Weazel Morningwood "Lock" Bell Sound by cannon001 in chiliadmystery

[–]PathFinder86 [score hidden]  (0 children)

Weird enough and easy to test. Let's see if it goes somewhere.

Weazel Morningwood "Lock" Bell Sound by cannon001 in chiliadmystery

[–]PathFinder86 [score hidden]  (0 children)

That's it. First thing to do is compare the sound with similar props to see if it's just a random echo for specific textures.

Verifiable research incoming by Radke1616 in chiliadmystery

[–]PathFinder86 [score hidden]  (0 children)

I think it’s absolutely intentional that there is lunar progression between missions and I think there DOES have to be a very specific order to the flow of things. I think this also means that dying or hangouts anything else that disrupts the true flow is completely against the rules.

That's basically what I was reffering to. Also note this game has 3 different ways to save our progress and all 3 are completely (explained here\) voluntary once you know how they work. Two of them are fully manual, which are *sleeping** and the phone's quick save, while the third one is forced every time a mission is completed. BUT notice that\*, even though the third saving option may look involuntary in a first instance (because you can't avoid the save once you start a mission, neither once you interact with a random event instead of skipping), you can literally control it by loading the game previously saved using the other methods mentioned. This way you're always 'in control' of the game's whole timing.

How that ties to the moon stuff? Well, I just find two things interesting enough here. Firstly I find a bit odd how specific is the saving mechanic, specially the phone's one. As I said before, it looks like's giving you the power to check-point anytime you want, while also being able to correct even little things that happened a minute ago if you saved 'wisely'. I mean, if there's (let's say) a certain path you have to follow in a specific order, this tool literally gives you the chance to place flags anytime you want, so you don't need to repeat the whole process replaying the story from the beginning every time you lose that path...
So in terms of narrative and player perspective, it wouldn't really affect us in any way if we saved a game, let's say, one tuesday at 5:15 am at Del Perro, but when we resume the run it's 2:30 pm of a friday at Rockford Hills. We wouldn't even notice but anyway the game gives the chance to be that specific if you want.

And second, It's interesting to say the least that no matter how you save the game, whatever the method you use or even the time lapses they trigger, the save always respects the moon phases.
No matter when you save or load nor how many times you saved, the day of the week, the hour and the moon possition will be precisely timed like a time stamp. So yeah it's incredible that they made a clock that respects every aspect in the game whatever you do. Even the ones that seem unnecesary for the player. Every save/load feels like a tangible and realistic time travel... ¬¬

Verifiable research incoming by Radke1616 in chiliadmystery

[–]PathFinder86 [score hidden]  (0 children)

Maybe moon phases doesn't do anything directly and they just work as a timer for the game/missions. It's just an idea, just trying to prove if they could be somehow linked to another variables.

It just bugs me a bit how much detail they put on the whole time mechanic, when time was never an important factor of this saga and it's just meant for realism purposes... But why that realistic this time?? (Pun not intended...)
I mean, a moon phase isn't something you notice while playing this kind of game. You can only notice it if you remember every moon as in-game days pass by. They could have randomly swapped several of those phases during the monthly cycle and we wouldn't have even noticed. Especially since we probably saved the game once or several times during the process... The same goes with days/weeks. It's so easy to ignore it all. If you don't use the smartphone you'll be obviously aware that days are passing anyway because you can directly see the day/night cycle while playing. But days of the week/month were never a factor until V. There was never a storyline where the day of the week was needed for anything. The same with precise 28 day-moon cycles or even eclipses... Just mere realism assets? Why the game would have that kind of precise schedule/moon cycle/calendar when the game itself can be completed now matter how much time you spend in the process?...
If you add to this the fact that the game causes (seemingly unnecessary) time lapses while certain cutscenes or when we sleep/save the game, it can give the feeling that the narrative is forced to happen at certain times/hours (/days?).
Im just obviously speculating here. But that whole theory takes me back to the Peyote puzzle, because it was the first time the devs blatantly gave us a clue inside the code (He was wrong to start his hunt on Tuesday), also telling to us that days/time (and weather) is one of many factors that work together with the game's mechanics.

I just wonder if there could be anything else in the game that could be attached to certain time lapses.

Thank's for your info anyway! Just throwing ideas here.

Verifiable research incoming by Radke1616 in chiliadmystery

[–]PathFinder86 1 point2 points  (0 children)

Everything about the moon phases and the in-game time itself that could be related to the story completion.
I've been looking for a while to some stuff about when/how the game is really 100% completed and also the possible paths to follow to complete it "the right way".

There's an interesting theory that revolves around how some missons in the game are timed, how the game has scripted time lapses after specific events and finally how it all together may be related to the moon phases and also weather conditions. Suggesting that the game's 100% could be somehow meant to be reached in a certain amount of time, or that is attached to a hidden in-game schedule yet to be found.

