Summary
: Welcome to Look Outside. Don’t look outside.
: As mentioned in the title post, we’ll be playing on Survivor, which was the default difficulty prior to the Version 2.0 update. I’ll point out the differences in Cursed when we get to them.
: Meet our protagonist, an unemployed French Canadian living in an apartment building in Montreal. According to the developer, all of the characters in this game are actually speaking French.
: Looking outside is a game over. The game really wants you to get the game over, but we’re not falling for it.
: As I write this, it’s been about a month since I got laid off.
: Picking the first option enables a “no saves” mode, which gets you extra ranking points at the end of the game. I’m not doing that, mostly because it’s pointless.
: The game gives us a second chance to enable ironman mode.
: We can name our protagonist. The default name is “Sam”. If anyone cares enough to suggest a name, I’ll use that.
: There are a number of special names that modify the game: most people who have played the game before will name the protagonist “Ash” (“Williams” and “EvilDead” also work).
: The other special name is “Lumpy”, which is a reference to some Youtuber I don’t give a shit about. This puts Sam in a straitjacket for the entire game.
: We’re going to do a few things before leaving Sam’s apartment. The first is watering his plant, which is part of a sidequest we might be able to do if RNG allows. You can also talk to the plant.
: We’re now in the main part of Sam’s apartment, which has a number of things we can do when not exploring and fighting.
: We’ll take this money, which gives us $20 CAD ($14.71 USD) and some change. Money in this game is weird: change can only be used at vending machines.
: There’s a bookcase here that seemingly doesn’t do anything, but actually houses a secret. If you look at it three times…
Nothing interesting here… wait, hang on. Is this…? Oh! So THAT’S where you put it! Screamatorium! This old game scared you so much as a kid. You haven’t seen this in years.
: The video game shelf is next to the TV. We have four games, which are described as follows:
Super Jumplad: Mascot platformer. Very easy, but fun. You played Jumplad a lot as a kid.
Madwheels 97: Racing game with vehicular combat.
Myrmidon: A top-down squad tactics game with little ant people as soldiers.
Screamatorium: The scariest game you ever played. It gave you nightmares as a kid.
: Mario World, Mario Kart, Sim Ant, and.. Clock Tower?
: Each game gives Sam a combat skill for finishing it. The only one we really care about is Madwheels 97.
: Over here is Sam’s oven, which is this game’s equivalent of an inn. Like Baldur’s Gate 3, you need food in order to heal.
: The door near the fridge is the bathroom. Like Fear & Hunger, Sam has stats for how hungry he is, how clean he is, and his general mental state. Unlike Fear & Hunger, these stats are hidden.
: Low hygiene makes you more susceptible to status effects, being hungry lowers your max HP and stamina, not sleeping also lowers your HP and stamina, and being stressed halves EXP gain.
: There’s a bug we can take advantage of, which is that for some reason, showering before leaving the apartment for the first time doesn’t take time.
: You need soap to shower, which is in limited supply.
: Now that Sam is clean, we can go out into the hallway. Standing near Sam’s front door shows your danger meter. The danger meter goes up every time you enter a new room.
: We need to get the danger meter to the first big circle to be able to save. On Cursed, you need to get it to the second big circle. Going into Sam’s apartment gives you EXP based on how high your danger meter is and resets it.
: Before we follow the trail of blood, we can look at the fake plant across the hall and try to take Sam’s spare key.
: All of the other doors in the hallway are locked, except this one which is frozen. We could thaw it today, but there are some tough enemies inside and we don’t have much of a reason to fight them this early.
: Further down is a vending machine that sells snacks. Don’t use your change on it.
: Following the blood trail, we find some coins and a baseball bat, along with an ominous static-filled TV.
: The table on the right has a couple of quarters on it. We need to pick up this bat to progress.
: Weapons have varying damage types. Most melee weapons do either crushing, piercing, or slashing damage.
: They also have a completely random chance to break. The base chance is around 10%, but newer weapons get a “bonus” that’s supposed to lessen those chances.
: Weapons can break twice before they’re destroyed. The first time they break, their stats lower.
: Tonics are one of the only ways to heal in combat. They restore 40% HP.
: Bandages restore 20% HP and cure bleeding, but can only be used outside combat. Experienced players will only pick these up when they intend to use them.
: “Hurt? Yes. I’m hurt. Hurt. Want to see? Want to see? I saw it… D-did you?”
The man clumsily conceals something behind his back. Blood trickles down his shirt.
: On Survivor, this fight is scripted. On Cursed, this guy is a boss fight.
