Two corrections. 1. The bracken does have a sound effect for when it's angered, it sounds kinda like a rattlesnake. 2. The correction in description on apparatus is still wrong (unless you just worded it poorly) if It results in a minimum of 2 enemies spawning IF the "minEnemiesToSpawn" already set to a value less than 2. Which is NOT the same as having 2 enemies already spawned in the map. The minEnemiesToSpawn variable by default is always set to 0. And is solely tied to "How many enemies can be spawned per spawn attempt" The amount of enemies gauranteed per spawn attempt changes based on a multitude of things: - surviving 5+ days in a row - being 2 days within the deadline, with the value of items in the ship divided by the quota amount being higher than a certain number - the value of items / total value of items in level being higher than a certain number All of those things will set your "MinEnemiesToSpawn" to 1, resulting in you always getting at least one enemy that will spawn in with each spawn attempt. Only other conditions that change your "MinEnemiesToSpawn" variable is. 1. Pulling Apparatus and getting the 70% chance for it to be changed to 2 (Making it a minimum of 2 enemies that will spawn per spawn attempt) 2. Having Eclipsed weather which instantly sets the enemies to spawn per spawn attempt to 3.
This is an amazing video. Having hard information instead of rumors among the player base makes me less scared than I was. I will also make sure to spread this information when it comes up. I enjoy playing the game casually and expect many others do as well so I will make sure to not bombard them with this information. Again, amazing video, very informative, and easy to understand.
what mod do you use at 6:19 for the console commands, im working with some friends on a lethal company science video and ive been trying to find a good mod for commands for a while now
I was playing solo and it was 2am last night. I loaded my save and the mask laughed immediately on startup and I dont think I've ever had such an irrational fear of the unknown in all my survival horror experience.
Was playing alone and my ship was in orbit and I was just buying shit in the shop... The random ambiance played of the little girl saying "hey!" and it sounded so loud/real in my headphones I thought someone was in my room with me. Shit made me scream... Every time I've heard the ambient noise since then, it's never been as loud or as realistic. Weird.
@@davidpowers1175 that's what happened to me on my first playthrough ever. I was with a friend and he was doing terminal and I'm alone in the darkness of the facility and I heard the "Hey". Bro my eyes teared up from the fight or flight response. But just like you I swear it was more real than it's been since and it must be because it was foreign to us
@@davidpowers1175I've been using a mod that replaces the ghost girls sfx with scout laughing, and so hearing a random single laugh on March or some shit is terrifying
@@davidpowers1175actually, datamined the sounds and there's no 'hey' sound effect, the girl was behind you the girl was behind you the girl was behind you the girl was behind you the girl was behind you
I kinda love how mysterious this game’s mechanics has been for everyone. These myths give the same vibes as playground rumors of mew being under the truck. You don’t really see this level of mystery in games online anymore.
@@CoFFee-uw5sv There's still gonna be players who are new to these mechanics though and it's fun to watch them figure out :) Seen people REALLY thrown off by insanity sounds or even just the maskeds and it's hilarious
@@Sepi-chu_loves_mothsit reminds me of old school games and hearing about rumors during recess that you would try your hardest to recreate once you get home
@@alpaca6462that’s what’s really cool about this game. compared to any other game nowadays, its completely unique with how there’s plenty of rumors about the game that people don’t really know are just rumors.
12:56 Yes the apparatus being pulled out doesn't do anything to *existing* monsters but it does have a 70% chance of immediately spawning 2 more enemies (if more enemies can be spawned, it doesn't go past the indoor power of the moon)
There's conflicting information about this. Fandom says 2 if not above max power and Miraheze says 2 if not 2 or above, so this is something that will need to be tested.
@@JVBKing Both wiki's are right. But not entirely accurate. 70% chance for it to set the "minEnemiesToSpawn" to 2 as long as it's already set to a value that's less than 2. (If you're playing on eclipsed weather the minEnemiesToSpaw is always set to 3, and pulling the apparatus will never effect anything) If you those requirements are met, it guarantees 2 enemies spawning the next time the game attempts to spawn enemies. (Which it does so in 2 hour increments) As long as there is enough power to spawn both the enemies that the game chooses if (base.IsServer && Random.Range(0, 100) < 70 && RoundManager.Instance.minEnemiesToSpawn < 2) { RoundManager.Instance.minEnemiesToSpawn = 2; }
@@Nanikos So taking an apparatus typically nerfs power spawn by divvying up power that could otherwise be consolidated? (As long as your power left is at 4 or less)
I can see how some of the mask myths started started. "How did you get masked??" (guy who put it on to troll his team): "Uhhh well the bracken and spring guy double teamed me, so I guess you just turn masked if you die holding a mask?" "oh that makes sense"
I honestly kinda wish that this particular mask myth was true, if not rare. Though, I'd rather them give the mask a function behind wearing them outside of "I reject my humanity"
It's almost definitely because The mask can spawn as an enemy on its own, people just assume the mask took a corpse when it doesn't need one to spawn at all.
