As the title says, I was until about a week ago part of the Frontier's "Core Team" (basically leads devs). I was a lead writer and quest designers. I wrote and implemented the Legion Questline (and Scrapz), Wrench, The Hanged Man, Skitters, half of Salt Town, Irvington, the Portland Royal Casino, Sanctuary, Arlington Heights, Bright Town, The Netwrk, half of the Church of Eternal Life, and a lot of miscellaneous characters, notes and quests strewn throughout the mod.
I also wrote and implemented the Trochili, Mae Caufield and Tricky Dick, so yeah.
Some ground rules:
I will do my best to answer all questions (even the meme ones) but there are two types of questions I will not answer:
1). Troll questions
2). Trouble shooting questions or questions about bugs (that's for the Frontier server, this is mostly for trivia and behind the scenes stuff).
Otherwise just don't be jerks to me, the mods or to each other and you should be fine :).
Also, just a forewarning, I'm going to be typing fast, so please forgive a few spelling and grammatical errors here and there.
The AMA starts at 11AM EST and ends at 7PM EST, though it may end early if interest dries up.
submitted by To start, this should be a single player game. If Bethesda/Obsidian/MS can make it so I can play with 1 or 2 friends, I want that but understand it's not that simple.
So why it should be picked:
First, NY has an amazing history when it comes to Pre-Revolution, Revolution, the Civil War, and beyond. Major events like the battle at Saratoga (which is considered the turning point of the Revolution), the 1980 Miracle on Ice, and Woodstock (along with a whole lot more) all took place in upstate NY. So the rich history of the area is ripe for pro American stylizing and propaganda that gives FO it's unique take on American Atom-punk.
That along with more modern history of things like the Native Americans (The Oneidas) actually taking back their land and forming their own sovereign nation (basically they have their own gov. Pay no state taxes, and self govern with police, fire, and allow gambling which NY does not). So their modern government would not only be some great lore, but I honestly believe could be a basis for the main quest line. Things like their unique tribal leadership, philosophy, and gambling (hello 10 luck) could bring a very grey area to fallout that was kind of missed in FO3 + 4. Plus their mythology would make for a great weird scene that fallout has at least 1 of every game.
Also, for those who don't know, upstate NY is very country with major cities pocketed about. (Utica, Albany, Syracuse, etc). So if you liked NV style of wandering the wastes, or 3s style of city wandering, we've got both. Also, we've got two mountains areas, one in the Adirondacks and the Catskills are the other.
That said, one of the most important parts of fallout are the locations. Where can we go? For that I have a list:
Major locations:
Lake Placid Winter Olympics training facility - the winter olympics world be held in 2078 and if they still exist by then and to play into the game, LP could be the location of those games. Again, the miracle on ice where American Amateurs bested the Communist Russian Pros, was held there. The "Better dead than Red" sentiment would be full force. Not to mention one of a few great locations for a possible vault (80, in this case to house winter olympians). Plus, the weapons could be cool too. Hockey sticks, hockey skate blades on gloves, a goalie mask for armor, you name it.
Cooperstown Baseball HOF - Now when you think Americana, Baseball is one of your first thoughts, don't lie. Cooperstown is baseball central and very pretty. Another great place for pro-american styles and fun gear like baseball base mines, softball helmets (because fuck you "A League of Their Own" style pro-baseball league in FO sounds awesome), and of course bats and baseball grenades. Also a baseball Vault (Vault 4, 5, 7, or 9). Not my idea, but in this vault, there's 32 teams of mens and 32 teams of womens baseball (or coed teams, idk), all of whom are pro players. Vault tec test is simple, winner gets food and drinks, loser gets steroid infused food and drink (but they don't know it has steroids obviously). The idea is, test how good at baseball people can be if given monster amounts of steroids for generations. I'll make a separate post about this in detail if desired.
Canastota Boxing HOF - Another unique area for America. Canastota is pretty boring and empty, but for those of you old enough to remember Rocky when it came out, it basically revived Boxing as a major sport and also had a moment where America bested the Red Menace (Rocky IV). Maybe a spot for a vault or to learn unique unarmed moves. Pugilism Illustrated anyone?
Albany - NYs capital and an easy big city area along the Hudson. A great location for corporate greed, governmental corruption, and side quests. Can't say it'll be the focal point of the game since its very near the eastern border of it, but a good location for exploring and lore.
