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#not sure if that's a bug or if the clips are mapped to certain episodes??
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and in sharp contrast to yesterday, today we had Amelia being aggressively gay. But she has yet to throw us under a bus!
The weather was apparently very nice today and there were quite a few people on my usual path, so I couldn't enjoy my music as animatedly as I usually like :(
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deadskepticfiles · 5 years
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THE DREAMING PROPHET: EP 4 TRANSCRIPT
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EPISODE FOUR: TELEPHONE GAMES (LINK)
Two can keep a secret, if none are in the Song. Spread those secrets to a whole boxcar, though, and some may slip through your fingers. Talking points: Secrets of the Prologue, of Hoadly Street, and of the Maze. Featuring guest, Spoder.
Spoiler + Content warning begins at 1:03. Content warnings: General horror.
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Credits:
- lavanya: host, transcript, video editor, asset artist, speak-as-one's #1 fan
- astriferal: host, audio editor, puncher of things
- be11amy: advertising, fact-checking
- spoderman: guest
- xaviul: moral support
- intro & outro music, "ringing bells": a weirdly handsome individual
- transition audio clips, music, voice lines: the blackout club/question games - the blackout club: question games (https://www.blackoutclubgame.com)
 lavanya [00:00:20] Good evening, Red Acre and welcome to your favorite nighttime show, the Dreaming Prophet. Now tonight, our episode is going to be discussing secrets, so in the spirit of sharing, I'm going to share a secret with you. And that secret is, even though some people say that we're yellow journalism, I like to think that we're leaning into McCarthyism and going full red.
 lavanya [00:00:41] I'm your host Lavanya -.
 astro [00:00:44] - and I'm Astro -.
 lavanya [00:00:45] - and we'll be your hosts for tonight.
 astro [00:00:47] This is a Blackout Club show for Blackout Club players with minimal speculation, all lore, and a focus on the known facts. Tonight, our topic is secrets. We're going to be talking about secret passages secret law and everything you can find in the game if you just look a little bit below the surface.
 lavanya [00:01:03] As always, it's time for us to get into our general content warnings. For once, this episode essentially has no warnings beyond general horror warnings. There are no children being harmed. There are no children being injured. And there is absolutely no death, or emotional distress, of any variety.
 lavanya [00:01:20] This episode is good, wholesome fun, and a deep underground cave that exists underneath your town that is slowly swallowing up everything around it. But we do have a general spoiler warning! This episode is going to be heavily discussing the map in general, so we're going to be discussing the secret ways through the maps, some of the neat things that you find in it, and we're also going to be dissecting the prologue to a certain extent.
 lavanya [00:01:46] So if you're the sort of person who really enjoys finding out all of these little niggling wiggly secrets yourself, then this is probably not the episode for you, because we're just going to ruin it all.
 lavanya [00:02:06] And tonight we are going to have yet another co-host: this time, the lovely Spoder-Man.
 spoder [00:02:12] Hi, I'm Spoder. I'm here to represent the Geek Squad.
 lavanya [00:02:14] The most important squad of all. Remember, when you're choosing your outfit for the night, don't go for style. Don't go for fashion. Go for the absolute maximum amount of pink that you can physically cram onto your body.
 lavanya [00:02:27] Grab that baby mask.
 lavanya [00:02:28] Put it on.
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lavanya [00:02:30] So there's a lot of secrets in the game and there's a surprising amount located in the prologue. We've primarily discussed the prologue during episode 1, and in episode 2.
 lavanya [00:02:40] So if you need an overview of what happened in that, go ahead and take a minute to scroll on back, and rewatch those episodes. We are going to be focusing on all the interesting little details that you can find in it that you would otherwise miss, more so than explaining the plot itself!
 lavanya [00:02:56] One of the first secrets that you will encounter during the prologue, and that you may not notice initially, is that there is a minor time distortion in the basement hallway as you're walking down it towards the television, before you actually watch the television. You'll notice that it seems to be stretching in front of you. What that essentially is is a time slow. If you walk back down into the basement after you have already watched the television, it will not occur.
 lavanya [00:03:24] It's only when you're initially entering that everything will slow down as you approach that television.