@@lordtroll7559 Same. The mask thing is not a myth. A friend died by a coilhead and we encountered him later as a masked AND the terminal showed that it was actually him
I think zeekers should make the baboon hawks respond to sound, the interaction of yelling at them was funny and also kind of interacts with if the dogs attack them an roar in doing so. Surprised that the vent opening noise is a myth, huh - the width of ambient noises in this game that just exist to spook you is impressive. The actual audio queue you showcased though is kinda terrifying. The amount of myths this game has is mad tbh. Very surprised by some of these.
Definitely agree on the Baboon hawk one, it'd make for funny interactions, yelling to get a dogs attention while keeping Baboon hawks away, only to lead them together and make them fight. And yeah, the vent opening thing shocked me, me and my friends have even seen it coincide with something spawning before.
@@MeloniestNeon I'm glad he covered that one as I first saw it a few days ago in a YT short. Since it was text at the bottom of the screen I didn't know if they were captions added in the editing software or a mod for the hearing-impaired. I did think that creaky ambience meant one of those industrial rooms with a conveyor belt was nearby though- most have gotten that for how Minecraft does the ambient cave sounds.
I think he's wrong about the vent one. You can clearly hear the vent open in this clip: ua-cam.com/video/dZUMwC7W4uo/v-deo.htmlsi=GXV822kTlm2VVg0_&t=6 So they at least make a noise for brackens.
"There is no vent opening noise." Vent opening noise: 7:30 What he should've said is that there isn't a vent opening noise that can be heard across the whole facility.
I swear the worms are the bane of my existence. I always tried to follow the suggestion of retracing my steps and the worms had a 100% success rate in killing me. The only time I ever survived was when I just sprinted forwards. The problem is it literally tells you this in the terminal so maybe the worm is going to be reworked
Yeah I've been wanting that to be a thing since I first encountered them. I thought it weird how only 1 enemy reacts to sound in the game despite having everything coded for the dogs and ready to go. Hopefully more gets done with Sound as a mechanic in future updates.
Yeah, having one monster being countered by the opposite counter of another monster seems like it should be designed more often. Outdoors, you can encounter both a mimic and a ghost girl. One won't attack beyond you, and another that is dangerous if you never check behind you.
@@Sc4r4bytesame with bracken and coilhead. If there's a coilhead you're watching, you can't turn around to catch a bracken behind you. a lot of deaths caused by this.
so the bracken room thing was created because of an actual mechanic the game has where the bracken designates the farthest room from the entrance as its room, basically becoming where it will return to whenever it has nobody to hunt. however it can be any room, the yellow room can technically be said room, however its no more likely than any other room
It's conjecture but i would suspect that it's marginally more likely to be the farthest room than others because it's a small room that's always a dead end
The way I always heard it described is that if you see that room it means that there *will* be an active bracken around somewhere, just not in that room. I guess that could be wrong too since theoretically Bracken have to spawn and I guess they don't ever start out in a level. The Bracken definitely fits the kinda horror creature you expect to see in the backrooms.
Even as a disbeliever in the Brackrooms, seeing that room always leaves me feeling unsettled. Especially in the few times when I've gone in it, turned around to leave, and seen a Bracken trying to stalk me; which is more often than it feels like it should be, but that's probably due to it being a deadend that forces turning around leading to seeing a Bracken if one's there.
I think the room is also extra sound absorbent than normal and it makes your footsteps seem extra loud, negative decibel spaces are known to cause people to lose it
12:59 The apparatus does actually affect monster spawns, just not in a very noticeable way. It forces 2 to spawn if fewer than 2 already exist(so effectively does nothing unless you grab it at the beginning of the round)
Technically how it actually works is that every spawn interval from that point forward, it FORCES the map to have atleast 2 monsters (relevant if you kill monsters)
so, the myth I heard about the shower and the ghost girl wasn't that it reduces insanity or despawns her in any way. But, i've heard that for some reason, she considers the glass not to be see-through, thus blocking her line of sight, meaning you could stare at her all you want (cuz she should still be able to spawn behind you) and she won't register it and thus, wont aggro
This is a bit oversimplified but effectively true, yeah. All the ship objects count as blocking line of sight and she needs to be behind you by a certain distance, within line of sight, and not on the ship in order to spawn. Also, if you never look at her she never goes into hunt mode so you can actually have her spawn in and so long as you remain in the ship you're fine, which is what makes the info guy effectively immune to the girl.
@@Khunkurisuone thing I've heard about her though, and this might be a myth since I haven't personally confirmed it or anything, is that she will enter hunt mode immediately on you seeing her if she's tried and failed to haunt you 5 or more times. So if you never see her you're still fine but be careful if you're walking around at the end of the day and you've been the monitor guy all game. You might have her insta agro on you if you see her.
Is the myth that your friends looking in her direction counts as seeing her busted? I think wurps himself mentioned this in a video, that she went straight to hunt mode without him seeing her and that was his theory. If she can indeed go straight to kill mode I'd wanna know why
@@cass6020 It's something to do with time/hunt attempts. It's not just looking at her. I was monitor guy one mission and she started to haunt me pretty quickly. I was curious and wanted to test so at the end of the day when everyone came back, I had not yet looked behind me so I walked backwards out of the ship, spun around, saw her for the first time and she started to hunt me immediately.
