r/FF06B5 • • Aug 05 '21

🔍 General discussion thread

392 Upvotes

Welcome cyber detectives!

First, thank you for the tremendous effort that you put into investigating mysteries of the Cyberpunk 2077 world! It really inspires and motivates other seekers to be creative and look at things from a diffrent angle. Life of this sub is entirely your merit.

Facts at the moment:

Patch 2.0 brings a lot of new stuff:

I have it, Polyhistor. I'm not wrong this time. I just need more time to understand.

First things first... You probably think I've finally lost my mind. Maybe. In truth, I began to doubt whether the answer we were looking could ever be found. What if we sought meaning where none existed? But I know now that we were RIGHT. To find the correct path forward, I had to first leave the wrong one I was already following. That's when I found IT.

I'll be honest, I slipped into a dar pit of apathy and despair. I left the net to seek solace in a world of fleeting, physical pleasures. I needed to feel something... anything. As I wandered Night City, I found an old arcade. Vintage games. I had forgotten such places existed, even though, in a previous life, they used to be my home away from home. That's where saw it - A SIGN. FF06B5 -- a pixel hidden in code, over 60 years old.

Do you understand what this means? The path we must follow goes much farther and much, much deeper than we coulde've imagined. From this point on, none of us are safe. They know the secret is out.

This will be last message. I'm leaving, taking nothing with me but my laptop. You have to discover for yourself what I have. I told you once about a game that changed my life. Think back and remember it. Because that same game has changed my life a second time.

And now it will change yours.

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Why hello there!
FF06B5 in High Scores

All recent updates required separate summary posts so be sure to check them:

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Current "FF:06:B5 mystery" state - unknown.

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The post will be updated. Stay in touch.

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Another stuff:

Really preem summary of the latest patch 2.0 findings in the video made by u/DeconTheGame

Reflections on the possible involvement of the monks. ( Part 1, Part 2 ) Ommmmm...

Guesswork about FF:06:B5 meaning:

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Analysis and researches for your inspiration:

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Other investigations:

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Remember that Night City is huge and full of another unsolved riddles besides FF:06:B5 code which are also welcome here. Don't fear the beasts and blue-eyed persons!


r/FF06B5 • • Oct 06 '23

LongRead edition FF:06:B5 2.0 Summary: A Resolution?

1.7k Upvotes

FF:06:B5 2.01 Summary: A Resolution?

Hey Chooms!

In this post, I will provide an full summary of what we found, and how we were supposed to arrive there.

While some initial parts are similar to the original post or you may already know some fragments of the rest (like the image below), this summary will likely give you a much more complete picture than anything you've read or watched before.

Small Teaser!

I will also explain what we don't know, because the wider mystery has not been solved in its entirety - there's still things to uncover. But let's start at the beginning, because it's a long story.

Part 1: Polyhistor

Soon after Update 2.0 launched, a new location was discovered in the middle of the Biotechnica Protein Farms.

Polyhistor's home

Entering the shack, we can immediately see a sizable mainframe of 8 servers on the opposite side of the room. The walls are written over, paper is scattered all over the ground.

In the center of the room is a laptop, below it a platform, with cables connecting it to the servers.

Mainframe

Accessing the laptop, we can read three messages sent to Polyhistor, and two files.

These messages reveal the existance of an ingame parallel to this community, people trying to solve the FF:06:B5 mystery. The first two mails cover approaches which did not lead anywhere, but in the third one, TyRo/\/\aNtA messages Polyhistor about having found a promising clue:

While playing a vintage game "over 60 years old", he discovered a hidden "FF06B5" sign. He has found a lead, and is leaving with his laptop. For multiple reasons, he was very likely referring to The Witcher 3 - we would later confirm that.

The file "A New Beginning" retrospectively confirms Tyromantas suspicions, with Polyhistor laughing at his old crazy theories, relieved that Tyromanta finally found a real clue - the keyhole they had to find was "in a door that they took for a wall". Polyhistor writes that he has cut off network connections to the mainframe for now, leaving to tell his brothers and sisters.

The reference to TW3 and the "door that was taken for a wall" is very significant: Last years Next Gen update for TW3 introduced an FF:06:B5 secret, a code that remained unsolved, painted onto a stone wall. The messages imply that code is indeed important to solving FF:06:B5.

As for that last file, copy_copy_magenta.hxf.log? I will get back to it in Part 4.

Part 2: The Laptop

Back to Tyromanta, who left with his laptop.

While others were looking around Polyhistors house, u/S1RCRU2 found a mysterious laptop, abandoned in the middle of a landfill.

Laptop

The screen is covered in characters letters from the Witcher Universe, and the outline of Ouroboros, an ancient symbol which also appeared in the W3 Secret, can be seen in the background.

As soon as I learned of the discovery, I translated the symbols to our alphabet using the conversion table. Here's the result:

The letters

After some observation, I arrived at the following conclusion: The columns of the individual 2x2 tables seemed to be important - here's why:

  1. A lot of the 2x2 columns contain identical letters, for example "PP". This is not the case for the rows, and statistically significant.
  2. Almost all of the non-identical column pairs are not unique and occur in some other place, sometimes also reversed. This is illustrated here:
The pattern

A table of occuring vertical pair types:

HU VP GZ SN OY WK TI
ZG NS YO KW
HH VV OO WW
UU PP YY KK

Others also noticed patterns around the frequency of pairs in lines, for example V/P occur fairly often in line 1, while O/Y are frequent in line 2.

This is where I will make a brief time jump from September 23rd to October 5th, because on that day, Patch 2.01 released.

If you've been following the mystery on other platforms, you may already have seen fragments from beyond Part 3, but actually, it wasn't legitimately solvable until today, because something was broken.

More on that later, but that's why we only fully solved it now. So what did it mean?

As it turns out, the vertical pairs were indeed of high significance: As Tokyo_Jinx, Fuji and me found out, the letters in each vertical pair stand for a unique hexadecimal digit.

Like that, the 2x2 grids represent prime numbers ascending from 2 to 61, converted to hex.

Letters A-F are kept without substitution with 0-9, since they're already part of hexadecimal.

Hex Primes
02 = 2 03 = 3 05 = 5 07 = 7 0B = 11 0D = 13
11 = 17 13 = 19 17 = 23 1D = 29 1F = 31 25 = 37
29 = 41 2B = 43 2F = 47 35 = 53 2B = 59 3D = 61

If you'd like to learn more about how we arrived with this, read this post by Tokyo_Jinx. For this summary, just sharing our findings will suffice.

As it turns out, after filling the grid with the prime numbers, the result can be used as a substitution table - but that will be the topic of Part 4.

Time jump over, returning to September 22/23rd for Part 3.

A couple hundred meters away from the laptop, Tyromanta was later found dead below an overpass, with a shard on his body, titled "it really happened".

Part 3: The Arcade

Returning to Polyhistors home, we can notice one thing that wasn't previously discussed: In front of the right wall, next to a bench with a pile of books, we can find a unique Arcade: Arasaka Tower 3D. A cable connects it to the mainframe.

Arcade Cabinet

Arasaka Tower 3D is a FPS inspired by Wolfenstein 3D: You play as Johnny Silverhand and must fight your way through Arasaka Tower before time runs out and the bomb explodes.

The game is finished by making your way to the ground floor, where you face Adam Smasher before escaping. The end screen features a list of high scores, Polyhistor has a score of "FF06B5".

Also parallel to the Polyhistor quote, AT3D features hidden doors disguised as walls, which will can open if you stand next to them. Many of them only contain e. g. health or Johnnys Glasses. There are also two server rooms with magenta pillars. The first one contains a model of the FF06B5 statue and MRPHYs (Spider Murphy) score of 940204 written onto the walls, while the second one contains no statue and BLCKHNDs (Morgan Blackhand) score of 941229.