Buffalo/Niagara Falls - Ya ever gone over the falls in a barrel? Do ya want to? I think using Niagara Falls (which has an American and Canadian side, Canadas is the U-shaped famous one) as Fallouts first "Non-American" location would be fun. First, the falls are beautiful and are a major source of hydroelectric power. Second, in FO, America annexed canada, so it's technically still America! Third, right across the "border" are casinos! More gambling! Third and a half, it's another big city and buffalo is where the buffalo wing was invented (God bless buffalo wings). Besides the cool lore opportunity about the annexation and the city location, the falls could be a major location for the story if the main conflict was about powering the area, similar to NV.
Syracuse - NYs (literal) center city. The Salt City as it was formally known is a big city with some great old and new style. Again, not much about the city to say, but a great opportunity for corporate BS. The main attraction would be the Syracuse Dome (formerly the Carrier Dome). Due to its location and style, it's perfect as a central trading hub for the major cities and people. Think of Great Green Jewel style, people living, bars, shops, etc. BUT the really interesting part is what's right next to the Dome. SUNY ESF (Environmental Science and Forestry). This college is special because (A. I went there) it has very unique programs and with some future tech thrown in, could be a great location for a Fallout 3 Harold or NV vault 22-esq quest. The college already does experiments with major chemicals, evolution (FEV anyone?) and breeding plants for unique purposes. Again, I have a really cool idea for this area, but that can be a different post. Fun fact, ESF is actually working to bring back the North America Chestnut that went (nearly) extinct! Also, some asshole releases the fruit flies the genetics lab work with every year and it sucks.
NYC (Empire, 9/11 memorial, Statue of Liberty) - Yeah yeah, you can't have NY without the City, but frankly there's so much here to explore and deal with, I'd leave it to the pros to really do it justice.
Turning Stone Casino - Gambling, a hotel/restaurants like in NV, and a good spot for the main quest line.
Fort Stanwix - A real revolutionary war fort. HQ or major area for raiders. Safe, well protected and with plenty of history.
Fort Drum and Griffis Air Force Base: Two major bases that could be packed with guns, nukes, and power armor. Heavily guarded by turrets, robots, and security gates.
Main Quest:
Without too much detail, I figure your character will be hired to figure out the future of NY.
You'll be brought to the Turning Stone which is currently the HQ of the Oneida tribe. Your job would be to either work with the other tribes in the former Iroquois Confederation (Seneca, Cayuga, Onondaga, Oneida, Mohawk, and Tuscarora [added later]). (Quick note: in my AU, some time after the bombs fell, the IC came to power because of their knowledge of living off the land and attempted to rebuild society. After some time rebuilding and establishing a post-war society, the tribes do the thing all humans do and bicker. Around 2200 the IC broke apart but the tribes retained power in their areas. They fight, trade, yadda yadda but no one is in control of everything.
Throughout your quest, it turns out that what is holding everyone back is a lack of power for things like lights and running water. Your job will be to determine where to get that power (Nuclear power plant in Oswego or the falls in Niagara?) And where to give it (one tribe? A few? Or all?). But that's not all, the tribes can't decide who should be in charge. One tribe wants to remain independent, don't help the outsiders and rebuild society in their image within NY, another wants to help others but would need to sacrifice their own people's safety and seclusion. Maybe another wants to be imperialist and expand their borders throughout America through way of force and fear while another agrees with taking land but wants it done through offers of protection for taxes. And each tribe has its own opinion on bringing the IC back together, staying separate, or taking over the tribes for themselves.
It's up to you character to decide who to help. Do you work hard to try and bring all tribes together under one banner or choose a side and execute their will as a paid mercenary/ambassador?
Other choices would be chaos by siding with raiders, or maybe a BOS path to take out all the tribes, idk, haven't thought it all out. Again, not a writer.
Mechanics:
So personally, I like the idea that if you choose to go with a single faction, there would a battle/war mechanic where you and an army (or alone if you really wanna try) take over and lay claim to areas similar to Nuka World where you fly the gangs flag. Nothing complicated, normal fallout fights, don't die and kill the leadehis troops to win.