Timestamps for ease of access: 0:15 Saving Gift Boxes to manipulate price and contents 1:18 The Bracken Room 1:54 Putting on Masks (Bonus) 3:06 Mask sounds 3:23 Dodging Sandworms properly 4:23 Yelling at Baboon Hawks 5:25 Using Furniture to build a barricade on the ship (Bonus) 6:13 Easy way to get rid of dogs 7:14 Vent Noises and Ambient Sounds (plus some MLG Masked Survival Footage) 9:17 Snare Fleas letting you go voluntarily 9:51 What enemies can hear you? 10:45 Taking a Shower gets rid of the Ghost Girl (Bonus) 11:58 Staying sane by getting rich (Bonus) 12:18 Increasing your Insanity 12:39 Shotguns with their safety off 12:56 Effects of the Apparatus being pulled out 13:11 How the company vendor works
Pretty sure the Baboonhawk myth came about because one of the lore logs in the game mentions the characters yelling at them to keep them away from the ship. That would make for fairly natural storytelling-to-gameplay integration, so idk why it's not a real mechanic
Same thing with the worms AND slimes, Sigurd is trolling us all hard In the Sigurd danger level for worms it says somewhere to retrace your steps and you should be fine And with the slimes it says that boomboxes should calm them down and apparently make them dance, but it either does nothing, or speeds up their movement speed.
@@nothingboie7329the boomboxes bit actually works last i checked, unless a recent update broke it. They still come towards you but stop right before coming in contact, and instead start jiggling a bunch to imply dancing. They still kill you if you come in contact anyways, though.
What a great video idea especially since there is so many myths about how to survive certain enemies, probably because of the nature of the game itself.
You also have to remember that there are a tone of mods out there and people watching others play without knowing that they have mods on may think that it’s part of the game. A specific example is the mask forcing itself on you and possessing dead bodies if it was in their inventory are both mods I’ve seen people play with on UA-cam.
Interesting little tidbit about giants: they actually have code for detecting sound, but it is unused. It is called ReactToNoise, but the game only calls functions called DetectNoise (which is only present with in the dogs' code) when sound is played, so this code does nothing.
@@Jonas-Seiler using a program called IL Spy, you can actually decompile the game's code. I found out how to do this with an article i found by googling how to decompile unity games
I wanted to say that while walking backwards will kill you when the worm is attacking, if you turn around and run it works almost 100% of the time. I use this pretty much every time a worm attacks me and it has only failed once. I do know that running forward works better but from what I have seen backwards is less distance. I could be totally wrong on this but it has worked for me so far. I also only do it when the particles show and not before it’s gotten to me.
I honestly wish some of the Mask myths were true. It would make it much riskier to grab a mask as loot, and maintain the danger of them after you’ve already learned not to put them on.
Its honestly about using your scroll wheel too quickly. If you have a mask next to a tragedy mask and misclick suddenly youre a mimic and you didnt intend to. I have never had this issue, even while drunk
A myth that I would personally include is about shovels dealing less damage compared to stop signs and yield signs because of lesser weight. It’s a really widespread myth, despite recent buff that made shovels weight even less and still being able to kill monsters with the same amount of hits
Yeah, it can be proven by reading the hp of the mobs on the wiki. Lootbugs have 2 hp, and it takes 2 hits to kill them. Shovels and signs all do 1 damage. Idk about shotguns tho
@@alephkasai9384 Shotguns deal 5 damage at close range, which is enough to kill most enemies besides eyeless dogs, which take 2 shots to kill. Eyeless dogs are a bit buggy tho, sometimes the shotgun works on them and sometimes they can't even hear it. You're supposed to be able to kill them with it but it doesn't always register, especially on hills or slopes.
Yeah the sand worm thing... i tried to introduce a friend to the game. We went into the facility, got some loot. Having a great time. Walk outside heard nothing and saw ONE particle from the attack and the worm INSTANTLY killed both of us
I think the mask possessing you if you die with it in your inventory would be a good mechanic to make it more risky, but the mask should be more valuable in that case to compensate for the fact that carrying it is risky.
I fell for the yelling at baboon hawks myth (and the bracken room but that’s unrelated to the story) and told a new player to scream at them to make them go away. my man grabbed a flashlight, charged at them while yelling at the top of his lungs, and then blamed me when it attacked.
When being targeted by a worm, I've found that retracing your steps only works if you're running and if your weight is fairly low. Continuing to walk forward is more reliable, though. Also, I'm inclined to believe that the mask myths came about from mods. There is a mod that will cause masks to be basically sentient and do whatever they want.
Masked enemies actually can hear you I once was messing with enemies, and noticed that the mimics will go to the last place a player made noise before going back to spinning and wandering around
The amount of myths around the game is so cool. My friends play essentially in an information bubble and hearing the ideas that pop up about enemies is hilarious when you know otherwise
baboon hawks have a threat value yes, but it's threat level maxes out when stealing his item when it is sleeping on it and it will always follow you after that as it will not lose aggression like bees. Cornering it also maxes out their agression, it's not random, like on the bridge on vow that has a hidden number that counts down. It will count down faster when more baboon hawks are fleeing the same target and max out entirely when spotted stealing an item from them.