: You can’t kill this guy until a cutscene plays, so let’s guard to minimize weapon durability rolls.
: “What are you doing?! Stop it!”He stabs at himself with the knife. The blade easily shreds through his flesh, spilling forth far too much blood.
: “It’s in the way! I can’t see anything!”
: We guard another turn.
: “I will help you see.. you just need a little help…”
The man’s wounds bulge and throb as he staggers closer..
: He’s engaged Billy Birkin mode.
: Once the eyeball comes out, the Wounded Neighbor’s HP is set to 1 and any attack will kill him.
: We can take his knife and a key we’re going to need. I’ve heard (but never seen proof of) there being a non-standard game over involving the knife.
: Supposedly, if you never equip it and go back to Sam’s apartment and look in the mirror in the bathroom, there’s a scene where Sam will wonder if there’s an eye inside him and stab himself. I tried it and couldn’t get it to work.
: Once we leave, the TV inexplicably starts showing a giant eye and a zombie bursts out of the other door. Let’s kill it.
: This is an Onlooker. They’re not terribly threatening - they always start in a “far” state where they can’t hit you, and tend to waste turns gazing at you.
: If you’re really unlucky, they’ll mutate mid-fight. This happens more frequently on Cursed. Mutating heals them and makes them more dangerous, but worth more EXP.
: The room behind the onlooker has a stage 2 onlooker (which are largely identical to their stage 1 counterparts), a key, and a safe.
: The key is a simple key, which can be used on a number of locks but is single-use. Let’s open that safe.
: On Cursed, all item drops are halved, so this would instead be $50 and so on. We want this money in case a random event happens later today.
: Back in the hallway, a couple of onlookers have burst out of the apartment across the hall and move off to the right. A third one emerges from the doorway.
: This one mutates after one turn, but never even gets close enough to attack before Sam kills it. Sam reaches level 2 off this - we need him to reach level 3 before we leave this floor.
: The other two onlookers block the door to the stairs, which is chained shut.
: One of the onlookers manages to hit Sam with Panic, which disables his skills.
: It then mutates into an Observer, the third stage of the Onlooker evolution cycle. Sam gets a crit against it, which does more damage but increases the chance of weapon breaks.
: We’re going to go to Sam’s apartment and save now, because there’s a fight coming up that has a 50% chance of dropping an item I want.
: To save, we talk to Sybil. She’ll comment on certain events when you do.
: This table is full of throwing items - there’s a dinner plate, some knives, and some forks. Plates do crushing damage and have a chance to stun, knives do slashing damage, and forks do piercing damage.
: This table has a crafting kit and two bottles of whiskey, which can be consumed for stamina or turned into other items - notably molotov cocktails, which can melt the frozen door.
: On Cursed, the crafting kit gets moved behind a boss.
: Most fridges in this game can be raided for food.
: Up here is Vincent and a chocolate bar. The chocolate bar is mission critical to our plans.
: Vincent is your typical French Canadian flasher. There’s a really easy way to deal with him.
: He’s extremely weak to piercing damage, so we can toss a fork at him for a ton of damage. On Survivor, this can kill him in one hit. Even if it doesn’t, we can kill him without taking damage.
: Vincent has a 50% chance of dropping a chicken sandwich, which you may potentially want depending on which characters you want to use.
: Sam is now at level 3, so we can eat that chocolate bar to get him back to full HP and stamina. This is important because Sam has exactly 24 stamina and we need it all.
: With the key from Billy Birkin, we can open the door to the stairs. The door on the other side leads to the roof, but is locked.
: Floor 2 is open, but we don’t want to go there just yet.
: The ground floor door is electronically locked, and is connected to two round sockets in the wall.
: We’ll come back for this in the next update.
: Finally, we reach the basement. That stick in front of the corpse is what we came for.
: The basement is locked and the landlord has the key. We’ll keep that in mind for later.
: The guy in the robe is friendly, and we want to talk to him because it’s a requirement to unlock the best ending as well as one of the joke endings.
: “Aha! Another lucid individual! Well, then! Salutations, and so on! I’m Aster, an astronomer. I’m researching our astral predicament. Perhaps you could help?”
: I’ll choose the options we want but do it like dialog. They’re all under “I have questions.”
: “It is an object passing through our solar system, an extraterrestrial phenomenon of sorts. Of this much, I am certain. Any more, I could not hazard to guess.”
: “We simply don’t know yet. Looking at it, even indirectly, causes grave changes in living things. Even looking at a reflection warps a person.”
: And now we have it confirmed. Looking outside and seeing Montreal causes you to mutate into a perfectly normal citizen of Quebec.