 spoder [00:03:29] After you repair the television and look back down the hallway, you'll see a shadow of your character, Bells, kneeling at the other end. If you close your eyes and then walk down the hallway, you're allowed to skip the trigger of the shadow disappearing and you can get an up close look at it as you pass into the living room again.
 astro [00:03:44] You can also see the shape. His shadow appears on the ground through the window, and when you close your eyes you can see him there. Bells comments on this, saying, "I can see you!".
 astro [00:03:54] But when you close your eyes again, he's gone.
 lavanya [00:03:57] An important thing to note here is, unlike in the rest of the game either in the prologue or in the main multiplayer section, the Shape is completely flat. He has never hit the gym at this point in his development. He has probably never left his house before; this is his first foray into the world. And then, after the prologue, he starts hitting the gym.
 lavanya [00:04:18] He's fully 3D.
 spoder [00:04:19] This pre-swoll Shape might be caused by the fact that there are two different stages of Bells house: one before she wakes up, where the closet garage door and front door is all mysteriously missing and just replaced by flat walls. The second stage of her house is after she's woken up. All the doors - closet, garage, front - have returned, along with sound barriers and trucks in front of her house.
 astro [00:04:42] This dream state also affects other parts of the house, and other parts of the sequence that follows as Bells goes on her quest. She will see things begin to appear in her living room - the unity tree, for instance - and streamers hanging from the ceiling.
 astro [00:04:56] Before the Unity tree appears, though, you can see its reflection in the glass cabinet in the living room. This may be a bug, but it's also a really fascinating little bit of foreshadowing.
 lavanya [00:05:08] In the office, there is a book that describes the prisoner's cinema, which is a fun link in to all these various Easter eggs they have.
 lavanya [00:05:16] Essentially, the prisoner cinema is when you close your eyes and you see unusual lights in the darkness - or, sometimes, unusual shapes. This book adds a fascinating element to the game, on that we're pretty sure from the point of view of the child, that you're playing most of the things that you see are real. But as with basically everything in the prologue, it introduced the question of:.
 lavanya [00:05:40] Is it actually real, or are you just seeing shapes in the darkness?
 lavanya [00:05:44] Or are you seeing cards on your bed? Because, if after you fixed the TV, you backtrack all the way to Bells room and you look at the bed, there will be something added to it: specifically a prom invitation between Bells and a mysterious, identifiable black shape. This only appears during the dreaming state, so it's fairly clear that it's not really there.
 lavanya [00:06:09] But that won't stop Bells from reacting, and freaking out over it.
 spoder [00:06:13] After the Shape comes out and you're encouraged to run into your house to escape him, you're actually allowed to linger. And if you do, you can see them walking around your house. But you don't have to be scared of him. He can't actually see or hear you.
 spoder [00:06:24] You can dance all you want, a foot in front of him, but he won't care.
 lavanya [00:06:28] Bells talks constantly all throughout the prologue, reacting to everything that she sees. If you wait down in the observation room and just hang around - chill out,  check your phone - then, eventually, she will start giving off secret voice lines, basically discussing whether or not she's completely insane, whether she's made this up, if she's actually having creepy detailed outline of her house in her basement, if she has a basement.
 lavanya [00:06:54] All of that. Bells character is very well-defined throughout the prologue. We know what she wants, we know her motives, we know what she's scared of, ultimately, but these little extra voice lines are a fascinating insight into her character that otherwise she may not necessarily get.
 astro [00:07:09] If you managed to break into the last door in the door hallway, you'll find a secret room there where the voice that you're speaking to chides you, saying taking our time, eh?
 astro [00:07:21] And then offers you a replacement lock pick.
 spoder [00:07:24] The code to the key pads later on the prologue are always the same. So if you know it, you're able to rush through that part quickly.