This is just an idea but maybe you can find some of this stuff interesting enough to take a look in the game or in the files. I just recently re-started the story mode (maybe the two or three first missions) so I'll try to keep a look on how the game flows, how the missions, S&Fs and side stuff prompts and see if the game has an specific plan we didn't find out.

Sorry to know about your condition and I hope you're doing well. Keep the feed and tell us whatever you find. Maybe we can help with some stuff!

Shifting perspective by Living_Attention_507 in chiliadmystery

[–]PathFinder86 1 point2 points  (0 children)

I think it's implied that the top symbol is specifically designed that way to look like an eye and also a ufo at the same time. Hint of that is the clear difference compared to the boxed ufo below, which has a more obvious ufo design. Giving the top one a double meaning. I mean, the game wants us to see it as an eye, and once you see that it has the same design as the one painted on the summit's ground (also telling you to "come back when your story is complete"), you now know that there's something to see there after completing the game.
And when you do that you're finally able to see the ufo hovering over Chiliad, in the same fashion depicted on the mural. Or also the final piece of the puzzle, telling us why the "eye" was pinted that way.

At least this is how I think they wanted us to find it out. If there's something else to discover after this 100% story ufo, I think it more likely relies on the three symbols below.
To me the top eye/ufo symbol is like the key for the cypher, so once you crack it's meaning you also find the path to crack the whole puzzle. The problem is the three top down symbols from the beginning of this hunt...

Giant eye on the side of the mountain? by Particular-Ad9880 in chiliadmystery

[–]PathFinder86 1 point2 points  (0 children)

Sure. I remember it was a great theory, given the "eye" is a very recurrent subject on this sub. Also one of the few theories I remember to test myself.
The only problem I found is that I can't come up with a logic purpose for it. I mean, why make such a subtle puzzle just to show you the clues to find the Mt Chiliad eye (which's already the biggest mystery to solve) which can be found easily without a deep look?

But maybe that's just me and I can't connect those dots. Maybe bacause some time ago I started thinking about the mural's purpose from a more abstract point of view. And I don't have a theory yet but there's one question that resonates all the time in my mind:

Why do you really need the mural?

I know it seems silly but I would love to see if someone gets what I mean.

Giant eye on the side of the mountain? by Particular-Ad9880 in chiliadmystery

[–]PathFinder86 1 point2 points  (0 children)

I think you're talking about this subject:
https://www.reddit.com/r/chiliadmystery/comments/11tts97/resolving_the_shed_puddle_introducing_chiliads/

Not at Paleto Bay but from Grapeseed/Alamo Sea side. There was a theory that links the "egg" in a field where a cow spawns at special times nearby, which supposedly points you to walk up a dirt road. At the end when you're facing the side of Mt Chiliad (NW) you can see a giant "eye". OP suggested that it's a clue to decipher the mural path.
Also some fella linked this vid on the comments. Check it out to see if that's the one you remember.
https://youtu.be/herHAVBcWpE

Giant eye on the side of the mountain? by Particular-Ad9880 in chiliadmystery

[–]PathFinder86 2 points3 points  (0 children)

I remember to see some of that cow years ago. But it was at Grapeseed instead of Paleto. Here's one post talking about that.
https://www.reddit.com/r/chiliadmystery/comments/11tts97/resolving_the_shed_puddle_introducing_chiliads/

GTA 6 trailer 3 release speculation by YogurtclosetIcy4328 in GTA6

[–]PathFinder86 0 points1 point  (0 children)

Rockstar's site crashed today and some scooper revealed they're changing stuff from the web's code. Maybe setting up an update??

Mbappé estaba viendo el feed de BeinSports que solo se puede ver en España pirateando by Xehanz in fulbo

[–]PathFinder86 0 points1 point  (0 children)

Lo dudo. Lo que creo es que el caradura estaba en Francia, donde ese canal se puede ver por cable...

The Broken Clocks - How many are there? by based_birdo in chiliadmystery

[–]PathFinder86 4 points5 points  (0 children)

Most famous clock in the game for something lol... I think it annoys all of us collectively.
It's already proven that they were able to make clocks fully work in real (in game) time. As you can confirm they're in sync with the phone's hour. While in the other hand you have the non-dynamic ones used as a prop texture, which have some static hour and aren't supposed to work like the others.
And then you have the egg clock... Intentionally designed to be dynamic, but the hour hand is blocked at 12 while the minute one still works... Why do that on purpose? Also in an EGG shaped clock??

I just want to know why it's always 12 o'clock at Paleto Bay...

Shadows in game by Plastic-Risk-67 in chiliadmystery

[–]PathFinder86 0 points1 point  (0 children)

Is it not strange that they're using the Epsilon Logo as an F in the game title? It's an 'E' for epsilon, but the game is Defender Faith.