Well, even though Baboon Hawks don't get scared by sound, they do react to it. For example, if a player makes a sound (footsteps, dropping items, gunshots), nearby Baboon Hawk can react to it by checking the position to the noise relative to the hawk and loudness, which causes their interestLevel to rise and notify other baboon hawks about a potential threat. Player's proximity to Baboon Hawk definitely rises the threat level. But also, attacking the baboon hawk (obviously) and getting closer to their 'baboon camp' (this is where they steal all of your loot.) Or if there's more players in a group, it also causes the threatLevel to rise. The bigger the baboon hawk, the more threatLevel from specific threat should be to prompt their attack. This is also true if, for example, there's a silent player and an eyeless dog nearby. Baboon Hawks would likely focus all of their attention on a dog, since it's more threatening to them than a player. So, that means, it's harder for Baboons to divert their attention to another threat if there's more dangerous subject in focus. Baboon Hawks are actually quite more complex and i could make like an entire documentary just talking about their AI, but i don't won't think comment to get even bigger than it is. Just to finish my thoughts, they also have such parameters as threatLevel, interestLevel and focusLevel. threatLevel - An overall rating of how dangerous the threat is based on factors like distance, actions, etc. Calculated per threat. interestLevel - How interested the baboon is in a particular threat. Increases if the threat does certain actions. Stored per threat. focusLevel - The priority level the baboon is currently assigning to a threat. Ranges from 0 to 3. - threatLevel is an objective danger rating for a threat. - interestLevel is a modifier that increases if a threat does certain things. - focusLevel determines which threat the baboon currently cares about most. It looks at threatLevels but also other factors. For example: - Player 1 has threatLevel 5, interestLevel 1, not focused on. - Player 2 has threatLevel 4, interestLevel 2, focusLevel 3. So Player 2 has higher interest and is being focused on even though Player 1 is a higher threat overall.
9:52 This is just not true. I don't know what exactly do you mean by "can hear," but there's a sizable list of enemies that has a "DetectNoise" function in their AI. Here's the list of them: Company Monster Hydrogere Eyeless Dog Hoarder Bug Spore Lizard Masked Manticoil Baboon Hawk But not only that, ForestGiantsAI have ReactToNoise and DetectPlayerVoiceServerRpc functions, so they can technically hear sounds too. Obviously, they see much better than they hear, but they can react to noise that is no farther than 15 units from them (for comparison, their seeing range is 70 units).
Also another reason baboon hawks don't attack is because when you're equal (or outnumbering them) they hesitate to try and attack, both staring and being equal makes them hesitant, while not looking and/or being outnumbered makes them more likely to attack (and skewer you like a kabob)
@@botbadgerthe calculation is literally canceled out by having more players than baboon hawks. So if there’s one hawk and two players nearby, it’ll never attack. Two hawks and two players, they’re unlikely to attack if you stare at them while passing, but still can. Three hawks and two players the odds of attack goes up and so on. It’s literally just a comparison of numbers, nothing complex.
@@botbadger like what Khun said, the more baboon hawks, the more likely to attack, BUT if it's lets say 4 on 4 then they will be hesitant, 4 on 1 (baboon hawk) it will almost never attack Edit: changed khuns named to be correct
More baboon hawks simply means the threat counter increases faster. If you look at two at once it increases at twice the speed. The not looking thing just isn’t true.
@@whwhwhhwhhhwhdldkjdsnsjsks6544 I just said not looking just cause most of the time when you aren't looking they still just come up to you, not like they spawn often anyways
with all the sounds that don't mean anything, it could be interesting to make a video of sounds to specifically listen out for. Like for example my friend seems to know all the bracken sound cues and can pick one out immediately, but I only know coilhead noises.
I really appreciate this video in general (sorely needed), as well as all of your Lethal Company content! I just found myself questioning myself after you summarized the ambient sounds at 9:00, and I had to go back to 7:30 to verify that the vent does make a sound when the creature plops out of it.
Haha yeah it's a bit confusing, technically the vent does have an opening noise but it's very short range and is not the same noise that people incorrectly associate with being a vent opening noise (the insanity one)
@@Wurps 100%. The clip you showed actually made me realize that most of the time, I was not hearing the actual vent noise, but a random metal scraping noise that played cuz crazy.
@wurps So, Mistakes made in the video: 2:36 The tragedy mask ALWAYS gets instantly stuck to the face WITHOUT exception. This "Stuck" I am talking about is not being taken over, but being unable to remove the mask from the face until it does. A player in this state can be safed by teleporting them to remove the mask. 10:04 The masked can hear. Nothing to add atm.
My friendgroup had similar theories about the Mask. I think it comes from people seeing the Masked Enemy naturally spawn, at the same time as when someone died when carrying a mask, thinking its them. That's how we came to that conclusion, but we never tested it because why would we, it was day 1 patch day
It increases the minimum enemies to 2 if it’s currently below 2, guaranteeing at the end of the next two hour interval the game will spawn monsters such that there are at least two. But if it’s late in the day on most moons that’s not going to make a difference.
the vent opening noise plays as the thumper leaves the vent though if that noise is just ambience then it is incredibly well timed in the video and personal experience
wouldn't the "bracken" noise be the one similar to rustling of leaves and a growl? the one you hear when he enters your FoV before he can close enough to kill you? that one feels a bit too consistent to be nothing, and it's what i assumed to be the bracken noise all this time.