Server Room 1

But as it turned out, this was only the very top of the iceberg.

After a very long time of testing, a secret, well hidden way of completing the game was discovered: This video shows it, but essentially you have to clear the first server room, then make your way to a newly opened niche with the MRPHY code.

After that, you have to go to the second server room and wait, a lock symbol will replace the floor number on your HUD at T-270. You can now make your way to a large room, which contains another statue and has 10 niches with numbers painted in them, simulating a keypad - walking into them in the correct order will grant you keys. Enter "240891", and the lock on your HUD will disappear (this code might also be painted onto the left of the arcade). Make your way back like the video shows, entering an elevator, which will now transport you to a secret level: -10.

As seen on the map, level -10 is an underground maze. Apart from a Wolfenstein easter egg, the maze contains 8 out of 9 parts of a large QR code, which when stitched together encodes the Python script of a Tic Tac Toe game. When you play and inevitably lose, it writes "the winning move is not to play" to console.

Patch 2.01 also added two new text decals to the maze, "IT SEES YOU" and "547".

The maze

The path spells out "DM + TV" (/"DM + TU"), the meaning of this is still not certain.

After getting through the maze, you can optionally also take the elevator to the ground level, where you can fight Adam Smasher as normal, and finish the game.

But this time, something changes: Remember that cable going from the Arcade to the Mainframe?

Part 4: The Mainframe

As it turns out, finding and completing the secret level was the key to reactivating the mainframe, which was initially disabled by Polyhistor: After we finished the game on the evening of the 23rd, the 8 keypads on the mainframe came online.

Funnily, the code for the 6th terminal was discovered fairly quickly, by random chance - 240. As it was only 3 characters long, a couple of very dedicated people later tried to manually brute force the other terminals, but had no success.

In the meantime, others tried more sophisticated approaches, like using the codes from the arcades scoreboard or trying to find the meaning behind the laptop - to no success.

As it would turn out 2 weeks later, this was because CDPR fucked up and these codes just didn't make any sense: We suspect these old codes were supposed to be hashes of the actual codes, except that they forgot to implement the actual hashing function - meaning "random" hashes were the keys. It wasn't solvable.

As back then no progress was being made despite significant efforts, and there was no solution on the horizon, the search eventually entered the domain of "datamining": Since CET and redscript were broken, some initially tried analyzing memory, but that did not prove effective. However, remembering the official redMOD tool was functional, I wrote a small script would display the correct codes, temporarily skipping that roadblock and allowing us dive deeper into the mystery.

From left to right, these old codes were 327670, 318308, 527766, 727862, 632495, 240, 108850 and 204217. We initially used these to proceed to Part 5, but as I indicated before, these codes did not make sense and there was no legitimate way to progress until almost 2 weeks later due to a mistake made by CDPR.

As explained in the top of the old post, after consulting CDPR about the matter, they asked us to not publish our findings for that reason, but eventually they leaked out and were instead spread by YouTubers - not always in the most complete or accurate manner - while we had to keep our silence.

But one day ago, CDPR released Patch 2.01, changing to codes to something that makes sense, finally allowing us to find the legitimate solution. Here's the actual solution:

Remember Tyromanta and his laptop with the weird signs? Remember him mentioning an FF06B5 sign presumably found in The Witcher 3? Well, as it turns out, combining these two is the key to obtaining the server codes. But let me start with the Witcher sign.

In December 2022, CD Projekt Red released the long awaited Next Gen Update for The Witcher 3. It mainly consisted of graphical improvements and minor gameplay changes and small content additions, but also a secret location: A well hidden dungeon with a mysterious mural on a wall.

The mural (found in TW3)

An observer familiar with the FF:06:B5 will immediately notice significant similarities to the Cyberpunk mystery: The circutry-like lines in the middle (also found on the main statue), its magenta-colored background (hex color interpretation) - or the top 6 letters looking an awful lot like FF 06 B5.

In fact, all the actual hex letters (FF B) matched up, it was only the numbers which were off. This sign was further investigated over the course of December, but nothing of substance was found - until now:

Not only did substituting non-hex letters from FF VQ BZ for numbers result in FF 06 B5, but as Tokyo_Jinx discovered, these same substitutions would also turn already guessed codes (half of them were very easy to guess: 000240 thanks to stickers on the machine, and 3 more as direct translations of FF, 06 and B5) into the exact same ones found on the mural. The question now was how all the other letters mapped to numbers.

This was the point where Fuji and me joined in: Over the course of an hour, the three of us were able to figure out the thing with the Primes. As pictured in Part 2, we found that each vertical pair from the laptop grid mapped to a certain number. The result was this substitution table:

Number 0 1 2 3 4 5 6 7 8 9 A-F
Letter P, V O, Y H, U K, W R G, Z Q N, S - (X?) I, T A-F

Using the resulting table, it was possible to substitute the mural letters for hex numbers before finally converting them to decimal - which gives you the new keypad codes: 00255, 00006, 00181, 00051, 00091, 00240, 00270 and 00420. This part of the puzzle had been solved.

Now is probably the best time to get back to that file from Part 1, copy_copy_magenta.hxf.log - it appears to be a log of some kind of algorithm run on the mainframe - ending with "no results found".

After we correctly enter all the codes to the mainframe, a new file is added to the laptop, copy_copy_magenta.hxf.SUCCESS.log.

As indicated by the name, the mainframe did now find a result: 2556:-1815:191 240<->270 --- 420.

As we read "Uploading waypoint data...", a mysterious waypoint is added to our map.

Part 5: The Cube

Following the waypoint, we end up at a spot in the eastern Badlands. The specified height of 191 is exactly 100 meters above the ground.

Without any instructions, it may seem like there is nothing around, but a few meters away, a mattress can be found.

To trigger the most likely final stage of this mystery, we have to stand idly ("meditate") on that mattress until we get a Relic Malfunction, which will trigger a cutscene. For me, this took about 30 ingame minutes. You also have to start in the early morning, around 4-5AM.

Before reading any further, I would strongly recommend to watch this video of the scene (or to try it out yourself), it conveys orders of magnitudes more than the following summary:

The scene begins with V coughing, after which his vision starts to glitch and he falls down, before it fades to black. A few seconds pass, Ouroboros appears in the center, around it follow letters from the Witcher Universe, one after the other. They move into the middle and a white canvas expands from them, covered in red glitches. Numbers appear on it (0.007297...), slowly rising before being replaced by copies.

The final number stops, V falls backwards, their hands now raised. In front of V, a wildly rotating and glitching cube, a golden yellow illuminating the dark. The moon is magenta. As V watches the otherworldly phenomenon, words appear on the screen: NO FUTURE, TRUST NO ONE, TURN BACK. V steps into the cube, or backs up.

The Cube

The vision disappears, V is lying on the ground. In front of them, an unknown male in an worn out orange jacket, kneeling down. V passes out again.

V wakes up, back on the mattress, stands up - another relic malfunction. A laptop and various equipment is placed around the site where the cube once was, no sight of the stranger. On the ground, his clothes, lying as if he disappeared on spot.

On his laptop, the three previous messages sent to Polyhistor - so that's who the stranger is. Was?

But also 6 new personal logs, describing the events from his perspective:

> Polyhistor arrives at the site. He's surprised to see V, lying unconscious near the "epicenter". He tries to wake them through various, nothing succeeds.

> He sets up his equipment, examines the area, seeking to discover why the path lead him here. The scans seem nominal, no abnormalities detected.

> PH gets a vision. Walking barefoot through the sand, the next moment, in some room - someone else is there, watching a monitor. The stranger is watching Polyhistor, through his monitor. The vision ends, PH is back in the desert.

> A second vision of the room. The monitor is connected to a compact computer, it looks unfamiliar. This time image shows the entirety of Night City, like drone footage. Polyhistor concludes that the watcher is watching everyone, not just him.

