So raocow is correct in the description. He can solve the puzzle. (link does not go to anything related to Outer Wilds) Of course, I'm glad he isn't. If you thought the inhabitants of the origin of the Stranger was wild...the other reels...
Outer Wilds - The World • XXI: The Journey is Complete
Re: Outer Wilds - Death • XIII: Free from the Past
Question for people who know the deal with the beamos alarm:
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Re: Outer Wilds - Death • XIII: Free from the Past
I do things. You can find them on my talkhaus site. https://enjl.talkhaus.com/
Here is another link. This one lets you draw.
https://enjl.talkhaus.com/draw.html
Here is another link. This one lets you draw.
https://enjl.talkhaus.com/draw.html
Re: Outer Wilds - Death • XIII: Free from the Past
I am genuinely amazed raocow intuited the death trick. His deductions throughout the whole game have been great and it's really enhanced the LP.
Re: Outer Wilds - Death • XIII: Free from the Past
So, to answer raocow's question in the description, here is what you do if you want to get to today's goal
Of course, tomorrow will be funny when
while alive
(raocow is welcome to read this after getting tothe third archive
):Re: Outer Wilds - Death • XIII: Free from the Past
As someone experiencing the DLC through this LP for the first time:
Re: Outer Wilds - Death • XIII: Free from the Past
That laser grid background was extremely common for school photos or mall portrait studios back in the day and is the kind of thing people look back on and laugh at for how dated it looks now. The hidden portrait is probably just an Easter Egg joke about that.
I don't think i would have discovered the owlnet on my own. I would have been too anxious to try exploring without a reliable light source, and i thought not having the lamp on you might cut off your connection to the homeworld. Even watching raocow do it the first time made me feel a little uneasy.
I don't think i would have discovered the owlnet on my own. I would have been too anxious to try exploring without a reliable light source, and i thought not having the lamp on you might cut off your connection to the homeworld. Even watching raocow do it the first time made me feel a little uneasy.
Re: Outer Wilds - In the Shadows
Oh.
... Oh...
You know, I suppose, since the deer-owl-person was already dead, and continuing to "live" in the void they've been trapped in for millenia would've been prolonging their effective purgatory, the path they took was the only one they had...
... Enjoy your boat ride, friend. May the rivers be calm, and the banks bountiful.
... Oh...
You know, I suppose, since the deer-owl-person was already dead, and continuing to "live" in the void they've been trapped in for millenia would've been prolonging their effective purgatory, the path they took was the only one they had...
... Enjoy your boat ride, friend. May the rivers be calm, and the banks bountiful.
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Re: Outer Wilds - Recesses of Your Own Mind
So with the DLC more or less done, I'm going to provide a bit of trivia. Copied and pasted from my Youtube comment.
So in the game files, these beings are referred to as "Ghostbirds". Probably not what they call themselves, but it's as close to an "official" name as we would probably get. Each individual Ghostbird also has their own name in the game files, and the Prisoner is named "Kaepora" after the owl in the Legend of Zelda. Apparently the Ghostbirds are all voiced by real life elk from the Woodland Park Zoo in Seattle.
But yeah, passwords do exist in the game's code for all three of those seals. Ironically, the one for the invisible bridge seal is different from the one that you actually use and doesn't actually do anything, but the game's code considers it to be the proper code. None of these passwords can be found without datamining or brute forcing, the latter of which would take a very long time.
Incidentally, it would seem that you forgot about the breach in the Stranger, which is by far the fastest way to get to the canyon town. It ended up being my preferred place of entry for most of the game.
Below is spoilered just in case, but it's relatively minor, as it only points you to places where you may have missed stuff. Some of it is not stuff most people are expected to find.
So in the game files, these beings are referred to as "Ghostbirds". Probably not what they call themselves, but it's as close to an "official" name as we would probably get. Each individual Ghostbird also has their own name in the game files, and the Prisoner is named "Kaepora" after the owl in the Legend of Zelda. Apparently the Ghostbirds are all voiced by real life elk from the Woodland Park Zoo in Seattle.
But yeah, passwords do exist in the game's code for all three of those seals. Ironically, the one for the invisible bridge seal is different from the one that you actually use and doesn't actually do anything, but the game's code considers it to be the proper code. None of these passwords can be found without datamining or brute forcing, the latter of which would take a very long time.
Incidentally, it would seem that you forgot about the breach in the Stranger, which is by far the fastest way to get to the canyon town. It ended up being my preferred place of entry for most of the game.
Below is spoilered just in case, but it's relatively minor, as it only points you to places where you may have missed stuff. Some of it is not stuff most people are expected to find.
If you come back to the stranger to tie up loose ends, I'd recommend going to the bell's exterior in the dream world, as you never explored that place. If you want to look for fun secrets, I'd recommend searching that area very thoroughly, and also trying to find a way to the roof of the canyon base in the dream world.
Signature text.