He was referring to ambient noises, not the stuff you hear from being right next to a monster. I.E. there is a laughing sfx that plays randomlu which some people think is the Bracken, telling you it is present. Not actually true, but yes it does make a hissing noise when you stare at it long enough to anger it.
the grumbling (or rustling) signifies that the bracken is angry because your looking at him for too long or he is backed into a corner and also signifies he is about to attack if you don't take action like looking away immediately as the window is tight before he decides to chase you and he always attacks if he's in a corner. The bracken noise is not a random noise. I hope I answered your question
The inaccurate info in the bestiary, especially in regards to sound, is the only real flaw in this game. It lies to you a lot about what the AI is actually capable of.
@catpoke9557 TBF the beastieery is a collection of a past employees experience His habits don't automatically mean what he does is optimal just that what he did kept him and his team alive Such as yelling at the baboon hawks - that probably meant he was looking at them and OP thought it was yelling and the noise instead of his gaze Again we are not reading a tutorial but someone else's diary - I actually don't mind it being a bit wrong in cases like this where it makes sense
Fun fact about that last part... I found that out accidentally by holding the toy robot in front of the sell window. Every couple seconds it would do the tentacle reachy thing, it was hilarious.
Ahhh I asked my friend and he said the reason he turned into a masked when he died with a mask is because it’s added by one of the mods we use that changes masks. That’s probably where that rumor stemmed from.
12:39 as a firearms enthusiast I really enjoy the safety mechanic on the shotgun, forcing you to use actual safety precautions to prevent accidental discharge.
I heard someone say that the bracken room is supposed to be the furthest from the entrance. (meaning the braken takes people there) Which could have spawned the rumor.
@Dissectionator yea I have too. So it could have been vice versa. Again I also haven't seen the braken taking anyone there. (Mainly because it's always me who gets killed by the bracke)
1:34 for me the myth got started because the first bracken I saw took my teammates corpse to this highly specific room that stands out from the rest, so I thought it was just his room
The mask myth with the tragedy automatically being worn is 100% accurate from my experience. They may have removed the feature but 100% day 1 of the update, I picked one up, and after holding a few seconds I could not drop it. Kept pressing G, not dropping, then it auto held up to my face, was not touching my mouse it lifted on it own. And then took over shortly after. It may have been something that’s been removed but it was at least on launch of the update very true.
I once told my friend that holding a mask could not possess him and it did. The miraheze wiki also says that this can happen. What I think happened with testing in the video is that they probably can't possess you like that if you're playing solo. Just like snare fleas can't kill you the first time if you're playing solo.
13:00 about the apparatus not affecting monsters, it actually increases the monster count to 2 if there are less than 2 monsters when it is pulled (according to the wiki)
The wiki is maintained by normal people and can't be trusted for these things. The wiki also used to have the bracken room and the worm strategy of walking backwards too.
@@DuoDie-x2t yeah, the wiki is edited by normal players and if you look at the edit history for a lot of articles they have rumors added in all the time. the wiki saying it doesnt mean it's true
Honestly I’m really surprised giants don’t hear stuff. I could’ve sworn they have locked on to me in the past because of the fact I’m carrying back a robot or something that makes noise and exposes my location. Guess I just get unlucky and it somehow sees me when I hide behind trees.
I assumed they must be capable of hearing and will turn towards noise but not investigate unless they actually see a player. Maybe they just turn around randomly or have a chance to turn towards a player from time to time.
@9:00 i think the bracken does have a hunting noise, because the freddy fasbear mod adds him humming while he's walking around We should ask the modder if he made that effect or if he replaced an existing sound with freddy singing (imo a lot more likely than making an effect)
Can you make another creature guide going more in depth on certain enemies? I personally haven't had very many encounters with Nutcrackers and Masked and still don't know what to do with them, and with this and your previous video debunking the Baboon Hawk myth me and my friends are confused on what you can and cannot do to fend them off. And even beyond those three, there are other enemies that I think lots of people would enjoy some more tips and tricks if you have anymore up your sleeve.
Stay in a group if there more than 1 as for mask and nutcraker nutcraker just shovel him hide and repeat if no shovel dont move at all including moving your camera they only see movement but will see you if it spotted somemone mask they are kinda rng for when they run they leave the building and go HIDE in the ship if nobody is in the facility they take 2 shotgun hit to kill and 4 whit shovel best tip is listen to the sound they do to know when to look around NEVER fight à mask if you have other item other than the shovel you will problably die their Weight for speed is 0 but are more slow bc they cannot run too much unless rng say f y and mimic you goodluck
If you are playing in a group with friends, or even randoms, Have one get seen by the nutcracker and when it goes to shoot, hide behind cover. Have one of your team mates with a shovel and just smash the back of the nutcracker, they seem to stay locked on to the person they first targeted allowing the second person to kill the nutcracker without much danger. You just have to be careful of getting kicked when the nutcracker moves to shoot the person with aggro. If you really want to test it out, try the current challenge moon, as a nutcracker will always spawn downstairs back right room at about 930AM. buy 1 or 2 shovels, and by the time your inside the mansion it will have spawned. My tip is to use the round poles that hold the stairs up, as you can quick peak, hear the nutcracker load the shot, and hide behind the pole and it will shoot the pole. You will have them figured out after a few tries on the challenge moon. Good luck homie!