Karma is back. You will garner good or bad rep with each tribe depending on what you do. I'd like an armor system like in NV but I can live without it.
There is an ending. Once you beat the game you can continue doing side quests for armoexperience/ammo but only for the tribes left in power. Occasional rebellions will rise up as random events that need to be put down.
Settlements are limited. Like skyrim, but a plot and build. No need to build one everywhere and you don't even need to do it if you don't want to.
Radio host? Gimme a Mr. New Vegas type guy. I don't want an eccentric 3-dog, I want a smoothed voiced person wishing me lady like luck.
Also, smarter AI.
Otherwise, typical FO mechanics. Weapons degrade, can upgrade weapons and armor, etc.
Main problems with NY:
No real borders to the south. Invisible walls would like be necessary which is stupid. Same to the East, but the Hudson could theoretically be used as a border if you put crazy strong mirelurks or something to kill the player if they tried to cross (or more invisible walls)
Don't want to disrespect the tribes. This is an issue with using each tribe as a possible faction. You're bound to piss off or disrespect one. So it'll be a task to make sure it's as limited as possible.
What to do with the city? It's a huge area that can be used for so much, but as a part of NY it's actually pretty seperated. It's a commercial hub now, but there's nothing there that would really be a reason to go down there. So do you make it one or do we just make it a glowing sea type area that's completely decimated from the bombs? That's my personal choice honestly, but it's a tough one to please as many as possible.
Conclusion: NY is rad.
I'll be taking questions as long as they do not involve Canadian trivia. Thank you.
submitted by Peacock Patricia "Peacock" Watson Gallery | Quotes | Move List Peacock action portrait by oh8-d2qigab.jpg Murder-Go-Round Information Peacock (JP: ピーコック) was originally a human girl by the name of Patricia Watson who was turned into an Anti-skullgirl biomechanical weapon by Dr. Avian. Her arsenal consists of the Argus System, a synthetic Parasite, and her "gang", which includes the Avery Unit, Andy Anvil, Tommy Ten-Tons, George Bomb, and Lonesome Lenny.
General Information Peacock is one of the original eight playable characters in Skullgirls, standing out as having the most (unique) assist characters, and was among the first characters ever conceived by Alex Ahad. Her backstory was revealed in detail in the "Meaner. Better. Faster. Stronger" Origin Story in Skullgirls Mobile. Her homestage is Lab 8.
Peacock is capable of aging. Some of her parts may need to be re-fitted because of this.
Peacock took up smoking after her transformation. They are imaginary cigars that are created in a similar manner to her other summons.
Alex Ahad has stated that Peacock will never stop believing in imaginary friends.
Peacock's favorite television program is "Annie: Girl of the Stars". She is shown to own merchandise from the show as she is seen wearing Sagan slippers while in her sleeping attire.
Personality Nothing sates Peacock's boredom more than a good cartoon and laying waste to anyone or anything in her sight. Brash, combative, and impatient, Peacock is easily the most outspoken and infamous member of the Anti-Skullgirl Labs, as well as the most prominent. Peacock is also, for the most part, optimistic and light-hearted, and considers imminent threats more of invitations to brawl. Her tendency toward violence is a reflection of both her tragic past and near-death experience as well as the cartoons she cherishes.
Despite having a damaged psyche, Peacock does not attack people out of sheer randomness or without provocation. Although rude and impersonal to fellow ASG Lab 8 members (and most people in general) superficially, Peacock still very much considers them family, and will go to certain lengths to protect them from harm (or in the case of her and Big Band's story mode, further harm). Dr. Avian was particularly close to Peacock, and his death sent her into an outrage to search for his murderer.
None, however, are closer to Peacock than Marie Korbel, her one true friend from her past and the Skullgirl she was tasked to destroy. In the end, she disposes of Marie as she was instructed, but personally sees to it that Marie's wish to end the Medici Mafia is carried out.
Character Basis Origin Peacock's dialogue and animations reference multiple cartoon eras, but chiefly feature 40's-50's era cartoon violence and slapstick.
Name Her true name is Patricia Watson, while she herself came up with Peacock. The word "peacock" is the more commonly known name of the peafowl, but is actually the term for the male bird.
The name Patricia is derived from the Latin word "patrician" and means "noble". Watson is a patronymic surname meaning "son of Walter". It should be noted that Walter means "ruler of the army", which accurately describes her relationship with her gang.