: “We have theorized many things. It could be a rare natural phenomenon in space, or some sort of alien technology. And indeed, it could be a living organism of some kind.”
: “Yes. Jasper is of that opinion. That it is something we could communicate with.”
: “Kill it? I think you underestimate the gravity of the situation.”
: You get exactly one chance with Aster to ask him about killing the thing outside. Doing this is a requirement to unlock one of the Version 2.0 estoteric bullshit endings.
: “I’m not sure. It’s hard to believe something so massive could be alive. But I suppose it is quite an unusual object already, so why not?”
: We need to ask Aster this part to unlock the best ending. It looks like we’ll need to find Jasper to learn anything more. We can also ask him if he needs help.
: “You know, the other night, I had the strangest dream. Normally I take no stock in hokum, but surely this is a sign! In my dream, there was a shimmering liquid pouring from a dark tube. It poured out and splashed on the floor, falling through cracks.”
: “I remember feeling like I had to scoop up the liquid.. to hold it and carry it with me. But nothing worked. It slipped through my fingers.. I just KNOW it means something!”
: Aster’s description doesn’t really tell us what he wants. Most of the endings in this game involve finding specific items to give to Aster and his cultist buddies as offerings.
: Continuing down the hall, we find a door that absolutely doesn’t have a giant monster behind it.
: Just past that door is a key to Apartment 21, which is right next to Aster. Let’s go back and use it.
: You can hear the door burst open and something chasing you.
: Pits start appearing in the floor. On Cursed, this chase sequence is significantly longer.. but no one on Cursed is going to do that. Why?
: Because we’re going to fight it.
: This is the Grinning Beast, and she is the first boss that counts for ranking points. Like Vincent, she is very weak to piercing.
: Impale is a skill we get for using the pool cue. It has an 11% chance to instantly kill the Grinning Beast - so if you’re lucky, this is a one-turn fight.
: If not, it’s probably a two-turn fight. If you get to three turns, the boss uses an attack that will probably instantly kill you. You can use the dinner plate from Vincent’s to stun her, and then you should get the kill on the fourth turn.
: If we then go back to where the barred door was, we run into this person.
: Leigh is the first possible party member we can recruit. She is the human form of the Grinning Beast a perfectly normal shop owner and can shapeshift into the Grinning Beast become a fan of the Montreal Canadiens.
: Doing this makes her go insane for one turn, which gives her a chance to attack herself or another party member instead of the enemy. We can fix this.
: Her main skill shapeshifts her into the Grinning Beast makes her a fan of the Montreal Canadiens. This gives her a huge attack and defense boost, makes her basic attack hit twice, makes her attacks cause Bleed (which removes a percentage of max HP per turn), and unlocks her other skills.
: What makes Grinning Beast amazing is that if Leigh has a weapon equipped that has a status effect on it, she’ll inherit that status effect on her attacks. While she’s in beast form a Canadiens fan, she doesn’t use a weapon and so her weapon can’t break.
: On Survivor, a pistol and a 12-round magazine spawns near Aster once you either run from or kill the Grinning Beast. On Cursed, Leigh has the pistol and will eat it unless you pay her $100. I assume Canadians survive by eating firearms, like that one manga.
: Firearms are equipped in the right hand, and don’t break. The pistol is kind of useless, but we’ll use it to save on weapon durability.
: On my first run, I never wound up using the pistol at all.
: Before we go into Apartment 21, we can go into Apartment 20 to meet someone.
: “Listen.. I left a full load of clothes in the laundromat on the ground floor. I’m.. not really capable of leaving right now. I think I might be sick.”
: “Can you just grab my clothes for me? I’ll pay you $50 for it. Cool?”
: We obviously know what’s happening to her - she’s perfectly normal. Jeanne is a favorite among fan artists for this game.
: “Yeah, it might be difficult to reach the ground floor at the moment, huh? Lyle, my neighbor across from here, told me there was a way down to Floor 1 from his apartment. You should ask him.”
: Jeanne has a couple of items we want. One is this bottle of Cleanerex. On Cursed, you need this to recruit a party member we’re going to get next update.
: The real use of Cleanerex is making an item that opens certain doors.
: She also has this muffin and a meat cleaver, along with a fridge we can raid.
: The muffin is one of the easiest ways to get one of the esoteric bullshit endings. We’ll probably see the start of that next update.
: If we stop in Jeanne’s bathroom, there’s a cockroach on the floor. We want to pick this up, even though I never managed to use it properly on my first playthrough.
: The roaches are part of a side plot to recruit one of the better party members - most people will use that party member as a fourth with Leigh and Audrey.
