{"id":2993,"date":"2015-04-05T15:29:29","date_gmt":"2015-04-05T22:29:29","guid":{"rendered":"http:\/\/www.wurb.com\/stack\/?p=2993"},"modified":"2020-10-12T21:11:46","modified_gmt":"2020-10-13T04:11:46","slug":"lights-out-goggle-progress","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/2993","title":{"rendered":"Lights Out: Goggle Progress"},"content":{"rendered":"<p>I made a lot of progress in my last session, despite my expectations. I started off stuck in a very specific way: everything seemed to be giving me hints about a combination lock on a hidden storage room in 1912, but the time tunnel was now collapsed, leaving me no way to get back there. I suppose I could have used the adventurer&#8217;s implicit time travel device, which is to say, I could have restarted the game, but I wasn&#8217;t yet ready to take things that far. I still wanted to cooperate with the game, to do things by the rules.<\/p>\n<p>The way back turned out to involve looking at old photographs with my stolen ghost-hunter goggles, which makes me wonder what&#8217;s going on with Parker. Time travel definitely isn&#8217;t a capability of the goggles themselves, and recall that Parker <a href=\"\/stack\/archives\/2973\">managed to do something similar without the goggles<\/a> back in the beginning. Maybe he really is a ghost after all? But no, the ghosts in this world don&#8217;t show up in photographs, and Parker does (as you discover when you fiddle with Polly&#8217;s camera).<\/p>\n<p>The goggles work a bit differently from <a href=\"\/stack\/archives\/2942\">the ones in the previous game<\/a>. Instead of putting a ghost-revealing aura around the cursor, they just put the whole screen into goggle-vision. I don&#8217;t think I like this as much, as it engages the player less. As before, you can only activate them in certain camera views, identified by a beep. The beep is, as far as I can tell, the only way of knowing where the goggles are usable; there&#8217;s no way of predicting where you&#8217;ll need to use them without just going there. So basically, once you get the goggles, you revisit every place you&#8217;ve been, hoping for new info that may or may not be there &#8212; particularly in 1912, where you didn&#8217;t have the goggles on your first go-round. This is actually somewhat fortuitous, because re-examining everything is pretty much what I was planning on doing while I was stuck anyway. Searching for goggle-spots turned up some new documents that I might have missed otherwise.<\/p>\n<p>The locked storeroom led to a third time period, in the stone age. And this turned out to contain the endgame, although I didn&#8217;t understand this until I triggered an ending by accident. It all comes down to a metal barrel with a complicated computerized lock, anachronistic but not alien, the combination to which is scattered in pieces throughout the rest of the game, often in cryptic ways. I hadn&#8217;t found all of the combination, but I had enough that I could brute-force the rest, and by this point, after goggling the whole lighthouse in two centuries, I was feeling less cooperative and rule-bound. At any rate, despite having seen the closing cutscene, I clearly haven&#8217;t seen the whole story. I never met up with Polly, for one thing. And I still don&#8217;t have any clear idea of what opening the barrel was supposed to accomplish. It seems like the story&#8217;s villain, a sort of electronic demon called Malakai, was locked in there, and that unlocking it set him free. Perhaps he&#8217;s less malevolent than he seems? Anyway, I&#8217;ll be going back in, to finish the game the right way. I&#8217;ve been taking a lot of time between sessions so far, but knowing how close I am to the end should encourage me.<\/p>\n<p>I have some worry that my lack of understanding of the plot is in part caused by my difficulty in understanding Malakai&#8217;s electronically distorted voice. He talks to Parker through the goggles sometimes, and I can understand maybe half of what he says. The half that I do understand is mostly just generic villain taunts, but still, I&#8217;d be a lot happier if the game offered subtitles.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I made a lot of progress in my last session, despite my expectations. I started off stuck in a very specific way: everything seemed to be giving me hints about a combination lock on a hidden storage room in 1912, but the time tunnel was now collapsed, leaving me no way to get back there. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[72,76,85],"class_list":["post-2993","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-dark-fall","tag-dark-fall-2-lights-out","tag-mystlike"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2993","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=2993"}],"version-history":[{"count":5,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2993\/revisions"}],"predecessor-version":[{"id":6336,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/2993\/revisions\/6336"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=2993"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=2993"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=2993"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}