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astro [00:07:33] Inside the main game, there's even more secrets. If you look around you can notice a few patterns about the world that you're in. For instance, for a very low tech area, Red Acre has a lot of tech magazines. You can find them stacked up in various houses, indicating the owner's interest.
 astro [00:07:49] In 919, in fact, there's one magazine on the coffee table that you can pick up. It's the only one in the game. There's no reason that you can pick it up and you probably aren't supposed to, given that it's the only item in the game that doesn't have a black and white icon in your inventory, but it is very fun to pick up.
 lavanya [00:08:08] 918 Hadley is.. If you ask basically anyone who's played the game, it is widely agreed upon to be the best house out of all the houses available. And why is that,  you might be asking? It's because it's the fucking SAO house.
 lavanya [00:08:22] 918 Hadley has lovely Chiara's room. She has two of everything in her room: two beanbags, two bunnies on her dresser with a cup wedged beautifully between them.  If you look at the floor, she's even got all of her blocks arranged in stacks of two. She's even had two backpacks, though god only fucking knows what a child needs two backpacks for. And on the wall she has "I'M 11", except the thing is it's not that she's 11 - it's a symbol with her face wedged right between the two arches.
 lavanya [00:08:55] And if you can get over seeing double in Chiara's room, and you head down into the basement you'll end up in Devin's room. And Devin is one of the few named characters in the game, at this point, who we've had the chance to explore their character in depth to the same extent that we've seen Bells.
 lavanya [00:09:12] Devin is featured or mention in 6 of the journal entries, which is the most information that we've had to one character so far. And if you head down into the basement, you'll be in their room! Their room is not quite as amazing as Chiara's room, because there is no religious symbology whether it's from false, fake-ass voices, or the one true voice. They do have posters. They have a picture of what may very well be themself with a slightly questionable mohawk.
 lavanya [00:09:41] And they have a button up on the wall.. but not much else. If you want to hear more about Chiara and Devin, then you're in luck because 918 is one of the few houses that has numerous, as I mentioned before, journal entries dedicated to its inhabitants. You can go ahead and read anything in the 918 category, which includes Harper and the letter to Alberta, Devon's diary excerpts 1 to 3, or the mom call transcript 1 through 2.
 lavanya [00:10:09] If you don't have these journal entries unlocked yet, then this is a great time to either hop to the official community discord and go ahead and ask someone - because people are always willing to give you information - or else you can always just ask your friends. Because one of the best things about the Blackout Club, as always, is sharing information with other people that you're playing with, and being able to share your theories as you're going through it.
 spoder [00:10:36] 920 doesn't have all that much to go on, but we do know a few things, like how the family has twins - as we can tell by the two beds in the kids room. It also has a very creepy inventory manifest as its only journal entry, where we learn the names of the twins: Marshall and Margo Wellesley.
 lavanya [00:10:53] 921 Hoadley's an interesting case in that we know absolutely jack and shit about the residents. What's their names? Who knows. What do they do with their lives? Who knows. There are no journal entries for this house. There is no maze access inside the house, and there are no mentions of the residence or anything else from the other journal entries. We do have some minor information, which leads to a fun secret that you can find in the game!
 lavanya [00:11:20] One - or both of the parents who live in 921 Hoadley - are members of the military. They have a prisoner of war flag outside of their house. They have two medals up on their wall, and they have pictures, and they have military souvenirs all over the place.
 lavanya [00:11:35] Which, at first - this may not seem noteworthy in itself, but if you go across the street from 921 Hadley, and you look at the deer statue, you'll find something interesting. It has a plaque on it that says:.
 lavanya [00:11:46] Deer Fall Park: dedicated to the men and woman of the township who have faithfully served to preserve our freedom presented by its grateful residents in 1983.
 lavanya [00:12:00] So, that's a fun secret to find inside of the game! You won't necessarily notice that normally, but it does give us a rough time for when Red Acre has at least been around since, and it gives a hint at least some aspect of 921 Hadley and that, maybe, whatever they did in the military was so noteworthy, or so well respected inside of Red Acre, that they got a fucking statue for it?
 astro [00:12:21] 922 Hadley is Siobhan and Niolle's house.
 astro [00:12:25] This house has four relevant journal entries. The Niolle Baby Book entries 1 through 3, and the Red Acre police report. In this report, Colm Ryan is mentioned - presumably Siobhan's brother. His room is the storage room and the upstairs across the hall from the master bedroom. It has a weird altar in the corner. There's a symbol on it that we can't quite recognize. And that appears nowhere else in the game. It appears to be a triskelion: three legs, walking in a circle, and it also appears to be broken.