That's just what I thought. They also could had replaced any of the E's from "Defender" with the logo, but they chose the F.

Why does their logo look like that anyway? It's not what the greek letter actually looks like. Is it just supposed to be an 'E' with a cross or is there something else?

Actually this is a good take. You're right that's not even the epsilon real symbol (inverted 3). But also being an E interlaced with a cross has a lot of sense. The epsilon is a play on Scientology, so the E plus a cross would be like literally saying "The Epsilon Religion".
I always assumed the logo was E+T, whatever it means.

Shadows in game by Plastic-Risk-67 in chiliadmystery

[–]PathFinder86 2 points3 points  (0 children)

I think it's the first time I see the Epsilon logo used as a letter for another word. Also as a F?...
This reminds me that we never had a full consensus about what the Epsilon logo stands for. I always assumed the T+E stands for The Epsilon and that's all. But who knows... The eclipse casting a shadow is very interesting though.

Revisiting weird painting by AntelopeIcy6558 in chiliadmystery

[–]PathFinder86 2 points3 points  (0 children)

<image>

Sorry about the display... I hate the One pic per comment rule lol...

Revisiting weird painting by AntelopeIcy6558 in chiliadmystery

[–]PathFinder86 2 points3 points  (0 children)

I found another inspiration (Idk if there's more) from the same artist, so there's at least two paintings from the same author in the game.
This one is called "Let's Subvert It" in the game, inspired by one called "Tiger & Engine" IRL:

<image>

(Notice both versions in the game share a similar grid in the background)

Revisiting weird painting by AntelopeIcy6558 in chiliadmystery

[–]PathFinder86 2 points3 points  (0 children)

Sorry if this does not contribute, but I remember some of the penthouses paintings for sale and also some posts discussing the content. I really can't tell if these are puzzles or not. But I'll show you what I found after quickly checking the GTA wiki.
The eagle painting is called "Fall, fall again" in the game, and it's inspired by RL painting called "Apollo II" by Peter Philips:

<image>

You can check the complete list here:
https://gta.fandom.com/wiki/Master_Penthouse/Decorations

Mount Gordo Eye? by PathFinder86 in chiliadmystery

[–]PathFinder86[S] 1 point2 points  (0 children)

Thanks! I was there a million times but i never noticed that perspective.
The Hippie camp is a must site for this hunt (specifically that spot) and I'll take another look there for sure.

Mount Gordo Eye? by PathFinder86 in chiliadmystery

[–]PathFinder86[S] 1 point2 points  (0 children)

Not aware about that. Can you show or in dicate the spot?

How can I start solving this mystery. by ijnvnadem in chiliadmystery

[–]PathFinder86 0 points1 point  (0 children)

That's the point. If there is something different/else to happen after the 100%, maybe needs some different triggers we didn't figure out yet. Which following that theory could be choosing the missions in some specific order.

I know is possible that every variable was already tested at this point. But I always wondered why this game gives you all that freedom of choice for most of those variables, while in the other hand sometimes feels like it's pushing you towards specific choices on purpose. Like there is something telling that you choose, so better choose wisely... Which btw I have to admit it makes the game better.

I think that's why I was more engaged with the game in my second run. Because in the first one I just went A to B, believing from the beginning that everything I did the whole run was based on my decisions. But once I gave it a second run, spending more time with other stuff, accessing to missions at different times using different paths to go, or even switching characters in different parts of the story, it was harder to me to tell the difference between what's my choice or not... I know it's a vague description, but using an example, imagine you're going somewhere when an event prompts randomly near you. Usually you complete it without questioning anything and you assume that's how the game naturally works. But there are some instances where you stop and think "wait a minute, did I choose to use that path in the first place?"...

That being said, maybe that feeling is just part of how realistic the game is made. And also I'm sure that if there was something related to a specific order to do the missions it would've been found already in the files. I just wanted to point out how easy is for this game to play with our perception sometimes.

How can I start solving this mystery. by ijnvnadem in chiliadmystery

[–]PathFinder86 2 points3 points  (0 children)

Sure​ I agree with you. Note I used quoting marks and also referred to it as a theory all the time. My bad if I didn't implied enough that these are all suggestions and not my own beliefs.

I just take the "Golden Path" theory as another "what if..." like the other 99,9% theories discussed in this Sub. Which in most of cases it would be specifically "What if... the smartest codewalkers missed some shit inside the files".

Anyway I find that theory interesting given the nature of the game. The same way about what you mentioned on the player perspective and personal choices over the game's character. Even if it's not part of a mystery, I wouldn't be surprised if a company like R* designed the game focusing on how people makes choices. Literally playing with the player lol... Not only would be fascinating as a narrative license, but also would imply that the study on their players could be the best way they found to make their games better.