Being once close friends, Marie continues to address her as Patricia. Her gang typically refer to her as "boss".
Design Her natural eye color used to be green before they were gouged out by slave traders. The Argus System is Peacock's only means of sight, as the ones on her face are actually empty eye-sockets. The holes left are also a visual pun: Due to her design being based on American cartoons, her eye-sockets could easily be interpreted as though they are natural eyes; drawn in the style of a 1930's cartoon character. The joke is how similar styles of drawing can offer different perceptions on how something looks. Her references are similar to the 30's such as Mickey Mouse.
Her cartoon revolver bears resemblance to the Smith & Wesson Model 29, a .44 Magnum revolver made famous by Clint Eastwood's Dirty Harry.
In older design concepts, Peacock was intended to be a more "demented type" character, originally being envisioned as a scarred, sociopathic individual due to her experience as a slave. At one point, she was considered to be a boss alongside Marie. Her design was changed to be more 'cartoony' and lighthearted. These design documents also included references to her abilities being part magic with spells being carved onto her bones.
Story Patricia once lived with Marie in an orphanage, which was originally a nobleman's house, in Rommelgrad. Having to make do with what was available, both girls used to dress in maid outfits that they found within the house. At some point, they were captured by slave traders, but because Patricia was too defiant to be a slave, she was mutilated as an example to the others: Her eyes were gouged out, and she was also maimed.
Patricia before peacock.png Patricia as a patient at Lab 8 One year prior to the events of Skullgirls, Lab 8 teamed up with Lab 0 and the Last Peacock Hooded.png Patricia before becoming Peacock Hope to infiltrate the Medici warehouse said to be containing Rommelgrad's refugees. Although Valentine and the rest of her gang safely rescued the refugees, there was very little Valentine could do to repair the damage done to Patricia's body and was even willing to abandon her as a casualty of war. Big Band, however, believed that Dr. Avian would be of help and took the girl back to the Anti-Skullgirl Labs. The doctor informed him that Patricia would adapt well to her new eyes and that she would be walking in no time. Patricia became insistent on becoming an ASG soldier after the impression left on her by Lab 8's team. Despite that, Avian was wary about giving her too much power, while admitting her compatibility with the Avery Unit is strong. After some tests, Patricia's Argus System and Avery Unit were completely installed, and the combination proved to make her more powerful than the scientists had anticipated. Instead of being able to bend only space, Patricia could also bend other aspects of reality, spawning Tommy and Andy during her training. Eager to sign up for Lab 8's team, she assigned herself the name "Peacock".
She later vanished into the city with her gang, causing Lab 8's crew to worry immensely about her safety and condition after her surgery, and Stanley insisted that Big Band find her as soon as possible. Following her trail, Big Band stumbled upon an ice cream stand from which Peacock and her gang ate all of the ice cream except for Rocky Road. He considered this a clue, but later assumes that she was merely stress eating due to all the strange new occurrences happening to her all at once. He finally arrived at a movie theater, where he found the "clown car" that Peacock was said to have driven away in. As the vehicle appeared damaged, he burst into the theatre, assuming that the Medici may have returned for her. Peacock is revealed to be perfectly fine, having gone around the town because she felt she needed a break from the labs. The two begin to hit it off; although Big Band tells her she could have taken a break without causing property damage, they begin to connect through what they like most in a movie.
Ending: After defeating the Skullgirl, which turns out to be her best friend Marie, Peacock destroys the Skull Heart, though the skull heart claimed her act to be "foolish" and that this will "not be over". She and Marie have a friendly conversation before Marie disappears from the world, and Peacock vows to take revenge on the people who made both their lives miserable.
She is seen confronting the true head of the Medici family and his own secret weapon (Black Dahlia) and the two duke it out.
Abilities & Fighting Style With Peacock's physics-bending arsenal, nothing is sacred. She is a kind of character that will exploit any opportunity to its maximum and get away with it. No enemies of hers last long against her sharp eyes and sharper gun...blades. Her opponents last even shorter against her array of flower pots, baseballs, bowling balls, combustible toy cars, and countless other hazards that fill the air. Peacock never plays fairly, and isn't afraid to call in her goons to fight with her. In the rare occasions when Peacock can't topple her opponent, she can simply stall the battle until the timer runs out.