: There’s someone in here.
: Meet Lyle. Lyle is a perfectly normal Canadian photographer and also a gay stalker who is in love with Sam.
: “How are y-y-you doing? R-r-remember me? I’m Lyle! We were uh, t-together. We worked together. At the convenience store.. remember? Ha ha ha.”
: “You remember me?! That’s g-great! I mean, cool. Uh. A-anyway.”
: We get four options, and we want to pick the first one.
: “T-trading? Wow! Yeah! Sure! Let’s trade! You can get something from me and I can get something from you! YEAH! Uhh.. okay. Let me think.”
: “I have photo paper. I can’t give you my camera, though. You’ll need to find your own.”
: As much as it sucks, we need to enable him.
: “Uh! I’m kidding! Hah! Look at your face! You…”
: “Wait, y-y-you said yes?! OKAY! YES! HAHA! It’s a DEAL! But, uh, you’ll have to close your eyes before I get close. Okay? J-just close your eyes.”
: “I’m sorry, I think I s-stepped on your foot. Okay. OKAY! Here g-g-goes.”
It feels like kissing a rounded, burning hot piece of glass. Like a full pot just pulled out of the coffee maker.
: “OH! Sorry. That went off on its own. Uh. I took a picture. I didn’t mean to. It’s alright if I k-keep it, right? You can open your eyes again! Okay!”
: “G-gosh. Thanks. Here’s your, uh, photo paper. Be careful now, all photo paper is very flammable. The sleeve should protect it, though.”
: This is meant to be a hint for how to fight Lyle if you choose to kill him. There’s a non-standard game over for dying to him, and one for killing him.
: If you choose not to kill him, he’s recruitable as a party member. He used to be Leigh tier, but got nerfed in a patch and is now kinda mediocre.
: Lyle is bugged in that he counts for points if you kill him (bosses are worth 100 points) but doesn’t count as a party member if you recruit him (party members are worth 200 points).
: Lyle has a garbage can, which has a chance to have “junk” in it. Junk is used to recruit a party member. They can also have random items or very rarely a magic 8 ball which can win a boss fight for you.
: Vincent also has a garbage can but I didn’t open it because we need to go back there later.
: His back room has mutated flesh covering it. This is what we use the Cleanerex for - if you combine it with Vinegar, it makes Herbicide, which will kill the flesh growth.
: We also find a book of crossword puzzles. These are useless. Unlike playing video games (which gets you EXP and fills some of Sam’s needs), crosswords do nothing.
: If you finish the crossword book, it unlocks a joke ending.
: The bottom door leads to a safe that we don’t have a key for, so we’ll take the top door.
: This room has some items and a perfectly normal Canadian in it. This particular Canadian has a chance to drop an accessory that sells for a fair bit.
: We can talk to this pipe, and it has a sidequest for us. The sidequest isn’t worth doing, and I don’t want to stop to talk to it because there are rats in this room.
: If you’re playing this yourself, don’t kill the rats in this room.
: Our danger meter is rapidly filling. At maximum, enemies will spawn which have a chance to instantly kill on hit.
: Each floor has a hidden superboss that only shows up at max danger level, and you need to kill all four of them to recruit a very well hidden party member. I’m not doing that.
: You have to kill all four bosses, find an invisible door with only Sam in the party, open the door, kill another boss, do a dialog puzzle you get one shot at, and then you get the party member. I think people had to decompile the game to find that one.
: Floor 1 is a maze. It has three long horizontal hallways stacked on top of each other, which are connected with vertical hallways that don’t make sense.
: Right now, we’re in the top hallway, which loops on either end.
: This door leads to the middle of the three horizontal hallways.
A lost letter addressed to “Jasper”. It’s dated to about three months ago.
I destroyed the negatives. They were too dangerous. I know you said you wanted a picture, but it’s a bad idea. I only glanced at the projection for an instant, and am now plagued with migraines. It seems that even indirect observation carries deleterious consequences.
If word got out, images would spread like wildfire and do untold damage. I believe stopping all of our activities is the only safe course of action. I have half a mind to destroy my telescope and blank discs too. Get rid of all my notes. We should just forget we ever found this.
I’ll just lock it all away for now. I don’t want to get anywhere near this.
Your worried friend Edwin,
Apartment 31
: Apartment 31 is two doors down from Sam, and we now know whoever’s inside is a mutant. It won’t open until Day 3.
: The middle hallway has exit signs and is the only one that doesn’t loop. We want to go to the left.
: This apartment is full of rats, and you can hear a baby crying loudly in the background. Down below is a fridge, a rolling pin, and a chef’s knife - these are upgrades to the baseball bat and kitchen knife.