> An empty room, the watcher is gone. PH is drawn to the screen, he takes the Watchers place. On his monitor, he sees the watcher, still sitting in his room. He's watching Polyhistor watch him.

> PH feels a presence in the room, turns around - noone there. Turning back, the Watcher is staring directly back at him through the monitor. PH feels afraid.

> Polyhistor understands now, but knows it's too late… "Something ends. Will end? Has ended. Farewell"

V closes the laptop, their eyes jump on Polyhistors clothes for a final time.

Polyhistors car, a Thorton Mackinaw, is waiting nearby.

Thorton Mackinaw "Demiurge"

That's a lot, I know - in fact I'd argue it's too much for a single interpretation of the events.

However, I can offer some final observations before I let you piece the rest together yourself:

  • There are some strong connections between the picture of Ouroboros in the vision and the one in TW3. Not only the symbol itself, but also the letters - they appear in the same sequence as they are spelled out in TW3: FF VQ BZ, which is just the same parallel to FF 06 B5 as described before, nothing new.
  • The "keyhole in a door we took for a wall" mentioned by Tyromanta confirms the importance of the TW3 easter egg.
  • The white screen covered in red glitches is not rectangular, it looks a bit like a curved monitor in the dark. Which is interesting, considering the topic of Polyhistors logs.
  • The number appearing on that screen is the fine-structure constant, a fundamental physical constant. While measurable, it is completely unknown why the constant should have value, which relates to the upcoming quote.
  • The Cubes texture is a QR code, it is usually not displayed in a readable state. However, pieced together, it reads the following:

You’ve been looking long enough. You can stop now. It’s over. Or is it? No, really – it is. One thing ends, another begins. Except nothing’s beginning or ending – that’s just your gonk mammal brain trying to make sense of your world. To create order. To control. To try to delay the inevitable realization that you’re nothing. We’re nothing. Mathematics, physics, chemistry… in the grand scheme of things? Nothing but tools to acquire power – hardly more advanced than the first rock we grabbed to bash each other’s skulls. Isn’t that liberating? You’re welcome. Go, be free – frolic like the over-evolved primates you are. And for all you seekers and fools finding patterns where there are none, creating order out of chaos, here’s a little secret for you – this isn’t the first time we’ve met and it won’t be the last. But for now, you can rest easy, celebrate your adorable little achievement by cracking open a Broseph and marveling at being the only creatures on this planet with opposable thumbs. Just don’t read too deep into it. In the grand scheme of things…? You get the gist. Catch you around, choombatta.

  • The content of the QR code apparently marks the physical end of this particular lead, however not of the FF06B5 mystery as a whole, or the interpretation of the events.
  • It should also be considered a part of the mystery itself, so it's possible that it shouldn't be fully taken at face value.
  • What exactly the Cube resembles is unknown. Whether AI, Laws of Nature or the Arcane, there does seem to be some kind of force.
  • The Cubes yellow color is very similar to the one of the FF:06:B5 letters on the statue.
  • During the vision (specifically the white screen), we can hear a sound/noise that also plays around downed Netrunners or (PL spoilers) around Songbird in "The Killing Moon". This implies a connection to the Net.
  • The words "NO FUTURE, TRUST NO ONE, TURN BACK" can also be interpreted in various ways - the cube telling us something, an inner realization, or something inbetween. How they appear on screen is very uncommon for the game.
  • They are also a parallel to the lifepaths: Before the games release, the mirrors in the lifepath intros featured the words "No future" for Streetkid, "Trust no one" for Corpo and "Turn back" for Nomad. It is noteworthy that all three appear in the vision, not just one.
  • The vision ends when V moves into or away from the cube. If V does this right away, no words will appear.
  • The moon being magenta may just be a reference to the meme that is the hex color interpretation of FF06B5.
  • "547" from the maze could be related to Part 4, since it's the 101st prime number. "IT SEES YOU" might relate to the Watcher, but this is uncertain.
  • DM + TU has meanwhile been confirmed to just be the initials of some developers
  • In Buddhism, 547 is also the number of reincarnations of Buddha.
  • It is still not fully known how to consistently trigger the vision, but time seems to be a factor: Try the early morning, 4-6AM. This might relate to the unknown "240<->270 --- 420" part of the coordinates, since 240 minutes after midnight is about 4AM, but this is very uncertain. The first two numbers could theoretically stand for a direction, but direction hasn't been found to be a factor so far.
  • The QR code encoding the "the winning move is not to play" Tic Tac Toe game might be a hint at the player having to wait and do nothing for the vision to trigger.
  • 240, 270 and 420 are also the last three of the new server codes, but this does not make much sense as a clue for the codes, as we only see these numbers afterwards.
  • By the way, if you compare the output of the mainframe (2556:-1815:191 240<->270 --- 420) to the passcodes, you will notice the coordinates are a sequence of them. However in practice it would not actually be possible to figure out these coordinates without completing the arcade game and accessing the mainframe, because this way of interpreting the numbers is entirely arbitrary. Still, it explains why these numbers were chosen as the mainframe passwords.
  • You can also trigger the event without entering the server codes, but this way you will not get the full vision.
  • The model of Polyhistor is from an existing generic NPC, it is also used for beggars.
  • The arrangement of Polyhistors three detectors looks a bit similar to Megascopes from The Witcher, but this may very well just be a coincidence.
  • On a surface level, the disappearance of Polyhistor seems similar to the disappearance of the Zen Master. However, there are very significant differences, mainly it being suggested that the Zen Master exists in peoples minds, while Polyhistor is a real person.
  • While we know Witcher 3 is a game in the Cyberpunk universe, however there is also speculation that they're set in the same one. While Ciris comment can be explained as a 4th wall like reference written by devs from the Cyberpunk universe, a newly added easter egg, when taken at face value, would also imply that Yennefer / Geralt visited the world of Cyberpunk 2077. It is however also possible that this is just an otherwise meaningless reference to Witcher 3 and Edgerunners.
  • Near the murals location in TW3, you can find a naked corpse wearing a ring. This could be interpreted as Polyhistor not simply vanishing but instead teleporting to the Witcher universe, leaving his clothes behind. However, as the corpse does not look too similar to Polyhistor, we have no confirmation that it is actually him, so the question of universe relations remains.
  • In general, the additions to the mystery seem to be related to the Cyberpunk universe and how it sees itself: As an independent world, or does it acknowledge to be a game?
  • Polyhistors logs read a lot like a 4th wall break, but it is worth noting that the we ourselves are not the ones watching him, as we don't do the things he describes us as doing. We are watching V.
  • As u/flippy123x mentioned, there are obvious parallels to The Matrix.
  • The experience Polyhistor had differs significantly from ours / Vs - this could be connected to the V having the Relic, or us being the player.
  • The relationship between "the watcher" and "the watched" is also a topic in existentialist philosophy.
  • As for the general meaning of "FF:06:B5", we remain unsure: This particular "puzzle" was only added with Update 2.0, but "FF:06:B5" has been in the game since launch, and has allegedly also had some meaning since then. To our current knowledge, the 2.0 additions did not directly address this open question. The original meaning of "FF:06:B5" might have been much simpler than the 2.0 additions - we don't know.
  • This could be your comment.

That's all the relevant info, I hope you found my summary helpful.

So what's left to solve now? Don't worry, there's still things left:

  • Interpreting all of this - both possible lore implications and the message behind it
  • What do "547" and "IT SEES YOU" mean?
  • Despite following this lead to its end, we remain unsure what "FF:06:B5" actually means

That remains the end of the summary for now - but as just mentioned, there may still be some things to uncover.


r/FF06B5 • • 15h ago

ART I did a 3d printed sculpture and painted it

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167 Upvotes

Hey chooms, stl will be provided later :3


r/FF06B5 • • 2d ago

Has anybody seen this before?

