterwards: The kid, the janitor, the town mechanic... and of course, the sphinx and the kraken. Which is another achievement.

The soda machines are just things that let you see a bit more of what's going on. The statue has runes that read "to my greatest creation", so we can see Lionel perhaps started changing around a bit before the plot happened.
BiggerJ Nov 22, 2018 @ 3:50am 
The radios tell the story of Jeremiah, and hide a big secret in plain sight.

The second-hardest radio to unlock seems to be unreleated to Jeremiah - but it reveals his greatest secret. Their narrative order is the order in which you can access the machines that lead to them. So the second is the story about him being a bored janitor, and the third is the one that reveals that he works for Reggie. The first - but the second-hardest to unlock - reveals his origins. He's a glitched Groonda, accidentally created when Lionel turned off his computer while Gameworks was in the middle of saving. That's why he looks glitchy in Walk - a reference to his creation. This gives him a motive for his involvement in the plot, beyond wanting an intgeresting job. He's basically Frankenstein's monster.
Last edited by BiggerJ; Nov 22, 2018 @ 3:52am
stormydragon Jan 13, 2019 @ 9:23pm 
Originally posted by BiggerJ:
The radios tell the story of Jeremiah, and hide a big secret in plain sight.

The second-hardest radio to unlock seems to be unreleated to Jeremiah - but it reveals his greatest secret. Their narrative order is the order in which you can access the machines that lead to them. So the second is the story about him being a bored janitor, and the third is the one that reveals that he works for Reggie. The first - but the second-hardest to unlock - reveals his origins. He's a glitched Groonda, accidentally created when Lionel turned off his computer while Gameworks was in the middle of saving. That's why he looks glitchy in Walk - a reference to his creation. This gives him a motive for his involvement in the plot, beyond wanting an intgeresting job. He's basically Frankenstein's monster.

It think the "while gameworks was trying to save" part refers to the mysterious data loss at gamefauna referred to at several points, which in turn was the RL result of the attack Jeremiah led on Gameworks headquarters
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