You gotta love how people always want to talk right at the selling window at the company and don’t realize depending on the monsters mood it might just instantly kill someone
Babon hawks dont react to screaming! I thought it was true and they were my favorite enemies becouse of this mechanic that doesnt exist! I think i will just keep believing that it makes them go away edit: giants dont hear you?! Broooo that's impossible edit 2: i dont believe you that the aparatus doesnt increase monster spawns!
Leaving a comment for the algorithm boost! Also i will say that this video has helped alot, including the updates in the description, before i had the lights off when giants were near, and always sold light sources like lamps and apparatuses because i thought giants liked to 'investigate' sources of light, explaining why it was always in lit up areas like the ship or along the light path on the snow moons, however now i know the light switch is only useful for storms causing power outages. I also have been attempting to explain to people how sound actually works in the game, like how theres only 4 (i think?) Mobs that respond to sounds, those being the dogs, the slime, the baboons and mimics (kind of, because of the hive mind mechanic). I also like to carry a clown horn with me so i can alert people to my position or help people who are lost, as i know there is no real danger to doing so unless youre outside. Generally the system i use is 1 honk every 10ish seconds to indicate my position, 2 honks if i hear someone nearby, 3 honks for loot at my position, and spamming the honks if im in danger or i can see that there is danger near. I know that the air horn is louder and maybe has a longer range (not sure on that) but the clown horn has a much shorter cooldown, making it much more useful for communication. Another interesting and possibly useful tool ive seen is the laser pointer. If you manage to find one in an earlier moon they can be very useful for communicating with the terminal person, as the beam is visible on the cameras, and has seemingly infinite range, allowing the person holding it to point out things the terminal person should be aware of or to indicate where they are planning to go, or anything like that. I imagine someone on your skill level could use it to indicate wether a vent is making noise to the terminal person, or wether or not a door is locked, stuff like that that the terminal person couldnt know otherwise. Something ive seen in game is how dangerous and useful whoopie cushions can be for dogs. It is basically an infinite charge free alternative to the boombox in terms of trapping dogs, as when they activate it they will get in a cycle of charging at it and activating it again repeatedly, making it exceptionally useful if you place it in a good spot, and manage to get them stuck on it. Speaking of dogs, another use of the clown horn ive found is in the ship corner that is technically outside that you use for the terminal is actually great for dealing with dogs, as using the clown horn facing directly into the corner as close as you can be will get the dogs stuck a distance away from the ship on some maps (i forget which map i got it to work consistently on, but its likely either rend or titan) however the strategy doesnt work if the door is open and the dogs are in the doorway, or inside the ship, as instead of going around back they will just go straight to you. Its a fairly effective way to nullify dogs as a threat entirely, as long as its done correctly. Also if you read this and get this far, i have a question regarding lootbugs, as well as some loot items. Do lootbugs see keys or flashlights as loot they want? And do keys, clipboards, and the stickynote have any value at all? I seem to recall these items having a very cheap sell value, however in game they dont seem to sell for anything if i recall correctly. The keys being the biggest issue, as they show up in the scan as a value of i believe 3-5 (or maybe just 5) but dont give any money on sell. Am i just plain wrong about this, or is it a bug of some kind, or is the key technically a tool like the flashlight and thus has no value? Its strange, and kind of annoying if they do have no value, because most players tend to keep a large stockpile of them, resulting in scans showing more money than they actually have, in some cases almost 100 more dollars than they have. Idk, but thats all for my lethal company comment, have a nice day, i love your videos!
glad someone finally disproved the myth of the bracken room and the shower curing insanity, the first was OBVIOUSLY a backrooms reference idk where the bracken part came from, and i feel that any item that was useful like the shower would be for sale as equipment of some kind rather than just furniture, which is outright stated to be cosmetic im pretty sure
I think the Bracken room myth comes from the fact that that room is usually the farthest room away from the entrance, hence the Bracken going back there when it has nothing to hunt
baboon hawks will also attack you if they’re in groups larger than the player/s. for example, if there’s a group of 2 plays and 2 baboon hawks they won’t attack you, but if there’s 2 plays and 3 or MORE they WILL attack you
I don't know if you already thought about it and this isn't the case, but the first thing you say in the video might be related to the new update that made objects in maps deterministic. So maybe the code used to link seed to item generation is also affecting the content of gift boxes, therefore same setup results in same gift box content.
I can't really believe that no monsters beside the Mouth dog interact/react to sounds. Mask (enemies) definetly turn towards sounds from the voice chat, maybe other sounds too. Those "Co-Workers" (Couldn't find a name in the Bestiary) also seem to *sometimes* react to the In-Game-Voicechat.
It absolutely reacts to sound lol I here have been so many times it’s been facing away from me and I mistake it for a teammate, and say something then it immediately turns around
I have to say, I really appreciate how you are the only LC content creator that actually checks their facts before putting stuff out there. You also have probably one of the easiest voices to listen to on UA-cam by far.
I've heard people say that if you are using a laser pointer and the Giant cannot see you, then the giant will go after the red dot from the laser but if it can also see you, it will prioritize the player over the laser. Do you know if that is true ?