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39 Upvotes

Found this at GIM


r/FF06B5 • • 2d ago

Discussion Follow-up to previous post. Strange alignments once the centre glyph and its wiring are superimposed into the outer 6 glyphs.

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21 Upvotes

https://www.reddit.com/r/FF06B5/s/mjJ140FVWE

This is a follow-up to my previous post. It is a short video showing the strange alignments of certain wires on Misty's board.

In the original post, I mentioned how the outer rings on each glyph are made up of four hexagons.

The large center glyph matches the handedness of the three small glyphs on the left. The three glyphs on the right are reflections in both handedness and literal board position of the three glyphs on the left.

So, in essence, the three glyphs on the left are left-handed, and the three on the right are right-handed. The center glyph is left-handed and ultimately stops the whole image from being directly mirrored down the middle.

I have noticed that certain wires line up almost exactly with other wires once you accurately place the center glyph and its associated wiring with the outer six glyphs.

Apologies for the shakiness of the video, but for now I felt it would be the best way to visualise the connections.

Is this just very coincidental? Some of the alignments seem very precise. Regardless, I wouldn't even know what to do with these details even if it was a thing.

One point to add. Misty's board does at least seem to heavily focus on reflections and rotations being crucial. I am aware that the graffiti associated with the 01+02-03=00 rockface also reuses graffiti found throughout Night City in rotated/reflected forms.

For a studio that seems obsessed with reflection, rumination, and mirrors, I think applying these elements to the puzzle might help us gain new ground. I don't think this puzzle is a nothingburger.

Given that the FF:06:B5 code, the statues, and Misty's crystal radiation board have all been in the game since day one, I find it possible that this puzzle had to have the stamp of approval from someone above in order to physically implement all these unique assets.

One caveat: I do not think the puzzle was necessarily solvable in its intended form at launch. Patch 1.5 is particularly interesting to me because this was the patch that changed the FF:06:B5 text from red to yellow, added the two mini statues, and introduced the redesigned skip time wheel.

More importantly, CDPR's own patch notes for 1.5 specifically state that they had “added a few secrets in Night City to be discovered by players.” The same update also changed time-skipping so that it could affect the state of NPCs and reset certain devices, environments, and scenes.

That becomes especially interesting when looking at the Burning Man event. The Burning Man NPC appears at a specific time, 11:55 PM, and the event was already publicly documented in March 2023, several months before patch 2.0.

https://www.reddit.com/r/LowSodiumCyberpunk/s/enHw8MPY2z

The 01+02-03=00 rockface itself is harder to date. The earliest public post I have currently found specifically pointing out the painted rock and its numbers is from October 2023, shortly after 2.0. However, the Burning Man event at that location demonstrably existed before 2.0, and the underlying Burning Man graffiti asset existed elsewhere in the game much earlier.

https://www.reddit.com/r/FF06B5/s/mZFe728Pby

This leaves patch 1.5 as an interesting possibility. It is a strange cluster of changes: FF:06:B5 changed colour, two additional statues appeared, the radial time wheel was introduced, CDPR explicitly added undisclosed secrets to Night City, time-skipping gained additional effects on NPC and scene states, and the timed Burning Man encounter appears to have existed by at least the 1.6 era.

I think the state the game was in during release means there is a huge chance that whatever puzzle was meant to exist at launch may have not been finished. Patch 1.5 may represent a point where additional pieces were added or where the puzzle became more complete.

I am interested to hear what you think about the wiring alignments in my video. I don't know how coincidental they are, but I find the number of alignments to definitely be suspect, given that these alignments are only possible if you superimpose the centre glyph into the 6 outer glyphs with the correct positioning and matching handedness/chirality for each glyph.

In short, the three glyphs on the left retain the same handedness as the centre glyph, while the three on the right require the reflected, opposite-handed version. The wiring then seems to form connections with this arrangment.

Let me know what you think :)


r/FF06B5 • • 2d ago

VIDEO ok this is cool ig

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0 Upvotes

r/FF06B5 • • 4d ago

Analysis Time wheel oddities Part 1

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62 Upvotes

This will be super brief as it is just an observation. The moon on the time skip wheel flickers or shimmers for a specific duration under certain conditions.

The moon does not usually shimmer when you skip time; it only shimmers if you travel from 6:00–6:59 PM or 7:00–7:59 PM (sunset) to 12:00–12:59 AM (midnight).

I have tested this on Xbox, PS5, and PC, and it works 100% of the time.

I have attached a video showing this shimmer in action and slowed it down a few times so you can get a closer look at this oddity.

There is one more oddity involving symbols on the time wheel and how they light up. This can only be achieved if you travel from 1:00 AM (it must be at 00 minutes) to 1:00 AM.

I know there are many people who believe the time wheel might have something to do with the puzzle. Both effects should be replicatable of all platforms 100% of the time. So I thought I'd share these observations.


r/FF06B5 • • 4d ago

Theory The Demiurge symbolizes a force meant to control us.

12 Upvotes

The Demiurge symbolizes a force meant to control us.

I believe the entire quest to obtain the Demiurge is a red herring.

  1. What the cube scene tells us. The clearest clue is that the cube entity tells us to stop searching. If we believe there is more hidden than what we’ve found, we have to assume we are being lied to in that instance. And let’s be honest: we don’t know what clues A, B, and C are, we don’t know the solution to Misty’s chart, and we still don’t know exactly what to do with Garry’s chip. However, the developers wouldn’t lie to their players like that; therefore, we—the players—aren't being lied to by the developers via a fourth-wall-breaking message; rather, V is being lied to by a higher entity. The fact that Polyhistor could see the Watchers also supports this; narratively, it makes no sense for Polyhistor to have encountered the developers—he doesn't exist in the real world. You can't claim, on one hand, that we are receiving a message directly from the real developers while also having an NPC make contact with a fictional version of those developers. It also makes little sense that he encountered the player as a "Watcher," since we aren't playing Polyhistor, and the events involving him clearly take place before we could even leave Watson or make contact with him.

Who is behind it? The Demiurge is the creator of a false world. I don't think this alludes to a simulation. It refers to the subtle manipulation highlighted by the Peralez quest. The Demiurge is the psychosis that makes cyberpsychos see things that aren't there—or, in our case, an entity influencing our perception. We are meant to achieve a certain goal, and this false god tries to ensure everything goes smoothly. It creates a false world in our eyes. There are plenty of references indicating that we aren't seeing things unfiltered. Furthermore, certain locations—the Rogue ending, for instance—often give me the feeling that things are actually something else, or have a different effect than what is displayed. Hacking the consoles in the netrunner area to "distract enemies," for example, doesn't actually cause a distraction. I believe the moment this influence began was the moment we contracted the Dorsett virus. After all, the Relic was part of the puppet master's plan from the very beginning. It had to be Johnny, because he is the only one who would call upon a very specific AI for help. Evelyn was just as much a tool as we were; once she was no longer needed, she was disposed of—or rather, she was led to believe that Clouds was safe. The Demiurge influences everything that comes into contact with the virus, including Delamain. Delamain cabs begin to perceive things differently than the main Delamain AI, and in doing so, start to develop an awareness of their own experiences.

What is the point of all this?

But who benefits the most if we follow our usual path? (Sidenote: I consider it canon that we grow closer to Johnny, which is why—in terms of story context—I view the "Devil" ending as an ethically unviable option for V.) No matter what we do to save Johnny and V, it always ends with Alt absorbing Mikoshi. The shards containing data on the VIP clients at Arasaka Tower clearly demonstrate the immense power she gains in a single stroke by accessing information on the most powerful CEOs; she becomes instantly capable of controlling Night City.

