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Whitecorridors's puzzle: Once you get somewhat familiar with James's movement, it turns somewhat easy with luck. A bunch of doors across the map lock once you pick up the first keycard, so you'll need to wait for James to break them down before you can use them. The door to the second keycard starts immediately open, so you can get that quickly. All three doors leading to the big gate start off locked, so you need to wait for James to destroy them.
My strategy is to use the central "maze" as a reference point to figure out where James is. He seems to move with a random persistent walk towards your direction, so try to constantly keep moving. Use the tons of windows to spot his light to keep away from him. I don't know of any "safe" areas, and I wouldn't recommend camping because James can move really fast at certain times. Just keep moving and wait for the two big doors to slowly open. The biggest hurdle is when you don't know where he is, because you'll risk running straight into him.
Even if you are got, you can just noclip back to the main area and finish up getting to the exit. There's no point though, since whitecorridors doesn't exist yet.
There's also a new map, vp_nowheremall. It's, uh, the same layout as voidmall, but DARK. .
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3505567014
Secrets I've found for nowheremall: I only found 3. One is if you remember the door you enter voidmall from coming from whitecomplex, if you head over there, p*nk's character will confront you before disappearing. Turn around and head back, James will make a brief appearance before vanishing. Two: Remember the room where Inno introduces herself? There's a little music box that you can interact with. Three: There's some rooms around the map that directly reference pinkplace (funny you brought up pinkplace!). There's also a noclip thing, right by the spawn if you enter from voidplaces, there's a room of just static. If you noclip into it, you'll teleport to the end of the map where you can enter otherside (like in voidmall). .
Other than that, the sun is still there, it's just in a new location that isn't as easy to see. The ambience is the same lonely silence as otherside, except in the pinkplace rooms, which share pinkplace's oppressive ambience (which is 10/10, love to see it again).
Oh, and comparing to James's appearance in whitecomplex, his appearance in both of the updated/new maps had him a less blocky appearance, which is neat.
2. I found a relatively safe place from James – a small turn-out corridor to locked door, near first grid fence. If you stay away from main hall, the creature won't be able to see you, as it does not have a side vision. (Checked the Hammer editor – James indeed doesn't have a side view, but he have vision on his back, and yes – this thing have a working vision system.)
3. Hammer revealed, that static room does not have anything inside of it beside teleport trigger. Strange, for sure, but, whatever. Interesting thing, that a corridor next to that room, have a map change trigger to "gm_voidplace", but it's either does not work, or I just didn't figure out how it's work.
2. Where's this "first grid fence?"
Anyway, I don't think that's "vision," it's just if you're just in front of him or slightly behind him, he'll have tentacles come out of him (similar to back in vp_whitecomplex and sorta-kinda in otherside) and hear some weird noises.[\spoiler]
If you noclip above the map and fly around, you can notice James tends to "hang out" around your general location.[\spoiler]
3. Neat! That corridor is where you spawn when you enter from gm_voidplaces. If you do the voidmall route in gm_voidplaces, you'll go to this map instead of vp_voidmall. I guess p*nk considered travelling back and forth even back in vp_voidmall.[\spoiler]
At the end of the long intro hallway (the diagonal one with the red fog), right next to the picture of James there's these random double-doors that you can open. If you go in it, it's a dead end with more double doors that don't lead anywhere.
Go out and head down the hallway. At the end of the hallway, the lights will cut out and James will appear in the water room in front of you. If you move to see him, he'll dive into the water and disappear, playing some spooky music just like in whitecomplex.
It uses the same blockhead model as in whitecomplex, same pose too!
A noclipping, probably unintended, secret:
When you spawn in and noclip straight to the room with the second keycard, James "kinda" appears. He's invisible and hovering in front of the open door above you. If you'r standing in front of the picture of him, your screen will rapidly shake and you'll see his tentacles + hostile noises. You won't teleport anywhere though, so don't worry.
According to them, the vending machines are literally anomaly detectors that also help guide explorers to White Complex stations. One also describes White Complex as "a tool, which serves humanity itself."
Nah, this note can be find at same place, as Pät Mc Garry telling about. But yea, now we at least know why do we need to interact with them in gm_voidplace.
Does anybody remember this? In gm_voidplaces, Jimmy appears for a split second if you approach the Terrance(?) painting in the room with the TV.
Also, *spoiler*, I found a safe-ish spot from James. Remember where you pick up the keycard? Know how you can see James through the window in front of you when he first appears? Well, if you stand on those chairs on the other side of the window, he can't get you. It's horrifying watching him zip past you at high speeds, screeching, but he can't get you...
with one exception. If he's in the little area on the other side of the window (in the maze room), he can get you. However, he only ever moves slowly there, so it'd be easy to step back for a moment to let him pass.
I really must insist: as long as you're paying attention to James, you will have a few seconds to react before he gets too close.
...subject to potential updates, of course.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506267601
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506267790
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506267970
I guess lore wise... Nowhere Mall is the mall without Inno's presence making it 'her' space. Maybe it's just the mall's more 'natural' state in the VOID and without Inno there - either because you break her heart and leave or because you enter it through VoidPlaces before she makes it(?). (Complete assumption on my part since you can access it now through there.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506924790
Idk if this is new, but you can literally see the 'sun' is in front of the buildings in the horizon, it's that close!
Otherside also has the same/similar tree that pops up in nowheremall, so it makes me wonder if nowheremall just represents the depopulated "wasteland" left behind in the sun's wake, rather than the seemingly recently 'occupied' areas of most other maps.
Found this: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3506933996
Jimmy shows up once when you jump into the pit in front of the sun. Face the sun and turn to your right 90 degrees when you jump into the pit. You'll see him on your way back down.
The existence of an Inno cutout (which is a new model, might i add) at the entrance to downcorridors might imply that we'll see more of Inno there. I doubt we'll actually see Inno herself, but we might get more clues as to where she's gone or what happened.
If you face the first shutter door and turn a little to the left, you'll see a short hallway with a door that leads to nowhere. There's a light directly above it.
Much better than my other spot, which is only mostly safe. But you don't get a very good view of the place, so running to insert the 2nd keycard or escaping outright has extra risk.
Find a keycard. It's on table is big office room. It's even have a pink glow. After what, James will find you by yourself.