 lavanya [00:12:57] If you head over 1001 Hoadley, then that is the Quiroga's house. Maligras Quiroga is noteworthy in that she has one journal entry that she directly writes, that is Maligra's Letter to the school board.
 lavanya [00:13:13] Essentially, she's one of the few people in Red Acre that is not interested in maintaining complete isolation for the children. And what makes this unique in the game is that she is also the only political figure that we know of.
 lavanya [00:13:27] If you enter her house and you look around, she has a new voice for Red Acre and her mail campaign, which I'm sure is not an SAO slam, but we're going to pretend briefly that it is. The older Quiroga is interested in increasing the children of Red Acre exposure to outside technology, outside people, and the outside world in general. The younger Quiroga is interested in multiculturalism as well, as seen by the fact she's not only making a dress, she's making a flag dress.
 lavanya [00:13:54] We have no direct confirmation of anything about the younger Quiroga or what exactly a new voice for Red Acre might mean in terms of what the older Quiroga knows.
 lavanya [00:14:08] But it's interesting to look at.
 astro [00:14:09] 1003 is one of the most ominous houses -.
 lavanya [00:14:15] or one of the most beautiful depending on who you ask.
 spoder [00:14:16] The House is most well known for its upstairs bedroom, which is covered in clown wallpaper. Walking around the house, you may notice that all the hung pictures are photos of plants. You may think it's just temporary assets, but it is confirmed by a dev that all current pictures were chosen for a reason.
 spoder [00:14:32] So, who knows what these might be for?
 astro [00:14:34] And now for a word from our sponsors!
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be11amy [00:15:00] Introducing the Red Acre Sleep Aid! Let’s face it - Red Acre has a thriving nightlife, and it can make it very hard for early birds like you to get a good night’s sleep! Luckily for you, the Red Acre Sleep aid is a highly effective spring-loaded and injection-based sleep aid. Just point the Red Acre Sleep Aid device directly at yourself and pull the trigger for a good night’s sleep. Because sleep is a beautiful thing. Take the Red Acre Sleep Aid, and dream well! Disclaimer: We are not responsible for injuries sustained when using the Red Acre Sleep Aid.
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lavanya [00:15:40] So, our next section is going to be discussing the secrets of the maze~. Now you may be thinking the entire maze is fucking secret, but the joke's on you, because it is cram packed full of shit that you will never see unless you in-depth explore or unless you're paying entirely too much attention to it.
 lavanya [00:16:02] There are a ton of secret passageway all throughout the maze, which, if you're careful - you have a grappling hook - or you just have very good timing - you can navigate almost the entire maze without ever touching the ground. This is insanely useful when it comes to dodging the Shape, and it's also incredibly useful when it comes to dodging the Lucids.
 lavanya [00:16:23] Because they may be able to see you, and they will climb up to get you - but it's going to take them fucking forever. And by the time they actually get up there, you will already be gone!
 lavanya [00:16:32] One of the most interesting things about the maze to me is the fact that all of the rooms that play music are a part of the song are actually named after body parts. Unfortunately, I know jack shit about anatomy, I can't lead the way on that.
 lavanya [00:16:48] Personally, when it came time to choose our electives, I did the right moral thing, and I looked the health class in the eyes, and I said no.
 lavanya [00:16:56] So I took CHORUS.
 lavanya [00:16:59] Fortunately, Astro was homeschooled, so Astro is here to lead us through this amazing analyses of the human body. Your turn, Astro~!
 astro [00:17:10] I can't believe you'd expose me like this.
 lavanya [00:17:12] [laughter]
 astro [00:17:12] The Throat is one of the first parts of the instrument you'll come in contact with, and it may not be quite obvious, because it doesn't have any visible strings, but the throat is important because it's a resonator.
 astro [00:17:26] At the bottom of the Throat, there's water which you can only see when you fall into it, which is not advised. For the record, you can also hear it though in the ambient water dripping sound effects. If you stand close to it for long enough, it seems to have an opening to the surface of some sort far above it, if you look straight up - and hopefully when you're not falling into it.
 astro [00:17:47] Ingestion is another part of the Instrument that plays music. This has strings across it that you can climb on and hide from anyone who may be trying to get you. If you're lucky enough to carry a grappling hook, it also has a secret access to String Relay.