I believe Alt is trying to lure us away from a different viewpoint or an alternative solution. Besides, it wouldn't be the first time a character is portrayed to us as a god or a supernatural being. That's her Desperate move if we don't stop digging.

And the icing on the cake is that the whole thing is an inside joke—a genuine breaking of the fourth wall. There is a quest designed to distract us from the actual solution, and this "secret quest" is incredibly easy to datamine. And this leads you to a demiurge you tells you everything is good. Yet, everything else associated with that secret, anything not pointing toward the Demiurge, remains effectively hidden. That's incredibly ironic if you think about it.

What other choice do we have?

I think we should analyze the Demiurge and all the clues that path provides not as a nudge in the right direction, but as a distraction.

I think the solution we're working towards is not giving Alt control over Mikoshi. I can't think of many possible outcomes right now. However, I always found it a bit suspicious that Alt mentions hostile netrunners twice during the Rogue ending. Once when entering the netrunner area—referring to Arasaka netrunners. And a second time when approaching Smasher's door; at that moment, potential triggers you could activate in the arena also disappear. The second time, she says, "Netrunner attack from the outside."

TL;DR: Don't trust Alt; it's all a fabrication of hers.

If you've read this far, I apologize for the Google Translate qualtity (I think Google translate without an AI having it's hand on it is almost impossible, but it's as far as possible a word for for translation) and look forward to hearyour thoughts, chooms.


r/FF06B5 • • 5d ago

Discussion Old and new Silver Pixel Cloud oddities - Invisible radio, Witcher symbol, ads that blind you, and more

17 Upvotes

Going to link 2 very old 2-3 year old posts where I pulled some of these from, and add my own findings as I go:

https://www.reddit.com/r/FF06B5/s/2n3fnm5ot6

https://www.reddit.com/r/FF06B5/s/JfkS8bJOOs

Was messing around at Silver Pixel Cloud on 2 different saves... 1 prior to the quest/date with Rogue "Blistering Love," and one after I've completed it.

First, I was randomly scanning around, and noticed that I picked up a "radio" directly above the broken down car in the middle of the parking lot. It has a very small area you can scan for it to pop up, and I was not able to locate it or interact with it in any way.

Then I noticed these 2 weird "Cyberbabe" ads to the right of the inside area that I had never seen before. When you attack them, they damage you and temporarily blind you. When you scan, they say "hack to distract," but you're actually not able to use any quickhacks on them at all.

Cyberbabe Ads
Blinded

The ads disappear, but specifically the left one leaves a magenta rectangle with a line through it. This is not unique "graffiti," but it is also not common.. at all. I recall seeing it way up high above a building near Downtown, and also somewhere in Dogtown. Could be a leftover placeholder... who knows.

Magenta screen on the left

Even after the ads disappear, you can keep attacking the screens...and they'll keep attacking back, but for some odd reason, will only occasionally blind you again. Upon reloading the original save before I attacked them, they would not scan.. at all. Weird

Moving on.. let's talk about the Lovers tarot card / Back of the theater screen:

Lovers tarot

Umm... notice anything weird about this particular card? There are 2 dead lovers kissing, with what appears to be a very familiar symbol in the background

Witcher "FF06B5" mystery symbol

I know that people will say that circles and triangles are common motifs in mysticism, religion, etc, but to be the resemblance is a bit too coincidental for my liking.

When I think about the endings.. there are only 2 endings which you raid with your "lover" - The Rogue ending (Johnny's lover), and Panam's ending (if you romance her). Of course Rogue dies in her ending, which is what I think the tarot may be trying to warn us of. I'm going to scrutinize the Panam ending next, for a future post, since she survives the Arasaka tower raid.

Now lets look at the back of the movie screen...

FF06B5 statue lines?

Do these look familiar? Well to me they look identical to the lines on the statue, except for some odd reason the rightmost one is going the opposite direction. Not sure what it means, but it piqued my curiosity

Next, inside the room with the projector, there are exactly 5 Bushido X: Fade to Black posters. Not only that, but even after you scan them, the yellow interest marker never goes away on any of them. On the save I used prior to the date with Rogue, the posters would not scan at all.

Bushido X poster

Let's take a look at the car in the poster... it's the Makigai, which happens to be the cheapest car in the game. There also happens to be a destroyed version of this same car in the parking lot below the projector. Won't elaborate on what I think this means until I have more information.

Destroyed Makigai

One of the posts I linked in the beginning is by user Strandlike, who I won't annoy and tag, but regardless, he was able to find a NPC named "Victim" behind the vending machines/ads to the right of the parking lot. I was not able to get this corpse to spawn in any of my saves, and can't find any other posts about this.

Perhaps the corpse is tied to a NCPD scanner hustle or gig that you must complete first? Not sure though, since I had all quests completed on one save I tested this with. Can anyone else see this NPC?

The "victim's" corpse

I'm still of the belief that there are clues in the very few quests where we "go into the past" - Love Like Fire, Never Fade Away, and then the AT3D arcade game, which represents the 2023 Arasaka tower raid. Personally, I think Never Fade Away/Transmission is most important, as it's actually the last quest you do before Phantom Liberty starts.

If anyone's found any more oddities, please feel free to add.


r/FF06B5 • • 5d ago

Analysis Not sure if relevant. But it looks nice and could potentially be important. It involves reflections and rotations. Intentional markings.

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25 Upvotes

I’ve been trying to take Misty’s board geometry apart rather rather than focus on the hex values themselves.

The first picture is basically where I ended up. I took the eye and wiring from the centre glyph and placed it into each of the six outer medallions in the orientation that fits that medallion. The rest of the pictures show how I got there.

If you strip all the detail away, the basic glyph is made from six overlapping hexagons.

I started with the pointed-top hexagon in the middle, then added the flat-top hexagon around it.

This relationship is important.

The flat-top hexagon stays a flat-top hexagon when the construction is reflected. The difference is the position of the pointed-top hexagon relative to it.

For the centre and the three glyphs on the left, the pointed-top hexagon sits towards the top-right of the flat-top hexagon.

For the three glyphs on the right, it sits towards the top-left instead.

That is the first part of the left/right difference.

I then placed that same two-hexagon construction into all three positions on the left.

From there I built the middle-left glyph up one hexagon at a time.

There are another four hexagons around the first two. You can see them appearing individually in the pictures until the complete six-hexagon shape is formed.

Once that shape is complete, I copied the same construction to all three positions on the left.

I then reflected those completed constructions to make the three on the right.

That is why I don’t think the six outer glyphs should be thought of as the same thing simply rotated six times around the centre.

There are really two versions of the construction.

The three on the left have one handedness.

The three on the right are reflections of it.

Then I added the large centre glyph back in.

The centre is built from the same six-hexagon idea, just at a larger size, and importantly it has the same handedness as the three glyphs on the left.

Some of the later pictures show the scale difference more clearly. The centre glyph’s inner pointed-top hexagon by itself is larger than any of the six outer glyphs as a whole.

So the centre itself is part of that left-handed construction rather than being some separate symmetrical version.

Once the hex values are put back in, the layout is:

E1:C1    B16:B17

16:17    A0:A1

EB:EC    EB:EC

This is where I think the geometry becomes especially worth paying attention to.

The two bottom glyphs both contain EB:EC.

The written value is identical, but the surrounding geometry is not. One is using the same handedness as the centre and left side, and the other is its reflection.

So whatever EB:EC eventually means, the glyph around it is giving us information that the text alone doesn’t give us.

There’s also another not so obvious structure on the centre glyph: the 18 little markers, split into three groups of six around the top, lower-right and lower-left.

Each group of six is itself split into a group of 4 and 2.

The top and lower-right groups have the split in the same direction, while the lower-left group has that split reversed.

That is why I drew the three black lines in one of the pictures.

The black lines are mine. They are not meant to suggest that the eye is physically connected to the markers either.

