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Im going to try to see if any of the other Townhouse Z eastereggs are possible to do on the Conclusion 2's version.
- The communicator sound cue will play when select comms are finished talking. Sebastion's will play when you have listened to all of his dialogue rather than after each one. All of the others finish after each bit of dialogue when doing steps of the EE's
- Strange vent in the safe room - That one is decoration
- Thank you for finally catching the Pigs is Beautiful reference! Yes this is a 1000 Corpses reference and I've had it in any map I've had the M60 in including my maps on WaW :)
- Yes the Vecna clock is just a nod towards that EE in Townhouse Z
Great catches on everything here I feel you are on the right track. While I cant confirm or deny anything relating to the evil ending you have a great thread. Also thank you for watching the developer stream and videos :)
-Pack a Punched Keeper hammer has a Crown on it. Graffiti in Sewer reads "Jack Fell down and broke his Crown". Tried killing the Lumberjack, Sadist, and Keeper near the Graffiti with the Packed a Punch hammer. No results.
-Strange Tentacled Skull Asset on Shelf next to Explosive Bolts. Stands out, but nothing happened when shooting it with every bolt type + pack a punched Keeper Hammer. Possibly still related but no clue as to what would trigger it. It IS a default Bo3 asset however.
So far no, haven't really found anything. A list of disconfirmed leads and items of interest is basically all I have.
I know what wall you're refering to, it has weird lighting coming out of the bottom. That being said, Im not sure if that is actually something that opens or if its just a texture error.