The Avery Unit has the power to “distort” which is a side effect of Peacock’s insanity. She can’t create things out of thin air, but rather modify Lab 8’s range of specialized arsenal. There are certain limits and her summons are only temporary. Her power is still growing so she may be able to summon more things in the future. This is suggested in Big Band's story mode, were he warns Peacock that she 'ain't ready' yet and has to be taught her 'limitations the hard way', but understands her potential in the future by saying 'we're gonna need those girls if we don't want to lose the last of the light'.
Trailer Skullgirls Introducing Peacock!Skullgirls Introducing Peacock! Color Palettes Peacock's Color Palettes.png Peacockcolors23-25.png "Rerun" - Default colors "Inkling" - Original colors "Untouchable" - Alucard (Hellsing) "Sketchy" - Original colors Original colors "Pea Shooter" - Lucky the Leprechaun (Lucky Charms cereal) "Dream Catcher" - Peacock's story mode intro pajamas "That's All Folks!" - Black-and-white cartoons "Freeze Frame" - Cirno (Touhou) Original colors Milk-Chan (Super Milk-Chan) Original colors Easy Default colors Hsien-Ko Original colors "Ultraviolent" - The Warden (Superjail) Inspector Gadget (Inspector Gadget) Sayaka Miki (Puella Magi Madoka Magica) Raspberyl (Disgaea series) - Indiegogo backer color ”Mean One” - The Grinch (How the Grinch Stole Christmas!) Princess Daisy (Super Mario series) Indian peafowl - Indiegogo backer color "Wildcard" - The Joker (DC Comics) - Indiegogo backer color Nonon Jakuzure (Kill la Kill) Annie Cuphead (Cuphead) Woody (Toy Story) Trivia Peacock's Ant Wasted move (c.MK) does not kill the ant, but rather the beam from the magnifying glass teleports it back to a safe area. In addition, all ants (if Peacock summons multiple through cancelling the move repeatedly) are the same ant, summoned from alternate universes. People who donated $50 to the Skullgirls Evo 2013 Breast Cancer Donation Drive could request a personalized voice mail message from one of the game's voice actors. Peacock's voice actress was requested to sing "Yakko's World" from the cartoon show Animaniacs and two versions of this cover exist, the original with the voice unmodified and the Lab Zero edit which has the voice modified to match the filter Peacock's voice has in-game.[1] The name of Peacock's "Robo With a Shotgun" move is a reference to the 2011 film "Hobo With a Shotgun," which in turn is based on a fake trailer in the intermission of the Quentin Tarantino/Robert Rodriguez double feature film Grindhouse. In an unused alternate ending, Peacock decides to "wish for something cool" and proceeds to make numerous outrageous wishes (such as turning the world's oxygen into chocolate), which the Skull Heart is unable to fulfill. Comically frustrated, she begins questioning its legend, and the Skull Heart laments that, in the thousands of years it has been doing its work, Peacock is the worst wisher it has met.[2] Peacock originally had an aerial move where she would fire one of her eyes off her Argus arms in a similar fashion to a bow and arrow. This move was dropped for being useless.[3] Peacocks's alternate title, The Murder-go-Round (and the full phrase from her character poster, "The 'Murder-go-Round' Broke Down") is a reference to the Looney Tunes theme song, from 1937 to 1969, known officially as "The Merry-go-Round Broke Down", reflecting her vintage cartoon theme.[4] Her Shadow of Impending Doom Level 3 - Avery drop is a reference to DIO's 'Road Roller Da!' super move from the 1998 arcade game JoJo's Bizarre Adventure. References ↑ Original Post of the Song Cover & Later Post with the Lab Zero Edit ↑ Alternate Unused Story Endings in the Game Data ↑ Skullgirls E3 2011 Peacock gameplay revealed - YouTube ↑ Wikipedia article v • d • e Skullgirls Games Main Editions Skullgirls • Skullgirls Encore • Skullgirls 2nd Encore Spin-offs Skullgirls Mobile Characters Main Cast Filia (Samson) • Cerebella • Peacock (Avery) • Parasoul • Ms. Fortune • Painwheel • Valentine • Double DLC Squigly (Leviathan) • Big Band • Fukua • Eliza (Sekhmet) • Beowulf • Robo-Fortune • Annie Other Adam • Aeon • Albus • Andy Anvil • Beatrix • Black Dahlia • Brain Drain • Delilah • Dr. Avian • Dr. Geiger • Feng • George Bomb • Grendel • Hive • Horace • Hubrecht • Ileum • Irvin • Isaac • King Franz • Lawrence • Leduc • Lonesome Lenny • Lorenzo • Marie • Minette • Molly • Mother • Mrs. Victoria (D. Violet) • Ottomo • Panzerfaust • Queen Nancy • Rachel Wong • Regina • Riccardo • Roberto • Roxie • Scythana • Selene • Stanley • Taliesin • Tommy Ten-Tons • Umbrella • Venus • Vitale • Yu-Wan • Misc. Archives Terminology Skullgirl • Skull Heart • Parasite • Living Weapon • Medici Mafia • Anti-Skullgirl Labs • Black Egrets • Cirque des Cartes • Fishbone Gang • The Last Hope • The Trinity Stages Streets of New Meridian • River King Casino • Medici Tower • New Meridian Rooftops • Rooftops Assault • NMO Arena | (Empty) • Bath of Tefnut | (Sekhmet) • Maplecrest • Nightmare Crest • Grand Cathedral | (Empty) • Final Atrium • Gehenna • Under the Bridge • Meridian Area Rapid Transit • Little Innsmouth | (Night) • Lab 8 | (Empty) • Glass Canopy • Class Notes • Sound Stage 15 Misc. System HUD • Controls • Basic Mechanics • Advanced Mechanics Extras Art Gallery • Marie 300% • The Typing of the Skullgirls Music Skullgirls Original Soundtrack • Skullgirls Original Soundtrack PLUS • Skullgirls Soundtrack Listing • In a Moment's Time • Hitomi No Kioku Character Quotes • Scripts • Galleries • Relationships • Move Lists Other Media SkullgirlS • Skullgals • Keep Skullgirls Growing! • Digital Art Compendium
submitted by Discovered after
Butte AWE in 1992, The Motel is a Place of Power in several ways similar to the Oldest House, used as a gateway across space and dimensions. It doesn't create seamlessly connected thresholds, but rather transports a person across dimensions. Connections to various dimensions seem to be fixed, though the exact place can change. And we have learned in AWE DLC that new connections can be added, as the spiral door appeared in 2019, likely as a part of Alan Wake's failed attempts to contact the FBC and warn them about the Dark Presence. The only known method of getting into the Motel is using the Light Switch Cord. FBC agents also use it to get out of the Motel. Attempts to exit or enter any other way were unsuccessful.
From the current lore, we know that the Motel has fixed connections to the Dark Place (spiral), the Oldest House (black pyramid) and the Quarry/Foundation dimension (Janitor). It connects to other places as well, but we do not have much lore on those. The white pyramid is seen in
the Foundation symbol), The Doors symbol is most likely
seen in the director's office, the Vanguard symbol is already referenced within collectibles in AWE DLC and is tied to an experimental multiplayer title Remedy is working on. And the final symbol is supposed to be significant for Control 2.
By the way if you're not sure where I'm getting this,
here are the names of the symbols as described within the files of the game.
As for the unopened numbered rooms, you have someone being tortured and murdered in room 223 and in another instances someone is laughing in that same room. This suggests that the Motel does indeed connect to other motels, just as Emily Pope speculates, even if perhaps through this one room. Emily also tells us about a person who was found dead inside the Motel, trying to get food from the vending machine. You can actually die in the Motel, it's not just a place inside your mind.
As I've mentioned in other posts, we have absolutely nothing on the Casino door.
Emily suggested that people could be hiding in the Motel during the Hiss crisis, even though you've obviously been there and haven't met anyone. This suggests that the Motel has multiple channels and you could end up travelling into any one of them. This is further supported by the version of the Motel where it's night outside.
We also have collectibles in AWE DLC, suggesting that the FBC isn't the only one using the Motel, as their surveillance has observed unknown people in the motel.
Where exactly is it? The FBC is still looking for a physical location of the Motel. It's almost certain that the Motel is a real place that's in (or connected to) our world, and it's almost certain that you can actually get to it. The fuel for this speculation is the fact that we've heard people outside the motel. Based on their conversation there's another motel not very far from it.