Re: Outer Wilds - Recesses of Your Own Mind
So, two interesting bits to note. One unspoilered, one heavily spoilered.
The first is the music of the owl-elk/ghostbird/chozo/inhabitants of the Stranger that you heard in owlnet. You hear in the cabin in the woods a very eerie but melodic song, and one of those sounds is eminently present. When I looked at the credits, I didn't see this, but I'm pretty sure one of instruments Andrew Prahlow (the composer of the soundtrack of the game and DLC) used was a singing/musical saw (or, possibly used a Moog to create a sound similar to it). It's kind of the perfect folksy instrument that emits a spooky, ethereal sound. I think it fits really well with the setting here, especially given the purpose of owlnet.
An example of a singing saw:
The second:
1. That would go against the spirit of the original game by providing a quick and easy answer to a puzzle.
2. It would make it likely that a player may inadvertently skip learning the backstory, which again goes against the spirit of the game.
Granted, you still need a code for one seal, but the point remains. I also think they deliberately left the codes in there for someone to find, since they certainly recognize its use in a speedrun setting.
The first is the music of the owl-elk/ghostbird/chozo/inhabitants of the Stranger that you heard in owlnet. You hear in the cabin in the woods a very eerie but melodic song, and one of those sounds is eminently present. When I looked at the credits, I didn't see this, but I'm pretty sure one of instruments Andrew Prahlow (the composer of the soundtrack of the game and DLC) used was a singing/musical saw (or, possibly used a Moog to create a sound similar to it). It's kind of the perfect folksy instrument that emits a spooky, ethereal sound. I think it fits really well with the setting here, especially given the purpose of owlnet.
An example of a singing saw:
The second:
I suspect the devs' original vision was to actually provide the passwords for the three seals. But then they changed their minds for two reasons:Draexzhan wrote: ↑1 year ago But yeah, passwords do exist in the game's code for all three of those seals. Ironically, the one for the invisible bridge seal is different from the one that you actually use and doesn't actually do anything, but the game's code considers it to be the proper code. None of these passwords can be found without datamining or brute forcing, the latter of which would take a very long time.[/ispoiler]
1. That would go against the spirit of the original game by providing a quick and easy answer to a puzzle.
2. It would make it likely that a player may inadvertently skip learning the backstory, which again goes against the spirit of the game.
Granted, you still need a code for one seal, but the point remains. I also think they deliberately left the codes in there for someone to find, since they certainly recognize its use in a speedrun setting.
Re: Outer Wilds - Recesses of Your Own Mind
Sounds way more like a theremin to methatguyif wrote: ↑1 year agoThe first is the music of the owl-elk/ghostbird/chozo/inhabitants of the Stranger that you heard in owlnet. You hear in the cabin in the woods a very eerie but melodic song, and one of those sounds is eminently present. When I looked at the credits, I didn't see this, but I'm pretty sure one of instruments Andrew Prahlow (the composer of the soundtrack of the game and DLC) used was a singing/musical saw (or, possibly used a Moog to create a sound similar to it)
fart.
Re: Outer Wilds - Recesses of Your Own Mind
raocow once again nailing it with inferring what was in the sarcophagus.
This is such a beautiful ending to the DLC. Seeing everything you've pieced together throughout the game laid out like that tied everything together, and actually getting to communicate with the prisoner was such a cool moment. Now i really want to find a way to bring that staff to Solanum so the Nomai can finally know what happened with the Eye.
This is such a beautiful ending to the DLC. Seeing everything you've pieced together throughout the game laid out like that tied everything together, and actually getting to communicate with the prisoner was such a cool moment. Now i really want to find a way to bring that staff to Solanum so the Nomai can finally know what happened with the Eye.
Re: Outer Wilds - Recesses of Your Own Mind
While I see the reasoning, there's a reason I cite the musical saw.Duker wrote: ↑1 year agoSounds way more like a theremin to methatguyif wrote: ↑1 year agoThe first is the music of the owl-elk/ghostbird/chozo/inhabitants of the Stranger that you heard in owlnet. You hear in the cabin in the woods a very eerie but melodic song, and one of those sounds is eminently present. When I looked at the credits, I didn't see this, but I'm pretty sure one of instruments Andrew Prahlow (the composer of the soundtrack of the game and DLC) used was a singing/musical saw (or, possibly used a Moog to create a sound similar to it)
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Re: Outer Wilds - Recesses of Your Own Mind
Same. I also preferred the hull breach entrance, because it provides quick access to a clickety-clack and an OwlNet port that doesn't get submerged.
By the way, if you input the passwords for the second and third seals, then what do they do? Do they summon the raft towards you and turn off the Beamos alarms, respectively?Draexzhan wrote: ↑1 year ago But yeah, passwords do exist in the game's code for all three of those seals. Ironically, the one for the invisible bridge seal is different from the one that you actually use and doesn't actually do anything, but the game's code considers it to be the proper code. None of these passwords can be found without datamining or brute forcing, the latter of which would take a very long time.