 astro [00:18:01] The Nerve Center can be found at the end of Ingestion. At the lowest level, it has secret accesses to the Sleepers Lockers to String Relay, into the airway bathroom.
 astro [00:18:12] Standing on top of - or passing just under the big gong or cymbal - will let you hear weird voices! This is the same part of the Instrument that you see in the prologue, when you're trying to jump across the large chasm.
 astro [00:18:21] The Airway is possibly the simplest part of the Instrument, because it's one long hallway that extends from the Nerve Center to Dream Therapy. It is a straight shot across and it connects to String Relay and the Airway Bathroom. But if you need a place to hide, you can duck up into the catwalk above it.
 astro [00:18:38] And finally, the Plexus. The Plexus has strong fluorescent lamps that you can hide on top of with a very well timed, and well executed, jump. You can also use your hook to shortcut through parts of it, as it's very large and has multiple levels.
 lavanya [00:18:53] When you head down into the maze, 920 Observation is one of the first rooms and it's kind of interesting in that - go ahead and look up when you're either on that platform, or when you're down on the ground, and you can see that the entire house outline on the ceiling!
 lavanya [00:19:07] If you go ahead and you have one of your teammates go into the house, you'll see that it actually lines up perfectly: where it says kitchen is exactly where the kitchen is, where it says garage is exactly where the garage is. And it's interesting in that.. we don't know why it's there.
 lavanya [00:19:24] Instrument Supplies is one of the most fascinating rooms in the game, because you can look all around you and it is chock full of secrets! Secret number one: there are no fucking instruments, there are no fucking supplies. The entire name of this room is a lie. It should probably be called Big Ass Ladder Room, because it does have multiple big ass ladders. However, there are still some secrets that are slightly more obvious than this scintillating fact! But the most exciting thing about Instruments Supply - the most scintillating fact - the thing that sparks the most joy in players heart - is the fact it not only has one, but it has TWO shortcuts!
 lavanya [00:20:10] If you have your grappling hook, like a good decent moral heart player, you can go ahead and throw that across the Throat and make the jump, either into String Relay or Host Conditioning.
 lavanya [00:20:22] Your friends may say: this is crazy! Your family may say: this is crazy! Lucids may weep as they see you hurtle all over the edge of the cliff, towards your inevitable demise into the Throat. But the stronghearted and the best of us all are willing to die for their ideals, for their passion, and in the pursuit of getting that 30 second - or possibly 10 second - shortcut out of the way.
 astro [00:20:49] That's an interesting thing to say coming from you.
 lavanya [00:20:53] Sometimes, we all have to lean in a little bit to our internal Die-for-You, and realize, if saving precisely five seconds at the risk of adding five minutes as your friends chase your shaped body across the maze isn't worth it, then what in life truly is?
 spoder [00:21:10] I stand by these claims.
 spoder [00:21:12] Cryptogram Library is notorious for being one of the largest rooms in the maze, only being rivaled by Dream Therapy. It has secret tunnels on the red side connecting to New Growth, and Sleepwalkers Lockers. The room contains two projectors being fed slides through a conveyor belt, which then are projected onto these little red rooms either side of the cryptographic library.
 spoder [00:21:31] The red room on the south side of Cryptogram Library is the only current known spot where you observe Rare Behaviour.
 spoder [00:21:38] Subliminal Media contains two parts: a room completely covered in soundproof foam, and an all white room projecting a yak video to an empty audience. In front of the beautiful yak video, there is a hole in ceiling, which, if you have a grappling hook, you can use to climb underneath one of the Somniloqs. Beneath Subliminal Media, there's a small tunnel in the back northwest corner, which leads into the well.
 spoder [00:22:00] Back in the soundproof room, there are four tiny cubicles containing three monitors each, projecting a certain portion of the maze. Now these aren't live feeds, you can't go there and dance in front of it, but you can still see certain sections of the maze.
 lavanya [00:22:15] Film Archives is a fascinating room, because at first glance, it just looks like a huge ass cave. Film Archives, as you wander around in it, you'll see that there's shelves up on the walls, and what you should do is go over to them and go ahead and take a look. It is filled with the same sort of projector tapes that are used in the projectors that we see throughout the maze.