Played with a friend-of-a-friend the other day, the first time I played with any boss level employee yet.... I swear I'm not kidding when I say he managed to fit in our 2 hour play session every single one of these myths somehow. I called out a few that I was already pretty sure were BS (specifically the whole backroom-brackenroom thing, I never bought that), but he insisted he knew what he was talking about :^)
I'm curious as to what effect the "Radiation" has from the apparatus, because I swear the last time I played I was having issues communicating over the walkies when I was next to the person holding the apparatus. I don't know if it was a coincidence where I just had little internet hiccups at the right time or not, as I did have some internet issues. I assume the radiation has no effect on anything at all in reality, even if you had several at once.
@@fireblades38doesn't works that way, from the wiki : _collecting the Apparatus has a 70% chance of increasing the enemy count to 2 if it is not already 2 or higher_
Im not confident that giants don't respond to noise. Haven't confirmed in-game but there's still code to detect and react to noises for like a bunch of enemies including giants
A bunch of enemies really? I remember seeing code for the giant as well about noise but didn't look that hard into it. And just saw the wiki stating the mimic apparently react to noise as well when randomly roaming but last time I actually looked at the code was before update 45 That and what he said that mouse motion affects sanity, which I have yet to find ANY line of code about this. Right now, sanity and mouse motion ["""paranoia"""] are entirely uncorrelated in my book unless somebody points me to a specific line of code. Especially after I've seen the code that tells how the ghost girl picks a target and what determines the most paranoid employee, I'm pretty sure there is NO correlation whatsoever between the actual sanity stat and the random mouse motion checks the game does
@lekrashar I cant say Ive seen any connection between mouse motion and insanity but I may just be missing it.(a lot harder to say something isn't there because you cant find it than something is there because you can). Most enemies just look towards the location of the sound so not very noticable. Dogs will fully jump to an approx loc so its much more obvious
@@lekrashar Speaking as someone who uses an insanity meter mod that directly shows what your insanity is at, no, mouse motion - or lack thereof - has no effect at all on sanity. You go insane just as fast while completely still as you do spinning like a mad man. It affects paranoia, though, as mentioned.
@@lekrashar I think it's people either speaking imprecisely or not realizing that likelihood of being haunted uses more than just insanity. So there's no direct connection between paranoia (camera movement) and insanity, but the ghost girl looks at both when deciding chances to haunt each player.
One cool thing about the girl is that when someone is being haunted, the girl can appear outside the ship through the camera and everyone can see her this way. I don't know if the haunted person has to be in the ship though.
Could you elaborate on how camera movement increases your insanity? From how I've heard of it before it sounded like it had to do with looking behind you briefly, but from the way you said it here I wonder if I could rapidly inflate my insanity by rapidly spinning or shaking my camera around. Also, does insanity reset between days, or does it accumulate throughout the run?
Based on the wiki, it is part of the Ghost Girl's calculations but is actually tied to a separate stat, Paranoia. High paranoia means more likely to be haunted, but also comes up as one of the stats after leaving a moon. Sanity just slowly drains on its own, but regenerates when either near another player or hearing their voice on the radio. Notably it actually drains faster inside the facility, just players tend to stick in groups inside which counteracts this. If everyone splits up, people in the facility will have lower sanity.
Pretty much, Paranoia increases if you move your camera a lot, which is usually tied to someone being paranoid and looking at every pathway and/or behind them every few seconds.
Found a way to go faster with the jetpack, apparently. The tech is called crouch flying. Its simple. Crouch then use the thrusters until you fly. The momentum and maneuvarabillity is much better? Might have the down side of using more fuel. Also. It looks really funny because it visually stays until you land.
Interesting, messed with it a bit and it might be faster? No jump takeoff makes it start slower though which would hurt it's viability since flights usually aren't very long
@@WurpsThe thrust from it feels better. Combining it with the inverting jet pack. It really fast. It also shrinks your hit box. So it might help you crash less. Try using it before you land. Might be faster/safer.
i’m sorry that oops on the snare flee was HILARIOUS because i definitely died thinking that a few times with friends before realizing it wasn’t real, that’s sooo funny! also thank you so much for dedicating so much to this game. it’s such an interesting game and you know more about it than almost anyone alive while also being SO GOOD at communicating your knowledge!
can you go into more detail about the gift manipulation? what exact setup did you use, which moon did you get the gifts on, how exactly the setup works in general, ect. also, what mod do you use for the console commands? can it spawn items?
@@chants_s i tried doing it with a couple mods and it gave me masks, try disabling lethal expansion or any modded moons if you have any if you're playing vanilla, i got nothing
I remember being so afraid that the monster from 'It Steals' somehow crawled into the facility upon hearing one of the ambient laughs... Good to see my character was just going insane instead. Something I've been wondering about that no one seems to have a definitive on is the difference between solo and multiplayer mechanics. I know for a fact that snare fleas will let go upon reaching critical health on solo, but I've also heard things like coilheads being unable to open doors and brackens being able to be stared at for longer while playing alone.
I'm actually pretty sure the operator at the shop is not triggered by voice chat. I've been trying to get his attention by calling it bad words, but it only started reacting to me once I started sprinting and stuff. There seems to be a weird exception, unless I'm missing something.
I can definetly confirm our buddy to work with voice chat as we suddenly only had 3 of us sing "I want it that" way after some misterious red pickle wiggled through the hole.