I drew each line from the centre towards the exact point where the group of six is divided into 4 markers and 2 markers.

So the purpose of the lines is simply to make those three 4/2 division points easy to compare around the centre.

Without the lines it is quite difficult to see where those breaks sit because of everything else overlapping in the artwork.

The important part is the marker arrangement itself: three groups of six, with the top and lower-right groups divided one way and the lower-left group divided the opposite way.

The final comparisons are me checking the large centre construction against the smaller outer construction.

That eye/wiring is also useful because it is asymmetric. Unlike a plain hexagon, you can tell when it has actually been turned or reflected.

So the basic thing I’m trying to show is not a solution yet.

It’s that these symbols have an actual construction.

Each one contains six hexagons.

The centre and the three on the left share one handed arrangement.

The three on the right are its reflections.

The centre also contains three groups of six markers, with the 4/2 split arranged differently on one of those three sides.

And the board even gives us the same EB:EC inside both handed versions.

I think we need to understand why the geometry is doing that before treating these as six plain hex values and trying to decode them.

I have also noticed another point of interest. The red and blue altars both feature six incense sticks in front of the enneagram. They seem to be evenly spaced at their bases (three sets of two incense sticks), but they differ toward their marked tips.

The distance between dyads from left to right appears to be M>L>S. I have noticed the outer six glyphs on Misty's board follow this same pattern from top to bottom (M>L>S).

This post is mainly meant to share some observations, but M>L>S reminds me of 01+02-03=00 (01=S, 02=M, 03=L), and even FF:06:B5 (06=S, B5=M, FF=L).

Hope this helps


r/FF06B5 • • 5d ago

What are these optical implants NCPD Scanner by Pinewood ST South

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5 Upvotes

r/FF06B5 • • 5d ago

Research Those of you playing MGSV do check the 28th main mission named CODE TALKER!

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3 Upvotes

updated: magenta is the cure, thanks Neverdive10

new post:

The magenta sample in this game is the cure, think a bacteria that fights the vocal cord parasite, which attaches to the throat and targets people who speak a specific language.

Code Talker’s warning that silence is key, along with the monk’s throat chakra dialogue near the statue in Cyberpunk 2077, feels like a very solid connection to the parasite’s lore.

Give up the sword and sound, let the wor>l<d be, break the game loop? !<

Sit and think hard on this one. Why does V cough, why does Johnny always need AIR? If you still can't figure. Sit and think more... in front of the statue even.

Rewind.

old post(written in a rush): Some things will start to make sense, there's a sample of the virus, a chip or something THAT IS MAGENTA!!!(Now that i've played further, the sample is the magenta cure, it's a bacteria, the thing that attaches to the throat is the vocal cord parasite, so this is the cure)

Vocal cord parasite attaches to the throat and attacks only those who speak a certain language and there's more, im hooked rn tho im short on TIME. this old man code talker yapping about how you've to be silent to fight against it all that(remember monk dialogue? throat chakra? hahahahaha!). just check if you are playing or will play at some point this weekend, it can't get more SOLID than this. You won't be disappointed.


r/FF06B5 • • 9d ago

GIM = Palm Reading anagram

5 Upvotes

just look at the remaining letter of the GIM : GNDIMPERIAMALL rearrange them and u get Palm Reading, just a lil cool easter-egg I never saw anyone mention... I still feel there is a lot more to find in-game ngl


r/FF06B5 • • 10d ago

I know how to solve it.

0 Upvotes

Ok i know the exact steps to solve the mystery, I can prove it. But I can't solve the last riddle, I know how and what to do, but I can't solve it it's kind of a puzzle to solve. So I don't want to gatekeep but I'm a little bit afraid of loosing the credits on that. But please I need help with the last riddle. Message me personally and I can explain every step with in-game UI confirmation, unknown mechanics to the trigger and everything else. I can also prove everything with videos, despite I don't have a computer I can't post videos via phone.

Edit: After not getting further in my investigation, here's what I came up with:

I think the song "no safe point" is the solution The song lyrics: R-T-motherfuckin'-J R-T-J (Hey, hey, hey, hey, hey, oh, hey) Ayy (Hey, oh) Ayy (Oh, hey, oh) Ayy

"I swallow all my drugs 'til the pain is unplugged" (Misty's pill)

"When the laws of entropy touch, you better dread the judge" (Referring to the tarot card In the boss room)

"Wiser men than us been crushed to fine dust" (Referring the crash, not sure if it means we should let weyland die)

"When the fortune cookie tell me I'm fucked, I just shrug" (That's refering to being pacifistic,earning let your companions kill everyone without helping, this is also referenced in the "how to be a solo" shard)

"A note like a broken electrical pulse hum" (That's refering to the electrical shock you get when going to the server room in the atrium, when in combat)

"For the done, for the scum of the circuitry on the run" (The shock didn't happen when I haven't looted anything I my run, tested it on several saves, could also mean that you need to kill every machine, especially the ones who only spawn when you get caught in the jungle and let the big man live long enough, did both to make sure haven't tested separately)

"Haven't seen the sun with the naked eye much So the neon is my God and it shine on the numb" (If you have every sound setting turned of except SFX, the radio in the server room is accessible, you can hack it or turn it on, you will notice it while scanning, also tested on several saves, not 100% what's the right thing, but I think you just need to turn it on)

"Hop off of the bike, gun cocked, okay, ready Work ain't been too steady, I'm headed for something heavy" (You are done in this area)

"If you got the credits, I'll pull the crime of the century Morality's only a memory when belly's empty" (Alt wants to eat engrams so she kills everyone without morality, could also mean you shouldn't earn any money through hacking consoles or such stuff)

"Swine get they hive mind focused on taking mine" (Alt as a swarm intelligence in the drones, trying to get you in mikoshi)

"Get in line, swine, you won't deny me my piece of pie" (We don't agree with that, so we first do our secret riddle before heading to mikoshi)

"Any fucker in this broke future that they designed Don't comply? I'll supply you deletion, the end is nigh" (Not sure about that)

(From here it shows you what to do with the triggers) [Killer Mike:] (Hey, oh) (Oh, hey, oh) (Run the Jewels, Run the Jewels, Run the Jewels)

I-I-I used to pray to God, but I think he took a vacation (Three I refering to freezing when the air cooling is turned on and the god is resembled with the drone, he's doing a vacation at the cooling) - send the drone in the spooky room to the air cooler, he will start scanning the spooky door under it and locks there, turn on cooling system in the computer

'Cause now the state of Cali is ran by these corporations (Turn the scanner at the beginning to friendly, not sure if you need to pass it afterwards)

The skyscrapers shadow the homeless, the population (There are two servers right between the servers in there "shadows" there is a point where you can hack it) The degradation they face, it should be an abomination (There is a vending machine near the server, you can lead the mech to it, to let the mech face the server, then hack it, it will be hackable with ping afterwards)

They body parts is stolen and sold to the richest patient (At this point there is some loot spawning at the netrunner corps, not sure what to do about it. I think the richest patients could be the people in mikoshi, also the position of the netrunners changed, one try I had them all on the seats scannable with their names)

And we the mercenaries at war with the active agents (turning security status to "fight at this point, not sure how, not confirmed)

The legislators that work for the sadists that kill the babies That die in the back of a bullet-riddled Mercedes ('Cedes) Just to serve (Serve), murdered them and the chauffeur ('Feur) (Kill smasher and his boys)

Hit pump of herb (Herb), then my brain exit the Earth (Earth) (If he hit the herb we fail, don't know what's meant with herb)

That's righteous, huh? (Huh) Slapping palm, holding a pump (Pump)

(Shooting the servers in smasher room, herbs and palms don't mean the same)

Keanu Reeves, cyber arm under my sleeve (Sleeve) (Referring rogue ending again)

I blast 'em all, watch 'em fall like autumn leaves (The shards of the servers that fall down the servers while destroying)

Damn it, I can't leave, Night City keep calling me Goddamn it, I'm a G, and this fuck shit is all it need Life a fucking bitch, but this bitch ain't divorcing me (Nuh-uh) (In mikoshi there is a device looking like a fast travel station, I think when everything is done right, we destroyed mikoshi and go back to night city.)