My theory, in-line with current lore, is that somewhere in USA, there is a pocket dimension which can only be accessed under specific circumstances (like in a car of specific colour with specific contents in the trunk, during a specific time of the day while it's sunny). Due to how it's threshold works, people could travel in and out of the dimension without even being aware of it. It could also be that the Motel is always there, but only appears to people under specific circumstances, just like the Oldest House or Cauldron Lake Cabin. However, that would make the unchanging lighting conditions outside difficult to explain, which is why I like the pocket dimension theory better, as it takes care of that detail.
How does it do what it does and what does it actually do? I always advocated a theory that the Motel was created using
the powers of the Dark Place. After AWE DLC, and my speculation about the method of entry which I'm going touch later, I'm almost sure this is supposed to be the case.
First big clue is the
sound cue when you complete a ritual. Not only is it awfully similar to the sound cue you get in Alan Wake when you complete a ritual to alter reality,
what the narrator says in Alan Wake could easily be the narration for what Jesse does in the motel. And of course, we can't omit that these noises, although a lot more intense, are similar to the the noises made by control points in the Oldest House, which suggests that whatever is happening, it's related to the resonance of the reality.
It's right there on the sign. \"Agent must orient and anchor motel to their personal frequencies\" You have three rooms for rituals to create one passage. When you compare it to Alan Wake's manuscripts, you'll notice that most of the time, there are three things that must happen before an outcome is created and reality is altered. Through the rituals and pulls of the light switch, you are altering the reality of the Motel and sometimes even our own. The way to look at it is that there are two realities - our own, and the one in the work of art. The three rituals align the resonance of our reality to the fictional one and they become one and the same. And the work of art containing the new reality in this case is
the painting in the room.
It's important to note that the motel doesn't just transport you around. In fact, on some occasions it returns you to the same spot, but something about the reality has changed - for example a bridge in the firebreak was added.
Debate in the comments also reminded me about the topic of how exactly the mechanism of the motel works, that is, why are the light switch cords placed where they are, and how does the motel know where to transport you. As interesting as this topic is, these are questions that are probably impossible to answer. All we know is that after FBC discovered the first light switch cord and the Motel itself, more cords started appearing across the Oldest House.
In one instance Ahti makes a light switch cord appear for Jesse, which gives a lot of credibility to the assumption that he positioned the cords across the Oldest House, which would further support my theory that he serves as a
doorman/gatekeeper in the Oldest House and using new theories to support my old ones is always nice :P At the same time, we can't rule out that Trench could have known how to work with them and use them as a security measure. The Board could also be involved, but they never even mention the Motel or the cord, so there isn't much to go on.
It would also be interesting to know whether the motel somehow knows where you want/need to go, or whether it has to be set up in advance somehow. But this topic is never even touched. The first agents who entered the motel didn't enter with the intention to get to the Oldest House, but they managed find their way there, so there's good enough reason to think the Motel can adjust automatically on the fly based on the desires of those inside. Purely subjectively, I like this narrative better.
And finally, let's talk about the light switch. Whoever created the motel used a light switch as a mode of entry. This switch changes the light and has the power to alter reality on it's own to some extent. This isn't a new concept. Alan Wake has a light switch called The Clicker which is an altered item created via the Dark Place. Aside from being able to destroy the possessed body of Barbara Jagger, it was able to instantly switch between night and day. Thomas Zane has
a light switch of his own, which he possibly used to save Samantha Wells from Taken who were attacking her house. The exact function of this switch is not known. So... we have THREE light switches in total. If they all were the result someone's story, it would make for a rather neat consistency. All in all, it's possible to speculate that the Motel is the work of another artist like Wake or Zane.
At the end of the game, when Jesse is transported from her dream, I'm not sure whether that's supposed to be Jesse's own channel of the Motel, just like Alan has the version where it's night, or whether it's a representation of it in her own mind. It's easy to miss but this version of the motel
has different posters on the walls and all of them revolve around
one constant Jesse and her life.
As a bit of a trivia, an inspiration for the Motel seems to be the TV series Lost Room. It's dated but a really good mystery that could easily be made related to Control, revolving around a place of power and altered items.
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