: We murder our way through some rats in the main room.
: This fountain pen is part of the quest for that pipe.
: To the left is the bathroom, where we can pick up toothpaste and a note.
I’m trying to understand how the planet discs work. Those astronomers have installed strange round sockets for them. There are two discs on this floor, and one door has a socket. But how can you tell which discs are needed? The doors are marked with numbers, not planets..
: The right door has some more rats, which are slightly stronger than the ones we just fought.
: The tail rat in particular has significantly more HP and can hit for around 20-30 damage. If you have a certain item, you can talk to the tail rat. He was a grad student pre-mutation.
: This room has a denim jacket we can equip as armor, some magazines we can sell, and a child barrier key.
: The key unlocks this barrier, which leads to some vendor trash (you can pick up the music box and the drawings on the wall), and.. this.
: This is the Rat Baby. The Rat Baby is a party member, but it sucks - it has really low stats and its main ability is copying whatever Sam does.
: Sam refuses to take it with him, but it jumps in his bag.
: Back outside, we get a glimpse of this area’s superboss - the Rat King. We’ll kill him two updates from now. He drops the item that lets you talk to rats.
: Just below that is this door, which serves as a landmark. If we didn’t have Leigh, we could get a party member here.
: “Who the heck’re you? This is my home! You lost? Well, come on in, I guess. I’m ol’ Ernest, and this handsome daredevil here is Colonel Squeakums! Say hello, Colonel!”
: Colonel Squeakums can talk, but we need the rat king’s item to understand him.
: “That’s our Colonel! Says he likes the cut of your jib. A solid jib cut, he says. But I say your jib could use more cutting if you’re gettin’ lost in the labyrinth! Ol’ Ernest knows it like the back of his hand.. maybe y’need some help?”
: There are two other characters who are only available from a random encounter who are direct references to party members in Baldur’s Gate 1, but Ernest is definitely Minsc.
: “How long’s it been? Feels like I’ve been here for years now.. think it’s startin’ to get to the ol’ brain pan…”
: If you don’t have any party members, Ernest will join you for free until midnight. If you do, he wants a sandwich to join for the day. This is why we picked up that sandwich off Vincent.
: We’re not going to recruit him yet, because we’re done with combat for the day.
: If you head just north of Ernest’s room, there’s a 2/3 chance this vending machine is here. We’re going to use all our dollar coins on it.
: The vending machine offers cola, two Deus Ex references, juice boxes, and.. “advice”. I wonder what that last one does?
: “Hello! I am Audrey! Please be careful! There is a big monster nearby. It’s very dangerous.”You wait for nearly a minute.. then, with a laborious, grinding whir of old machinery, it finally dispenses a can. An empty can falls into the tray. Black text is printed on it.
: Audrey is a recruitable party member, and probably a reference to that one isekai manga where the main character is a vending machine.
: She has a hidden friendship level we need to reach, and picking certain options makes it faster. We’ll want to pick option 1, but option 2 also works.
: If you’ve already killed the Rat King, there’s a fifth option that gets you slightly more friendship, but it doesn’t really change much. We need to buy a second can.
: “No problem. I’m happy to help!” There is a drawing of a smiley face. On the back of the can, in smaller text: “Ask a question after you insert coins, and I’ll answer as best I can.”Another empty can falls into the tray. It has more text printed on it.
: We don’t want to do that.
: If we leave and come back, Audrey will be in her true form. She’ll scuttle away once we leave.
: If we go in the opposite direction from where Audrey is (ignore Ernest, this was a test recording), we find another door that needs Herbicide to open.
: Next door is Apartment 13. This is where we’re going to get the first of those two planet discs we read about.
: This room is ripped straight from LISA the Painful. We can either feed this thing the Rat Baby, or we can feed it one of Sam’s arms. Once you’re in here, you can’t escape without feeding it.
: If you name Sam “Ash”, you can still equip a chainsaw (if you feed it his left arm) or a shotgun (if you feed it his right arm).
: I know the fanbase hates this thing and has requested the ability to feed it an explosive instead.
: Rat Baby is easily the worst party member in the game. Its stats suck and it has a gimmick based around copying Sam’s last action.
: Worse, it doesn’t count as a party member for points. The only reason you’d want the Rat Baby is for upgrading another party member we’re never going to use.
: And there’s our disc. Let’s take it and get out of here.
: The bottom of the three horizontal hallways has this apartment, which has an empty slot and a “1” on the handle. Can you figure out what the puzzle is?