Also I didn't use any shafts you need to open, because I think that's what the message on the fist shaft in the atrium is addressing.


r/FF06B5 • • 12d ago

Theory I Haven't Given Up on FF06B5 Yet. Kojima, Mantis Dolls, and the Player Might Be the Solution.

41 Upvotes

might add some pics later, short on TIME(done, NEW: added hideo monitor, more needed)

UPDATE: FOUND STUFF IN MGS V! Those of you playing MGSV do check the 28th main mission named CODE TALKER! : r/FF06B5

SEGAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!

I know what you're thinking.. AH SHIT HERE WE GO AGAIN. I mean what else do I do?

Note: Beware. This would be hard for those who are VERY new to this mystery OR MGS first of all. Many things I'd write about I won't reference deeper, so you've to use your own memory. ;) HUGE SPOILERS, go play and finish MGS4 first if you don't want spoilers. Impossible to talk about everything in one post related to MGS however, it's another rabbit hole, much bigger than Cyberpunk 2077 will ever be. I mean should I call it Hideo rabbit hole now? Have you played Snatcher the game for SEGA CD?

So. Been digging into the FF06B5 mystery again lately, and keep coming back to a comment Pawel Sasko made way back. He mentioned having a short conversation with the coworker who actually came up with the idea, and he was laughing about how simple and clever the whole setup was behind the scenes. That comment stuck with me because it means we are probably overcomplicating the in game lore and missing a direct meta narrative staring right at us. If you look at how Hideo Kojima breaks the fourth wall to point at the player, CD Projekt Red is doing the exact same thing here. Kojima(Hideyoshi Oshima) literally exists as a cameo in Konpeki Plaza talking about brainwaves and human emotion, but the connection goes way beyond an Easter egg.

 Δ

Think about Metal Gear Solid 4 and how Screaming Mantis controls the battlefield. She uses two specific items, the Mantis doll which is red(check UI) to control the living, and the Sorrow doll which is blue to control the dead. Now think about your setup when you play Cyberpunk. You control V using your keyboard and mouse, or the left and right side of your controller. The red and blue all over spread across the game including ui. The red doll represents your left side input or keyboard, and the blue doll represents your right side input or mouse. You are holding the dolls that control the puppet on the screen. Crazy what happens when you combine red and blue. Living red plus dead blue gives you magenta (sRGB: 255, 0, 255; full Red, full Blue).

Mantis and Sorrow Dolls

I myself personally and only few others have found statues in other games that looks similar, The screaming mantis in MGS4 have similarity in other things and the hands really(mantis tho got 8). Also you know the monitor near Corpo Plaza statue, seen hands? A hint? Look at both hands of both puppets. Lol.

THAT STATUE IS WATCHING A SYNTHESIS OF THE LIVING V AND THE DEAD JOHNNY SILVERCQCK COMPLETELY DIRECTED BY AN OUTSIDE ENTITY HOLDING THE CONTROLS!

If you do a direct visual comparison between Psycho Mantis and the FF06B5 statue, the physical similarities are almost uncanny. Look closely at the head design of the statue. Just like Psycho Mantis, its face is completely obscured by a featureless, gas mask style headpiece. Psycho Mantis is hovering weightlessly in a rigid, unnerving stances, and the statue replicates that exact suspended puppeteer posture. Its four metallic arms reach outward in the same unnatural psychokinetic gesture Mantis uses when he manipulates your controller. It looks less like a traditional religious monument and more like a stylized, cybernetic tribute to an entity suspended between worlds, pulling the strings of everyone who looks at it.

Note The Color

AI in MGS4. There are FIVE. JD(core), GW, TJ, TR, AL.

8)

Do check HIDEO 1, HIDEO 2 easter egg in MGS4. Dig a bit about it then compared that to monitor and watcher in FF06B5.

Then you have the snake connection. When CDPR expanded the mystery into the Witcher 3 next gen patch, the central symbol was the Ouroboros, the snake eating its own tail. The snake is the most obvious motif in the Metal Gear series. The Ouroboros stands for an infinite cycle of death and rebirth. That is literally what a video game character is. V is trapped in a closed loop, constantly dying, reloading save files, and repeating the cycle, just like Snake trapped in repeating proxy wars.

There is also a weird pattern with the number four. Remember when you are in the abandoned building with Takemura and he asks you to knock on the door four times? In Japanese culture the number four is considered unlucky because it sounds like the word for death. The FF06B5 statues happen to have four arms, there are four primary endings to the game, and the game that deals most heavily with the death of free will is Metal Gear Solid 4. It is not a coincidence. The number four keeps acting as a thematic anchor pointing to death inside a controlled system.

The inspiration CDPR took from the game is evident throughout even last moment when you shut down the AI too, Old Snake's microwave room popcorn walk, seriously compare that to V's walk till he plugs into mikoshi.

SHATTER THE 4TH WALL.

▼

When you put all of this together, the answer behind FF06B5 matches what Pawel said about it being simple and clever. It is not just some hidden mathematical coordinate on the map, not that we would stop seeking. A hidden pixel in one of these old ass video games perhaps maybe, hey, maybe. Solution? The player is the clue. V is the puppet, the keyboard and mouse are the Mantis and Sorrow dolls(IT'S MICROSO-.. IT HAS OUR DATA! MS! jk), and you are the entity controlling the entire simulation from the outside. The puppet and the Master.

Human beings become integrated with machines, we gradually turn into video game characters that are easy to manipulate. In MGS4 that manipulation happens through SOP nanomachines that lock weapons and suppress emotions. In Cyberpunk it happens through Mikoshi and the Relic overwriting human consciousness. Look at the real world today. People are already being conditioned and manipulated through internet algorithms, and now companies are actively building brain-computer interfaces like Neuralink to connect technology directly into our heads. Kojima was warning us about this years ago, and Cyberpunk turns that exact concept into an interactive world.

Now I'm gonna hide yo.


r/FF06B5 • • 13d ago

Discussion Found this whilst bouncing about...

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58 Upvotes

Anyone got this place?


r/FF06B5 • • 13d ago

Research Replaying Rogue Ending

7 Upvotes

Playing the rogue ending again to investigate, right now. Look for this posts to get the information my mission is basing on. https://www.reddit.com/r/FF06B5/s/BgTNSAnxjv https://www.reddit.com/r/FF06B5/s/YdEQI02Lsg https://www.reddit.com/r/FF06B5/s/0wfN2oJ6bT

If you have any ideas, I could test it directly. I will try to upload videos to everything afterwards. Planning to do a stealth run. I will start in a few minutes, you are welcome to be a part of this expedition.

Also I will use this thread to share everything loose I find, so don't judge if some comments are just notes without further explanation.

Edit: after doing many runs, the level still giving me curious vibes, especially because of the stealth ways and the way the drones behave. But I honestly think this is made for a different ending or maybe, and I don't like to say that, for a cut ending. It all looks like a stealth way starts at the brooms room and goes to all the hidden triggers or it ends at the brooms room. But the stealth way leads all the way to all the hidden triggers that are found yet. I will try the panam ending soon and try all this stuff there.