Here are some other trivial things I thought about regarding the DLC, which I'm too lazy to test myself:
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Re: Outer Wilds - Recesses of Your Own Mind
More specifically, the raft gets summoned, and the light on the bridge turns off, allowing you to go across without activating the alarms, meaning it's possible to actually meet the prisoner without killing yourself. And afterwards, if you go to the prisoner's bell in the real world, the sarcophagus is open and you can see their skeleton, holding an extinguished lantern.
Signature text.
Re: Outer Wilds - Recesses of Your Own Mind
To answer your questions:
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Re: Outer Wilds - The Bell Tolls
So, even reading the comments I still don't really get what the puzzle for the teleporter is. Are you just supposed to go in slightly after the sand pillar goes away? Because if so, it's really lame. Considering how many steps you needed to take to get to the coordinates or Solanum, this is barely a puzzle in comparisson, lol.
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Re: Outer Wilds - The Bell Tolls
Actually, you have to go in while the sand pillar is pulling you up. Which is only possible to do if you stand where raocow stood. And while you say that, in every playthrough I've watched (my own included), this was the final thing the player had to figure out toEllenHouraisan wrote: ↑1 year ago So, even reading the comments I still don't really get what the puzzle for the teleporter is. Are you just supposed to go in slightly after the sand pillar goes away? Because if so, it's really lame. Considering how many steps you needed to take to get to the coordinates or Solanum, this is barely a puzzle in comparisson, lol.
beat the game
. The way it's set up it's fairly inconspicuous, and generally not something people give much thought until they understand just how important it is to get to the ATP and which warp will take them there, which requires a very strong understanding of most of the Nomai saga. It's a simple puzzle, hidden in plain sight, which, when you think about it, is how a *lot* of this game already works. Unless it's quantum stuff, then it's hidden until it is in plain sight.The entire game is specifically designed to
be beaten in a single loop if you already know what's going on. There's literally an achievement for doing that.
I will say though, I *do* kinda dislike how the way it's set up basically means the earliest you can go in is roughly seven minutes into the loop. It's not that I dislike the tighter time limit it grants you, I just don't like waiting in most situations. Though, a thought occurs to me now... would it be possible to (DLC spoilers)
free the prisoner and deliver the advanced warp core in the same loop?
If it is, it's probably only barely so.Signature text.
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Re: Outer Wilds - The Bell Tolls
I appreciate that the Nomai are generally cognizant of the environments they are exploiting and take efforts to minimize the damage, like when they relocate the plants.
Buttons hands down deserved first chair in the elk choir. Stellar performance there.
Buttons hands down deserved first chair in the elk choir. Stellar performance there.
Re: Outer Wilds - The Bell Tolls
To expand on my explanation in the comments, while the puzzle is incredibly easy in practice, to have the requisite knowledge to solve it, you:EllenHouraisan wrote: ↑1 year ago So, even reading the comments I still don't really get what the puzzle for the teleporter is. Are you just supposed to go in slightly after the sand pillar goes away? Because if so, it's really lame. Considering how many steps you needed to take to get to the coordinates or Solanum, this is barely a puzzle in comparisson, lol.
* Need to know how the warps work - most likely by finding and utilizing the white hole station
* Need to know about the Ash Twin Project, including that there is no normal entrance, and also that there is something inside that you critically need
* Find the high energy lab and its diagrams explaining which buildings correspond to which planets, or figure it out logically like raocow did
* Find the black hole forge and figure out its hint on which teleporter you need and why it seemingly won't activate on its own (which is probably the most non-obvious puzzle the main game throws at you)
For me at least it was the last thing I figured out in the game, and I was stuck on it for a couple days. It's almost beautiful how incredibly easy it is to execute in spite of that.
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Re: Outer Wilds - The Bell Tolls
I can definitely imagine myself finding the Ash Twin Project first thing and then getting mad at raocow for going everywhere except for that one teleporter. But I guess we will never find out in this timeline.
Re: Outer Wilds - The Bell Tolls
I doubt that. Nearly every person who has played this game has run into the same puzzle, and those who figured it out did so using a non-standard train of thought. You have the benefit of external observation, so you're not in the mindset of playing this game, let alone in the way raocow is playing it. You may see what he, let alone of the rest of us, didn't. This is certainly coloring your view of the situation, and this bias overstates your competence.EllenHouraisan wrote: ↑1 year ago I can definitely imagine myself finding the Ash Twin Project first thing and then getting mad at raocow for going everywhere except for that one teleporter. But I guess we will never find out in this timeline.
Re: Outer Wilds - The Bell Tolls
One last thing about the warp: Recalling my old train of thought, I shrugged my shoulder at the ATP warp for most the game because between not getting it to activate and the ceiling being broken, I made the perhaps dangerous assumption that the warp was broken until the black hole forge hint finally clicked with me.