Operator: How about I look up a few horse farms for you, Joe?Ĭaller: They weren’t farm horses. But it has its own little roads.Ĭaller: Yeah, I’m trying to remember one. Operator: What’s the listing? I can try it by name.Ĭaller: You’d know it if you heard about it. Operator: I can look them up - with whom should I connect you, Joe?Ĭaller: Well I was thinking about this town - I mean the folks in this town I used to know about.Ĭaller: When I was a boy, Gwen. Operator: You don’t remember who you were calling?Ĭaller: I had a couple ideas, but I don’t remember the numbers. Operator: Who were you thinking of calling? Operator: Bless your heart, Joe, I’m at work.Ĭaller: Well, Slim’s got three or four shelves just about full of canned carrots and they’re not moving, you know.Ĭaller: And he says “Joe, get these out of here!”Ĭaller: I was going to make a few calls and see who wants them. Monday 03:25:17 cc Loretta, Archival for training purposes only The entire broadcast is just over 40 minutes long and can be listened to below ( mirror):Įcho River Central Exchange Fax 270- 3 -81 2 One call features a female voice reciting a long string of numbers, similar to a numbers station broadcast. If the player lets the phone sit for a while without picking up the receiver, they will begin to receive a series of strange phone calls. In Act IV, Will checks his answering machine and listens to messages that seem to be responses to these prompts. The extension 0464 will lead Will to catalogue a new type of weird water. The extension 1928 will lead Will to ask for white noise/TV static. The extension 7864 will lead Will to prompt the player for their earliest memory. The extension 1618 will lead Will to ask about the last thing players remember before holding a snake. Extensions ĭialing the extension 7360 at the beginning of the game leads to dialogue from Will requesting players to tell the Bureau why they can't sleep. Dogwood Drive is one of the streets in this town. The guide also describes a town inhabited by horses that walk the streets, and that has its own roads, but no roads leading to or from it. The guide offers information about a number of locations seen in Act IV, including the Rum Colony, the Iron Pariah, the Silo of Late Reflections, Sam & Ida's, and the Mucky Mammoth.
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