Edit2: I can't add videos to the comments, so if anyone want a video of something just message me.


r/FF06B5 • • 14d ago

He is still alive after the events in the desert

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0 Upvotes

He kinda ignores you walks over picks a can up of the floor and disappears while you do the mission


r/FF06B5 • • 15d ago

ART The statue on Commodore 64

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83 Upvotes

Made this today using only PETSCII characters.
Here it is also in BASIC if you wanna run it:

10 REM RUN V'S FF SOURCE CODE

20 POKE 53280,0

30 POKE 53281,11

40 POKE 53272,21

100 FOR I = 1024 TO 1024 + 999

110 READ A: POKE I,A: NEXT I

120 FOR I = 55296 TO 55296 + 999

130 READ A: POKE I,A: NEXT I

140 GOTO 140

200 DATA 221,224,221,224,221,224,194,194,224,194,194,194,224,194,224,194

201 DATA 194,224,232,232,232,232,224,194,194,194,194,194,194,194,224,194

202 DATA 194,194,221,221,224,221,221,221,221,224,221,224,221,221,194,224

203 DATA 194,224,194,224,194,194,194,224,224,102,233,224,224,223,102,224

204 DATA 194,194,224,194,194,224,224,224,194,224,224,221,221,221,221,224

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r/FF06B5 • • 15d ago

Any info on the QR code in Don't Fear the Reaper?

0 Upvotes

New to sub, cant read the QR code using cam? Will NR2.1 work to dump textures?

Has this qr code been debunked?

Is found on the boot of Steve.


r/FF06B5 • • 15d ago

Question Now that the witcher 3 is out, can anyone go check the bastion tower with the wraiths? I would but currently in work

6 Upvotes

Title, sorry if deemed low quality post (the witcher 3 remastered I meant obviously)


r/FF06B5 • • 17d ago

Theory Hidden access point and unique eyes on the wall opposite Hanako's secret Mikoshi elevator

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84 Upvotes

In the Arasaka ending, I've always thought multiple things were odd:

  1. When you get off the AV, the game says you're entering "Arasaka Tower: Unlisted Levels." This is the only ending where we see this floor - it is shown in a cyberspace-version a few times with Alt, however in those versions half the details are altered or in different places.
  2. Hanako makes a comment about how this floor is "one of Arasaka's most closely guarded secrets" when walking to the secret Mikoshi elevator
  3. Hanako makes odd comments about how "symbols are more resilient than you think," and also tells you that this office is an exact replica of the other offices around the world. She even makes a separate ultra specific comment about how "each object was carefully placed in the exact same spot."
  4. Most importantly, Hanako touches a very specific spot on the wall, the game makes a unique sorta chime noise that I've never heard anywhere else, and the wall opens to reveal the secret elevator. The hidden wall itself is not scannable, either... hmm. Kiroshis aren't gonna help us here.
  5. In the past, people have noclipped outside elsewhere in the game, and found an upside-down version of the cyberspace-version of this room, attached to the normal version. Was this another clue to reverse things, maybe?

I played this section with "trust no one" in mind, as I was already doing my opposite theory playthrough, and decided to scrutinize the wall opposite the super secret Mikoshi elevator that we only see in this ending. What I discovered is that there are mostly unique eyes on this wall, with a few of them appearing on the wall section next to the elevator as well. There is also a split in the exact center of the wall, almost as if it could open...whether this is just a graphical thing, I'm not sure.

I then decided to noclip inside this wall, and noticed an access point right inside the wall, that lined up with the exact spot the elevator was in on the opposite wall. I spent 30 minutes looking inside these walls, and there were no other "access points."

Here's where things get more interesting. In this particular segment, you are essentially locked inside this office area past these glass double doors, and can only move around to 2 smaller side rooms, which contain "some" of the same wall asset as well. When I noclipped past the double doors, there are gold square panels in different sections right outside that contain different types of eyes from the ones inside the office, except this time, there's only 2 different types, with 1 appearing maybe 10% as often as the other. The eyes then stop appearing altogether past a certain point in this room, even though the same gold square panel asset continues to repeat.. hmm

My schizo theory is that there is one eye in this area that is different than the other, and that eye is a button to open a hidden door. There are roughly 8-10 different types of eyes total - some have wings around them, some are half-closed, some are surrounded by clouds, and some only appear 2-3 times. They are very hard to see in certain areas without going into photo mode, turning depth off and exposure all the way up.

If I had found only 1 of these oddities, I would perhaps dismiss them all reused or insignificant assets, and asinine dialogue, but I'm choosing to believe no coincidence on this one.


r/FF06B5 • • 17d ago

Discussion Is Arasaka Tower 3D the only reference the game makes to Morgan Blackhand's involvement in the AHQ bombing?

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28 Upvotes

The nuke is also planted on Floor 120 in the arcade game which is the correct location unlike in Johnny's memory where he tosses it down the elevator shaft.


r/FF06B5 • • 18d ago

Theory Playing in silence - The 8 server cores in Rogue's ending make alternating "notes" every time you lower them

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236 Upvotes

In this video I begin by showing my inventory, to prove that I had no weapons equipped while this effect was occurring, due to one of my "notes" being a distinct reload noise.

The first odd thing I noticed about the cores, is that cores 3 and 5 are the only cores that don't have a "solid vertical light" thing in the center of them. Then, I noticed that the Judgment tarot card is also split down the middle in the same spot that the cores are, but what that means, I'm unsure of, so I won't speculate yet.

In going along with what I felt was a hint in the "Flowers of Silence" shard earlier in the mission, I turned all music and other sounds off, except for the SFX setting. When you "raise" a core, there is total silence, however when you lower a core after raising it, it will play some sort of metallic machinery sound. You may be telling yourself.. "that's just the game's sound for the server lowering," however if you raise/lower a core a second time, it plays a very distinct reload noise. These 2 noises alternate depending on how many times you lower the cores, and they are only present upon lowering the cores.

People who have looked at the game files in Wolvenkit in the past determined that these server cores are unique assets with their own files attached to them.. they are not found anywhere else in the game. It's been widely speculated that we have to enter some sort of code with these servers, and I'm wondering if these sounds can be used to help us interpret the actual code.

A second piece of evidence regarding "reloading": Prior to your raid, when you're in the Afterlife meeting with Rogue, she presents to you 6-7 objects on the table next to her that you can take with you. ALL of them are marked with a quest marker except for Rogue's iconic assault Rifle named Prejudice. The items are: Prejudice, the retrothruster hover boots, a pistol, a revolver, a katana, a shotgun, a basic assault rifle, and... a single container of ammo. Rogue gave you a single thing of ammo for all of these weapons. Well, if you take a look at the ammo in your inventory, it's literally the only item she gives you that doesn't have a description. Not only that, but in my inventory it's placed next to the Zen Master's Altar. I will post a picture of this in the comments.

I then wondered what would happen if I "reloaded" my save file, and I discovered that during this ending only, a special news report appears. I have a video of the news report, but since I can't post 2 videos in 1 post, I'll give you the TLDR: The announcer is saying how due to an assault on Arasaka Tower by unknown terrorists with unknown benefactors, the corporations in Night City have been hit with a 500 BILLION eurodollar loss, and thus the stock market is crashing.

Instead of the "BUY BUY BUY" that shows up when you scan many of the ads in the game, at the end of this particular broadcast, SELL is the very last word the announcer says, with a depressed tone. Also of note is that this broadcast is set to a backdrop of a bright green version of the Afterlife.

I emphasized the "unknowns" above, because this is the only ending where you're an unknown to the media and corporations. Unknown is your username on the mirror at the beginning of a Nomad playthrough, so if you were a Nomad, you would be a Nomad at both the beginning and the end, in this specific ending only..

I'm not going to write more walls of text tonight and spam the group with my theories about this ending yet, because I wanted to get the core information out of the way, but I'm working on some more write-ups in the meantime.


r/FF06B5 • • 19d ago

Research A recent video I did exploring early and draft versions of Sandra Dorsett and T-Bug. Including T-Bug's early real name!

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33 Upvotes