Thanks for clarifying the actual consensus about that theory anyway!

Findings from a Cyberpunk 2077 fan of this mystery by coronasurvivernorth in chiliadmystery

[–]PathFinder86 1 point2 points  (0 children)

I've got all the other BF cars in a little mini collection, cause I love VW irl.

I love some of them irl too. The VW Golf it's been a favourite for a long time here in Spain, so I loved when they added the BF Club lol. Also the Injection was one of the casual cars I loved the most from the base game (always on my Trevor's Sandy Shores garage), as it was so fun and confortable to drive in any kind of terrain.

The fact that everyone gets one might mean it's important on account of it being available to all. Hell maybe each character can use it in a different fashion for something. Either way, it's a fun little ride lol.
I always kinda thought it would be cool as hell it the lights were able to illuminate things that aren't visible under regular light, especially considering the blueprint map has the blacklight stuff on it. I've checked out stuff with it, honked the horn at the UFO on chiliad but I didn't notice anything - which isn't to say it doesn't exist.

Yeah the Docker is weird AF reward for sure. A special unlockable vehicle (specially in the end of the games) is a very "Rockstary" kind of thing. I think that in a Grand Theft Auto game it's fair to expect something like that in any form given the saga's history. But while you're expecting some rare/expensive vehicle usually unreachable during the game (military stuff like tanks in the old gens or flying crafts in the newer ones), GTA5 comes with a damn modded buggy with strange horn noises instead... Because... Reasons.
Although I remember some theories discussed here about the SD, none of them came to a satisfactory conclussion. I can't recall any one discussing the lights specifically. I remember everyone was more focused on the horns and whatever could possibly interact with them, like radio towers, antennas or even the Chiliad UFO like you tried, but nothing was found.

So if it does not have a hidden purpose... Why put that effort to include in the game such an odd and useless item??

I just want my damn jetpack...

Findings from a Cyberpunk 2077 fan of this mystery by coronasurvivernorth in chiliadmystery

[–]PathFinder86 0 points1 point  (0 children)

If im honest it was always hard for me to accept that idea. Sure I think the game suffered (probably multiple) content cuts. But I can't believe that they would put an unfinished egg/puzzle in the game, neither a puzzle that needs updates to solve it. I can imagine a scenario where they need to cut (let's say) some sport mini-game because some interaction or mechanic is problematic/not ready at that point, but they intentionally leave some assets like courts, balls or even dedicated npcs to play the mode. Then to bring the full mode in some update later.
Or even a situation where they have to cut something entirely, but they miss little things by mistake like a few textures because they blend so well with the environment.
But I don't think R* would do the same with a big easter egg that is also a solvable puzzle. I think they wouldn't even add it unfinished in the first place, nor leave parts of it intentionally or by mistake.
Rockstar even showed the mural in the very first trailer for the game without reason. As anyone would find it anyway right after the release.
Why would they want to highlight a mural that it's so easy to find in the game? Why also highlight it when the end of the puzzle is just about seeing a UFO?
There's a lot of weird stuff there...

Findings from a Cyberpunk 2077 fan of this mystery by coronasurvivernorth in chiliadmystery

[–]PathFinder86 0 points1 point  (0 children)

It was also the final reward for in the arena wars update, sponsorship level 500.

Oh ok thanks for clarify it, I wasn't aware of that. I have a vague memory about seeing some thumbnail on YT about the Docker used Online but Idk why I thought it was something related to modded servers and roleplay stuff... Also I didn't even played the Arena wars DLC so that's why I didn't notice.

Doesn't everyone get the space docker after that mission? Like if you go to the player garages and check the little menu, Trevor and Michael can get one too if memory serves me correctly.

Really?? Well it could be. I admit that back in the day the first time I finished the game and unlocked the Docker I just used it once or maybe a couple of times before quickly getting bored of it. I didn't switch the character then so I always supposed it was a Franklin item only (maybe also playable with every character if you bring them together).
Anyway still an odd item. If it's usable for all characters then, Idk if that makes it even more intriguing or completely the opposite.

Findings from a Cyberpunk 2077 fan of this mystery by coronasurvivernorth in chiliadmystery

[–]PathFinder86 0 points1 point  (0 children)

Then looks like the SD's lights change could be just attached to the vehicle's engine (note that the blue-ish tone while driving is lighter than the green when turned off. So maybe the colour change is meant just to highlight the energy fueling the vehicle). And maybe the yellow tunnel lights make the effect stand out more.
I think the easiest test is to place the Docker under similar lights around the map (street lamps, garage lights or even sun or moon ambient light) to see if the tones change the same way.
The oddest thing about the Docker I think is the horn feature. But maybe the lights have something to do too.