: By the way, here’s the map. I erased some things that we haven’t seen yet.
: The door opens up. Let’s go in.
: Apartment 11 is a large circle of rebar hovering over an abyss.
: At the top is the Rat Freak. He’s not a boss, but he’s annoying to fight, so we’re going to juke him.
: Enemies will charge at you if you get too close to them, and we can use this to reposition the Rat Freak so we can get the disc.
: This is the Mars Disc. The puzzle in the stairwell had a “3” on it, and we all know from playing the original Doom that Mars has two moons: Phobos and Deimos.
: We could go to the ground floor, but we won’t. The reason is that the ground floor sets a whole bunch of flags we don’t want to deal with, and we’ll need roughly half a day to get an item there.
: You have to remove the discs every time you insert them, which re-locks the door.
: Before we leave for Sam’s apartment, we’re going to stop by this room. This is the second room from the right in the top hallway, next to the moon symbol.
: This room has some gasoline, two junk, a broom, and a molotov cocktail. We’re saving that molotov for the Rat King.
: Aurelius gives us the name of the thing outside: The Visitor. He also tells us directly what he wants: a painting.
: “We don’t know.. a stellar object that emits some terrible, unknown radiation. That’s our best guess at the moment.”
: “Somehow, it warps utterly anyone unfortunate enough to observe it. We have no rational explanation for that. My personal theory is that it is some sort of malfunctioning alien technology.”
: “Either a natural phenomenon we don’t understand, or an intelligent lifeform. The observations we collect are intended to attempt communication with it, in case of the latter.”
: We now kind of understand what the cult is looking for: they want depictions of the Visitor.
: “Kill it? How? It would be like killing the Sun. If this thing is even alive in a way we understand, I doubt we can cause it any actual harm.”
: “Um.. please leave us alone? I suppose I haven’t given it much thought. Jasper will know what to say. He has a lot on his mind.”
: The first line is for the joke ending, the second is for the best one. We need to find Jasper, but he’s on the ground floor.
: Before we leave, let’s grab one last item. The bottom hallway has this long string of doors. One of them opens.
: This eye is part of one of the esoteric bullshit endings. If we sit here for 10 seconds, it instantly kills Sam. We need an item off a superboss to do anything with it.
: We’ll just grab this key and leave. We’ll need it tomorrow.
: We’ve still got some time before Sam will want to sleep, so let’s play Madwheels '97.
You put the ol’ Madwheels '97 back on. You’ve played this old kart racer to death, but it’s always fun. You start a new championship.
You’re a bit rusty. You end the first championship in fifth place. you do a bit better in the final two races, though.
Leigh doesn’t seem to understand this game. Instead of racing, she spends her time ambushing and attacking other drivers. She comes in dead last, but probably gets the most out of the game.
You get the feeling something good might happen if you manage to get first place in the championship.. maybe you should play this again sometime.
: Leigh is probably one of those people who plays Sonic Racing Crossworlds and is top 10 in every competition, since that game is entirely about overpowered items.
: This gets everyone 20 EXP and gives Sam 20 “calm”. If we hadn’t taken that shower this morning, Sam would have gotten anxiety right around the point where we got the rat baby.
: Every time you do something in the apartment, you have a chance to get a door encounter. There are up to three of these a day, and they’re pre-determined at the start of the day.
: There are a number of party members who can only be found as door encounters - Ernest used to be one of those before Version 2.0.
: This is the curio merchant. We don’t have enough money to buy the one thing I’d really want off him, and we need to keep $120 around in case a different vendor shows up.
: You might see this and think you could give it to Leigh to fix her Canadiens-induced insanity, but no.
: The status effect she gets is functionally identical to Confusion, but isn’t actually Confusion.
: We play Madwheels '97 one more time before bed. You need four plays to finish it, and we want to have it finished before Day 3.
: Uh-oh. Occasionally, you’ll get messages about something touching you while you’re in Sam’s apartment. You can safely ignore them - they’re from a very obscure party member we won’t meet until Day 3.
: Next time, we’ll go to the ground floor and meet Jasper. We’ll also encounter Sam’s landlord and finish recruiting Audrey.



























































































































































