 lavanya [00:22:34] And these projector tapes have names! As of July 28, 2019, these names are currently works in progress, and if I remember correctly, the dates on them are not accurate. But what they show, as of right now, is that they are the names of children. They are further examples of the recording that you can see all throughout the maze, in the form of houses being shown, or streets being shown on the television screens, or in the constant fucking cameras that you will always be tripping over.
 lavanya [00:23:08] Sleeper Lockers, despite the names, is not a place where you go to sleep. They do not have any beds in them. They are, in fact, just a locker room for the sleepers. But despite that, they don't have any showers either. It's literally just a shit ton of lockers that are not even linked to the bathroom - the Sleepers Bathroom being the one place in the maze that is not named, and that you never want to go, fragment   aside. In fact, their placement in the maze really just doesn't make any fucking sense. But that's CHORUS funding for you.
 lavanya [00:23:41] So the Sleeper Lockers are not connected to the bathrooms. They're not connected to the Barracks, and they're not connected to any place that would make actual sense. But what they are connected to is the Cryptogram Library! So if you ever need to go to the Cryptogram LIbrary and check out some fascinating slides of people doing yoga, then just remember you can just pop up through the ceiling, climb down the rafters, and go watch them in the nice sweet privacy of the Sleeper Lockers.
 lavanya [00:24:09] From there, the other place that you can reach is - you can head underground into the Nerve Cluster from the Sleepers Lockers, which there's no explanation again on why there's vents in the floor filled with ladders in here, but it's best not to ask questions. There are some things that young minds just aren't meant to know.
 lavanya [00:24:26] Or else you can head off into Ingestion, through climbing on the sin wires. From there, you can also once again reach the Neve Cluster, so, no matter where you go, if you need to go to the Nerve Cluster, you probably can just cut through the fucking Sleeper Lockers. That's what they're there for.
 lavanya [00:24:43] Dream Therapy, once again, despite the name, is somewhat disappointing in that there are no beds here. There is nowhere to sleep, unless you want to go cocoon yourself into one of the creepy recording stalls or huts across the place. Interesting thing about Dream Therapy, though, despite the misleading name, is the fact that its forest themed, much like one of the houses above ground. Dream Therapy is green. In fact, it's so green that you could say that it's Green Therapy. The wood is green, the lighting is green - even the pipes, depending on how you look at them, are pretty much fluorescent green everywhere.
 lavanya [00:25:15] In Dream Therapy, you will see the plants in the form of the strange exotic pillar things above you, or else in the literal form of the ivy that is growing fucking everywhere. If you look at the shadows of some of these strange tree pillar things that they have all throughout, you can kind of see the words "S H" written out in them. Is that intentional? Is that just the human mind desperately grasping at shapes that it recognizes, in what is frankly a pretty fucking confusing shadow? Who knows! But it's there.
 lavanya [00:25:50] At the highest level of Dream Therapy, there's a weird set that is essentially of a school. You have lockers, you have desks, you have tables, and you have the constant droning buzz of a thousand voices, bells ringing, weirdness going on up there. We're not exactly sure what that means, because it's never explicitly mentioned in any of the journal entries, but you can kind of hazard a guess -  especially given that Dream Therapy is only connected to three places: the Somniloq, the Airway, and Hosts Conditioning.
 astro [00:26:23] The Arches have an access to the twist just above it.  If you climb into the crawl space, above the walking area, you can reach that or you can hide from enemies, or stalkers. The crawl space is reachable by grapple or by a lucky jump.
 astro [00:26:37] Signal relay can be found at the end of the Plexus. It has two mirrored chambers on either side, and there are ladders that lead to an attic above it for hiding or for playing the strings. There is a shaped door between the two halves and, other than the placement of a chair and a contraband locker, they are almost exactly the same. There are two Somniloquoys, which also branch off of the Plexus. According to the update notes, with update 7, Somniloquoys, there is a reason for this. We just don't know yet what it is.
 astro [00:27:06] One of these Somniloquoys seems to be in progress. It has scaffolding, work lights, and more sound proofing, while the other one looks much more polished. In the center of each, large tanks hold glowing gas that gets vented out the top. There is usually at least one passage from the control room to the topmost level in both, where catwalks surround the room.
