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** There are corrupted operators, which are infected with typhon material.
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* Mooncrash kind of solves one of the biggest problems characters face in the game. The moon base has Typhon gates, which not only identify any Typhon (including players with Typhon Neuromods), but they can accurately pinpoint their location. With that technology, it seems trivial to ensure that all material exiting the station is mimic free.

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* Mooncrash kind of solves one of the biggest problems characters face in the game. The moon base has Typhon gates, which not only identify any Typhon (including players with Typhon Neuromods), but they can accurately pinpoint their location. With that technology, it seems trivial to ensure that all material exiting the station is mimic free.free.
** It's possible there's something particular to the moon or the base that keeps the gate from working on the station. Even if they had those gates on Earth, they can't cover everything.

Changed: 1092

Removed: 600

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* The second test in the prologue asks you to hide in a small empty room with nothing but a small chair. The player will most likely:
--> A) Stand there and look at the scientists like "...how the hell do I hide in here?"
--> B) Crouch behind the chair.
--> C) Hold the chair in front of their face
** Of course, there is a more successful option, but Morgan can't do it. A mimic, on the other hand...
** The first and third tests actually have a similar quality to them. The first test has you removing a number of boxes from a circle on the floor, and the third has you crossing the room and jumping over a barrier to press a button. The first test is easily accomplished using the Kinetic Blast power that Phantoms possess, while the third test is effortless for someone with the Technopath's Remote Manipulation power. Judging by January's comment that Morgan had been given blank neuromods that day, it's likely that the tests were specifically designed with testing the Typhon neuromod abilities.

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* The second test in the prologue asks gives you three tasks, all of which you'll fail because you either can't do them or the solution isn't what the examiner expected. These make much more sense when you gain Typhon powers.
** First, you're told to remove boxes from a circle, but they'll be disappointed when you move them individually. Kinetic Blast would accomplish the same task much faster.
** Second, you're told
to hide in a small empty room with nothing but a small chair. The player You obviously will most likely:
--> A) Stand there and look at the scientists like "...how the hell
do I hide in here?"
--> B) Crouch behind the chair.
--> C) Hold the
your best, but a simple office chair in front of their face
**
isn't hiding anything. Of course, there is a more successful option, but Morgan can't do it. A mimic, on the other hand...
** The first and third tests actually have a similar quality to them. The first test has Third, you removing a number of boxes from a circle on the floor, and the third has you crossing the room and jumping over a barrier need to press a button. The first test is easily accomplished using the Kinetic Blast power button that Phantoms possess, while the third test is effortless for someone with the separated from you by a simple barrier. You can jump it, but they obviously don't want you to. The Technopath's Remote Manipulation power. power allows you to so so.
**
Judging by January's comment that Morgan had been given blank neuromods that day, it's likely clear that the tests were specifically designed with testing for the Typhon neuromod abilities.abilities, and there's a hidden reward for going back and doing it the right way.
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* Think of all the people who end up uploaded into Operators, and live on through them. Then remember that mimics, who feed on sentience, can't use them as fodder for their breeding cycle.
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* Gee, that city in the intro looks quite a lot like San Francisco, looks like they finally finished gentrifying SoMa (South of Market) for better or worse. Then the end of the helicopter ride reveals that nope, it's not SF, those are mountains where the Pacific is supposed to be. Just the first in a long line of falsehoods.

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* Gee, that city in the intro looks quite a lot like San Francisco, looks like they finally finished gentrifying SoMa (South South of Market) Market for better or worse. Then the end of the helicopter ride reveals that nope, it's not SF, those are mountains where the Pacific is supposed to be. Just the first in a long line of falsehoods.

Changed: 28

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Had nothing to do with the videogame linked, confusing the point of the entry. Added clafirication for those not from or aware of San Fransico.


* Gee, that city in the intro looks quite a lot like San Francisco, looks like they finally finished gentrifying VideoGame/SoMa for better or worse. Then the end of the helicopter ride reveals that nope, it's not SF, those are mountains where the Pacific is supposed to be. Just the first in a long line of falsehoods.

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* Gee, that city in the intro looks quite a lot like San Francisco, looks like they finally finished gentrifying VideoGame/SoMa SoMa (South of Market) for better or worse. Then the end of the helicopter ride reveals that nope, it's not SF, those are mountains where the Pacific is supposed to be. Just the first in a long line of falsehoods.
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Addition of Halden Graves' situation and sequence-breaking



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* If the player goes back to the Neuromod division and enters Halden Graves' office before going to Psychotronics, he can be found dead from suicide. However, given his call to Alex during your first visit to Psychotronics (blocking the neuro-mod licenses, prompting you to go back and turn his program off) he should "canonically" still be alive at this point. This seems like an oversight, until you realize that the simulation never intended Morgan to interact with him. This extends further to other unseen characters, which ultimately don't exist because they're just voices in a computer simulation.

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