As a Fridge subpage, all spoilers are unmarked as per policy. You Have Been Warned.
Fridge Brilliance :
- Even though Morgan is doing random things instead of the intended test during the prologue, Bellany remains professional instead of telling them to knock it off. It's revealed shortly after that Morgan had a violent outburst in one of their previous tests, so it's likely Bellany is trying to avoid provoking Morgan by being as nice as possible.
- Gee, that city in the intro looks quite a lot like San Francisco, looks like they finally finished gentrifying So Ma 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.
- Every single NPC is given a full name, even if they're just a random corpse on the floor... except for the pilot in the prologue, because he's not a real person.
- If you take a closer look at the helicopter, it's easy to notice that the front of the chopper doesn't even have enough space in front of the passenger area to contain a properly-sized cockpit.
- 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.
- The prologue has you get tested on, and then find out you lied to about your everyday life. The last plot twist in the game is that the entire game is a simulation, a test, and you are really a mimic Typhon. In retrospect, the prologue was a test to see how you would react to the last reveal, put there by Alex.
- Why are the handguns suppressed? Easy!
1 - Talos 1 is an enclosed environment, firing a handgun in an enclosed environment risks more hearing damage than outdoors
2 - Truly suppressed handguns use subsonic ammunition, which would be handy in, say, preventing hullbreaches
. Security chief Elazar even notes it herself, that the guns allowed on a space station are "pop-guns" compared to anything she could use earthside. This also explains why the other main firearm you can get is a shotgun - buckshot has much less penetration than a rifle because it spreads out over a wide area instead of concentrating all of its force on a single point.
- In Psychotronics, there's four specimen tubes that can have viewing hatches opened up to scan the Phantoms inside. Only three are filled, however; it's likely #4 was the one who originally broke containment.
- No, that's not how it happened. The game forces the player to play through the experiment where containment was originally breached, so you see how it happens (when you go through the phantom-creation process, and it creates a voltic phantom.) The voltic phantom shuts down all the security gates and immediately escapes. Furthermore, there's no record of voltic phantoms in your notes (indicating that as soon as they appeared, containment was breached and things went to hell before anyone could note down what they were or how to handle them; no containment procedure for voltic phantoms exists.) Morgan's notes even imply that the weavers seem to have created the voltic phantom for just this purpose.
- Why is Morgan a Heroic Mime when controlled, even though the character has a voice in audio-logs and videos? Because you're not Morgan, you're a Typhon that's being made to think it's Morgan, and Typhon aren't exactly native talkers.
- Morgan's room in the Cabin Quarters is a direct copy of the apartment in the simulation. It's possible Morgan made it that way to recall that day back on Earth.
- The "Will Mitchell" imposter and Walter Dahl are the most antagonistic and vicious human beings you meet - but of course they are. They both pretend to be harmless (a cook and a HR expert, respectively), just as the shapeshifting, predatory Typhon Mimics pretend to be harmless objects.
- By contrast, Ingram says his record is lies, then admits he may have committed some crimes, but for what he thought was a good reason.
- On a first playthrough, a player unaware of the fact that they're in a Simulation Lab on Talos 1 might think the Typhon are already on Earth when a mimic attacks the doctor running the tests in the fake Transtar building. They are.
- In the third act, why does Dahl prefer Operators instead of people? Not just because they follow orders, because they're smaller, lighter, and don't need life support or pay. And most importantly, you can wipe their memory afterward. Perfect for a wetworks man.
- They also can't be turned into more Mimics and Phantoms.
- Nicole Hague, the lady who's the objective of the "With This Ring" side-quest, is found as a Phantom, in the same hotel room as Talos's celebrity guest, the similarly afflicted Alejandro Peno. There's an overturned bottle of scotch on the floor. Kevin's wife was stepping out on him at the time of the outbreak.
- The neuromods are not a case of of gameplay and story segregation.
- Being a Typhon made to think that you are Morgan Yu, The neuromods just let you remember the Typhon powers you already have.
- If you are either really good at ambushing Telepaths before their Mind Controlled minions can explode on you or invest some mods and Psi into Mind Jack to free them individually, you can save a fair number of people who, for all intents and purposes, were dead men walking. If you go back to the areas they were in later, they'll be gone, but their tracking bracelets will list them as "Safe" - which not only implies that the computer knows that they were in distress before and aren't now, but also knows that they aren't in ANY more danger... wherever they've gone. How does this work? Alex probably had them unload from the simulation and, quite proud of Morgan's forethought, added the "Safe" condition just to put their mind at ease.
- An added touch is if you activate the evacuation shuttle. Although the main shuttle has five people including you, computer next to the (locked) cargo hold informs you that there are more survivors in there, roughly corresponding to the number of people you saved. It is a good feeling, to know that you have rescued them, rather than delaying their deaths.