 lavanya [00:27:24] String Relay is a pretty straight forward room. It is a giant fucking cave, much like most of the maze, and surprisingly, it is filled with strings. [laughter] These strings are constantly moving. Some of the interesting things here are that, if you touch the moving wires, at least in the past, then they would make sin / noise. There is a single suspended wire between two of the catwalks that you can walk across. This is the only way. Do not touch that single wires, because you will fall through.
 lavanya [00:27:54] There is a secret hidey hole to the side that faces the throat, where you can kind of tuck yourself away and it is pitch black. The lucid will not see, stalkers may not see you, and for stalkers, players will probably not see you because they're gonna assume you ran out the other way. This hidey hole does have a dangerous secret, though, and that it is filled with the ~danger sticks.~ These dangerous sticks are technically waterphone spines,but we're just going to stick with dangerous sticks for the aeshetic.
 lavanya [00:28:24] If you touch the danger stick, it will make noise. Not only will it make noise, it will make a shit ton of noise. You can not climb on the dangerous sticks. You cannot place your hook on the dangerous stick. These danger sticks will bring you nothing but pain in your life. So, frankly you should avoid them and probably find a better hiding spot.
 lavanya [00:28:44] The Barracks only have one secret tunnel. So, when you're heading down the stairs look to the left. You're going to see that pantry full of supplies with a water tank and a picnic table, perfectly positioned so that you can watch your co-workers sleep. But if you can hold off from that level of casual voyeurism, if you just look up, you'll see a secret tunnel that will let you slip all the way to the wall and out almost towards the back.
 lavanya [00:29:12] That is the only place that Barracks has in terms of secret tunnels! Other than that, it connects to the plexus.
 lavanya [00:29:18] So, Host Conditioning is an interesting place, because as you're walking inside, if you close your eyes you'll see something on the floor. It's an eye symbol! That eye symbol is something made to ward off the Adversary, and all of those poor unfortunate souls that are foolish enough to fall in step with him. This is a fond reminded everyone, but especially Spoder, that just because the eye symbol is on the floor in Host Conditioning, that doesn't mean you're not welcome here.
 lavanya [00:29:46] It means that you should go on in! Step onto the disco floor down below, and accept the song into your heart.
 spoder [00:29:55] New Growth is one of those rooms which are obviously still under construction. It features scaffolding, tarps, and various supplies scattered around the room. On the northeast side of the room, it features two exits: one into the twists and one into the Somniliquoy. It also connects to the well on the northwest side. The well acts almost like an elevator, connecting to multiple parts of the maze. It features a staircase to the barracks on the bottom, along with a tunnel connecting to Subliminal Media, and two doorways connecting to Film Archives above it.
 spoder [00:30:27] It has an entrance to New Growth, and to the Somniliquoy, which is only accessible by using a grappling hook at the top of the well, which is gated off, but will one day connect to oOld Growth.
 astro [00:30:44] There are more secrets here that we haven't covered, and we can't get everything in this one episode. There's quite a lot to cover! Even though the map may not be as expansive as other games, it's deep and that depth extends into the detail as well as the physical depth. Additionally, there will definitely be more secrets in the game after this comes out.
 astro [00:31:04] We're recording this before the full release of the game on July 30th, so we can't tell you about what's going on there. You'll just have to find it for yourself.
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astro [00:31:12] Our new show music is called Ringing Bells. It has been provided to us by a generous, anonymous person, who has asked us to credit them as a weirdly handsome individual. This was their explicit request, so we're going to honor it.
 astro [00:31:25] And finally our new logo is by Lavanya. It is gorgeous. I am so happy with how it turned out and I am so proud to put it on our podcast.
 lavanya [00:31:33] Very grateful, but not grateful enough to credit me as a strangely specifically handsome mysterious stranger. So I see how it is.
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astro [00:31:51] The Blackout Club is made by Question Games. Our advertising director is Bellamy. Our transcript and video is by Lavanya. Audio editing is by me, Astro. Our guest today was Spoderman. Xaviul is the way shipping arrives by car, but cargo goes by boat.
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