Part 93: Blackwell Epiphany - Update 17 (Part 2)
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Joey phases through the door, and finds himself in a closed-off alley. The music continues outside, but is mostly muffled.
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Floating up a bit, Joey finds a second-story window. The upstairs room we saw earlier had no windows, so this could be Ray's office.
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Floating inside the window, Joey finds an office. Is it Ray's? He looks at the pictures on the wall.
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I'm going to guess that "yes", it is Ray's office.
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That's most likely where any information about Heather's clients would be. We'll need to get Rosa in here if we want to access it.
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Heading out what appears to be the exit, Joey finds himself phasing back into the upstairs room. I guess there's some kind of secret door here. Joey calls out to Rosa.
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Rosa tries feeling the wall, but can't find any obvious way to access the secret door. How are we going to get her in there?
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What's the secret? We need to distract Denisse so Rosa can sneak out the back. To do that, we have Joey blow Ray's glass off the table. And who said that his ghost wind powers were useless!?
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While Denisse is clearing up the mess, Rosa can duck out, although if we wait a few seconds, it's too late.
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Fortunately, if that happens, Joey can just blow the next glass off as well
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Let's quickly duck outside.
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Rosa heads out, and checks the door behind her to find that it has automatically locked. Hopefully we can get out the gate back to the street
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Joey come floating out as well, and immediately notices that Rosa has left her coat inside. Whoops!
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They quickly catch up to formulate a plan.
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Joey was apparently pretty impressed with Ray!
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Rosa takes a look around. Immediately, she notices the ladder heading up to the second-story office.
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What can we do about that, then?
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There's a dumpster here. Maybe we can use that to reach the ladder? Rosa has a few options here, although the first three are really just there to make Rosa do stupid shit
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We want to climb the dumpster, but first, I have Rosa pace around in the snow a bit. Because I can.
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With her adrenaline levels raised, Rosa straddles the dumpster. I can see this going very, very wrong. She eyes the ladder.
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Rosa has a myriad of options for how to approach the ladder, but...
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...whichever way she chooses, her feet slip off the iced lid of the bin immediately, and she goes flying flat on her back
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Oh, Rosa
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Ever the trooper, Rosa heads atop the dumpster for another try.
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However, sure enough...
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Poor girl is taking a licking here, and she doesn't even have her coat for padding.
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Another attempt...
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...and another tumble.
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Eventually, even Joey can't bare to watch as Rosa cracks into the snow.
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Obviously, we need to go about this another way.
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Rosa spies an old rag sitting draped over the side of the dumpster, and picks it up.
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Hahaha
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Initially I thought we would need to use the rag to wipe the dumpster, but Rosa doesn't like that plan.
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I guess we need to melt the ice first.
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I remember this from the Karth House brick puzzle!
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Now Rosa is more happy to use her filthy rag.
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With the ice gone from the dumpster lid, Rosa actually makes the jump and action-woman's herself up the ladder with one arm, pausing for just long enough to drop a one-liner
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Inside Ray's office, Joey reflects on their latest aventure.
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Rosa isn't even listening, though.
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Now that we're here, we should try to learn about Heather. Joey prompts Rosa in that direction.
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However, Rosa takes the opportunity to look around the office first.
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Rosa apparently recognises the younger Ray, even though Joey didn't. She also recognises some of the other photos around here.
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Hahaha, geez. Alright, let's get to work before we're discovered.
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Rosa hops on the computer and searches around for anything that might contain information about Heather's clients.
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Rosa quickly plugs in the stick, copies the file...
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...and transfers it straight to her phone.
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Gilbert freely admits in the game's commentary that this scene was really a placeholder for what he intended to be a proper hacking scene, with a proper UI and all. Eventually he decided that would be pretty boring, so we just ended up having the placeholder dialogue become our actual dialogue in a moment reminiscent of the original Monkey Isl... no, I promised myself no more Lucasarts references in this LP. I can't, I mustn't.
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Rosa checks out the list, but it's fairly extensive.
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That's a bit of a hint for what to do next, but we'll think about it later. For now, let's just get out of here while the going's good. Now, the gate downstairs is locked, and Rosa doesn't like the idea of climbing back down the slippery, icy ladder. So she instead figures she'll just exit via the secret door.
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Oh, shit. Bad plan! Rosa exits the office and finds herself face to face with Ray, in a scene reminiscent of Loom... oh, God damn it!!!
Without even waiting for Ray to speak, Rosa searches for an excuse. She can claim to have been looking for the bathroom:
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She can try to pass it off as a misunderstanding:
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Awesomely, she can try to pass off her actions as being in Ray's best interests
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Or, she can take a leaf out of the interrogation scene from earlier and zip her lip.
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No matter what she says, Ray is pretty pissed.
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Huh. Now, that's fortunate. We already transferred the data to our phone, so Rosa is perfectly happy to hand over the memory stick. Maybe we'll get away with this after all!
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Excellent. Perhaps Rosa was right about Ray being bad with computers! Or, more likely, she didn't want to do anything that might bring the police down on her.
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Outside, with her coat finally back on, Rosa takes a moment to calm her nerves.
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Cory is going to be so pissed at us
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Rosa and Joey quickly head back to their apartment to peruse the client list.
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Another obvious hint. We need to do some clue combining.
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Now, we suspect that Jim is the 'J' that wrote the note to Tanya about knowing about Heather. He seems the most likely option to cross-check.
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Bingo! Hopefully we'll be able to nail him down and get some info out of him.
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First up, though, Joey tries checking with Heather. Perhaps we can avoid dealing with the middle man?
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She's still keeping her mouth shut, though. I guess it's time to pay a visit to Jim.
We'll get to that tomorrow. With any luck we'll be able to learn something about Heather, and possibly Tanya as well from him. Then we'll send Heather back to Michael's circle and learn about what's attacking the Grace Group members. See you all tomorrow!
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Although there is still a fair bit of Epiphany to go, we're well and truly in the second half of the game. The Blackwell series is almost at a close!
Now, although Epiphany is going to do a pretty damn good job of answering most of your questions, there are always dangling plot threads that don't get addressed in any large work. The fact that I had enough questions to make Word of God into a daily update feature speaks to that fact. Does Gilbert have any plans for future Blackwell material? I tried asking him about whether he'd ever consider making another Blackwell game, or even a spinoff.
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Like I said, I asked him if he would ever consider releasing any kind of Blackwell product (not necessarily a full game) again in the future. He responded: "Sort of yes, and sort of no. As (many) people have commented, there are some plot threads dangling. While I don't plan on making another Blackwell game, I *do* plan on making more games set in New York. So those plot threads will probably get resolved by someone else."
Now, while this all sounds pretty awesome, it obviously won't take the form of a Bestower/guide - although, just to be sure, I asked him. "Hah. No. No more Bestowers and Spirit Guides. At least, not as the player characters." I'll leave it up to you all to interpret those comments.
Personally, I'll be happy with just having a Shivah-style cameo
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