- In the beginning of the game, you are made to answer a short personality test whose questions basically boil down to "Are you open to new experiences?", "Would you put the needs of the many over the few?", and "How would you react if you are condemned for something you have done?" While at first glance these just seem like throwaway questions for the prologue, they are in fact a test to see whether you'll actually do what you say when present with similar situations in real world conditions.
- "Are you open to new experiences?": Are you willing to think outside the box and use your neuromods and wits to their fullest extent? Maybe even using Typhon neuromods? Or will you merely default to the tried and true sneaking and running and gunning?
- "Would you put the needs of the many over the few?": Are you willing to risk the fate of Earth by breaking quarantine and trying to help the few remaining survivors escape the station?
- "How would you react if you are condemned for something you have done?": Considering how complicit Morgan was with the inhumane Typhon research on the station, would you Face Death with Dignity and destroy the whole station along with yourself, or are you going to try to find a way to get off the station as soon as possible?
- In the upgrade menu, you have three categories for human neuromods. Scientist, Engineer, and Security. At first glance, this doesn't seem to mean anything. These are just the skills most useful given your current situation. However, take a look at the operators Alex has in the ending. Aside from Danielle, there's Chief Security Officer Elazar, Chief Systems Engineer Ilyushin, and Dr. Igwe, who's one of the top scientists aboard Talos One. Each one corrosponds to one of the human neuromod catagory, and may very well have been the "donor" for the data you've been sticking into your brain.
- The "December" questline (where you have the option to just steal Alex's escape pod and run away from the station) seems like a really bizarre thing to include in the game, especially since completing the questline only seems to result in a Non-Standard Game Over. However, it does make sense as a personality test for the Typhon. Incorporating an escape route into the simulation is yet another test of how the Typhon reacts difficult situations- namely whether it chooses to take the easy way out and save itself or stay and try to help others.
- This is also supported by the fact that, on finishing the questline, you hear a brief exchange in which someone labels the events of the game as a failure, before being told to put the player back in- these voiceovers are presumably members of Alex Yu's team reacting to your choices. Even though you successfully escaped, it's considered a loss because it showed selfish behavior and a lack of concern for others.
- Hey, remember Dahl's Technical Operator? The only one with a name? That signed its hacks just like humans do? What if it was based on a person, just like January? What if it was sentient? What if you killed it? What if you hacked it?
- In the twist ending, all you have to do to get the good ending is not be a total dick. To display the slightest bit of empathy. How desperate is Alex, that he would call on such a lost creature to defend Earth?
- To be fair, the point of the experiment was to see if the Typhon could ever see us as more than a step to their survival by making them experience mirror neurons, and to that end, all he needs is the smallest amount of proof.
- On the other hand, we don't know how long it took Alex to make the Typhon!Morgan. It could have been hours or it could've been years. The fact that Alex is willing to trust a creature that killed or abandoned dozens of people, potentially, and hope that it doesn't feel betrayed, manipulated, or angry about its experiences in the simulation speaks volumes about his and humanity's situation. He may just see the Typhon act like a sociopath and assume, "well, it was my brother's memories". Given that his brother was just as much of a prick as the rest of his family, maybe Alex is just praying that the Typhon!Morgan may have some residual love of him from Morgan's memories. After all, a near sociopathic Typhon with pieces of Morgan's mind may be a dangerous tool, but a useful one.
- Despite disagreeing about the exact methods for preventing it from happening, everyone agrees that if even a single Mimic reaches Earth, then humanity is doomed. Yet Morgan merrily slaughters their way through hundreds of Typhon over the course of the game, showing that humanity could stand a chance given enough neuromods, psychoscopes, and guns. Most players will likely chalk this up to One-Man Army Gameplay and Story Segregation and move on. Except, as the epilogue shows, that didn't really happen. One man or woman wasn't enough to stop the Typhon. They did breach containment, they did reach Earth, and they did proceed to overrun the planet, to the point that mankind's only hope is getting the Typhon to want to coexist. The only reason Morgan is so successful in the game is because the simulation is programmed so the Typhon can't One-Hit Kill them like they can in real life. So much for the player being a badass.
- Expanding on the above. Mimics are shown to be capable of killing grown humans in mere seconds just by hopping on their head, but why can't they do that to the player character? Because the Morgan you are playing is a Mimic themselves.
- The Typhon spread Coral throughout the entirety of Talos 1 to create a neural network to summon the Apex. The Coral is never stated to be their natural environment, or nest, or what-have-you. It's purely for the purpose of summoning. In The Stinger, the entire Earth is shown to be covered in Coral. What is the Apex trying to summon?