If you use a mod manager like Overwolf, you can actually see the game's inner workings through the console that opens upon startup. Noises made near Jeb are indeed processed by the game. I will warn you though: clicking on said console freezes the game (for me anyway).
It's possible to extract out all the game's scripts so we can confirm this kind of thing without even needing testing. His behaviour is a little complicated and even has different random 'moods', but the bit about the bell is true. Jeb gets woken by any noise in a nearby radius other than the item dropping/placement noise (this is specifically excluded, presumably so he doesn't activate early or start murdering while you're placing items) as long as it's above a certain loudness threshold. The bell doesn't directly link to Jeb in any way, except that it's close enough and loud enough for its noise to trigger him. I believe the minimum voice loudness should be enough for him to notice (so no need to actually yell) but couldn't confirm as I haven't looked at that code in a while.
Thank you for this! I was about to start posting mythbusting shorts on some of this stuff as well. Some additional things: 1. Jack in the box safe spots exist, but they will never close if you hide on a safe spot. It'll just stay open until you jump down or someone teleports you out... So if you want your team to love you, don't use the safespots. 2. Nutcracker mechanics are really skewed by the community, but here's how it works: He has three main modes, walking, searching, and attacking. -Walking: When walking, he cannot see or hear you, he will just randomly walk from place to place and you can run past him safely. -Searching: He will randomly enter searching mode, and his nutcracker head will rise up revealing a little alien eyeball. He then turns in a 360 in short incriments, and if he ever sees you, he enters attacking mode. -Attacking: While attacking, he cocks his gun and shoots each time he sees you in his line of sight. Two shots and he has to reload, and the amount of ammo the shotgun has when you kill him is dependant on if he reloaded before you killed him or not. -Sicko Mode: There is actually a fourth mode I'll just call sicko mode that happens when he hits 1 hp. This doubles the speed of his shooting and reloading, so watch out. 3: The Titan extension ladder strategy works, but it generally causes more harm then good. Dropping items at ground level attracts dogs to the spot you drop them, and generally just dropping items on the plateau part of the staircase is a much safer option. And you don't need to bring an extension ladder.
For the last part the dogs will be attracted to both spots, the ground spot I would still consider better as I have only had a dog cause a problem there one time in 400+ hours of gameplay, not worth using a worse strategy just because it has a tiny chance of not being the most optimal
@@Wurps That's fair, I'm at 100+ mostly from public lobbies, so most people I see trying it just end up making 3 dogs camp the ship doors. XD That being said, your prob right about the ladder thing being better, but like, in more coordinated lobbies with ppl that know what their doing.
That vent noise myth does put my mind at ease cause a fair number of them really do sound like something's spawned (or is about to spawn) Things like the squeak, screech, or the quiet clang of tin really sound like a vent opened up somewhere and absolutely contribute to my inability to be anywhere near as productive as I should in this game (especially considering I'm well into the Boss rank)
For the baboon hawk, this line in the bestiary made me think yelling would work: “In greater numbers they can become a great danger; sticking close to others and making yourself seem dangerous are the best ways to prevent an attack.” Loud things tend to seem dangerous…
I was spooked by a Nutcracker coming out of a vent right in front of me, thankfully I was right next to the fire exit but I screamed because it immediately saw me and went aggro
as far as the masked myths go two of them might actually be from people playing modpacks and not knowing what mods they have installed, there is a mod called maskthedead that has dropped masks in close proximity to corpses have a chance to possess the corpse, and a mod called possessed masks which switches the slots of items you have in your inventory to try to get closer to the mask and then will auto use the mask for a length of time after you hold it for a while
10:07 I remember someone messing around with loot bugs and it turned out lootbug can hear the player as well. It just doesn’t do anything. Pretty sure alteregosocial found it out in his “loot bugs ai explained vid”
except I've literally had the mask activate while holding it and not clicking, so I know for a fact that you missed something with the masks. And it has happened multiple times. At some point while holding it without clicking, it prevents you from switching to other items in your inventory, by this point you are already dead. After that it will attach itself.
That sounds like a case of an oopsie. Unless they got *incredibly lucky* they had already tested it by having it on hand for an extended period of time. The mask however does prevent you from switching items or taking it off once the possession "event" has started, so if you tried to quickly put it on and off and the event happened in that period (or you happened to misclick it), uhh... You're FUCKED.
I swear u were the one that told us to run backwards though when the sand worm appears and we'll never die lol. I tried it yesterday and instantly died. Ive binged your vids yest + tday
There have been some corrections and updates! Check the description!
im still gonna yell at baboon hawks you cant stop me
Two corrections.
1. The bracken does have a sound effect for when it's angered, it sounds kinda like a rattlesnake.
2.
The correction in description on apparatus is still wrong (unless you just worded it poorly) if
It results in a minimum of 2 enemies spawning IF the "minEnemiesToSpawn" already set to a value less than 2.
Which is NOT the same as having 2 enemies already spawned in the map.
The minEnemiesToSpawn variable by default is always set to 0.
And is solely tied to "How many enemies can be spawned per spawn attempt"
The amount of enemies gauranteed per spawn attempt changes based on a multitude of things:
- surviving 5+ days in a row
- being 2 days within the deadline, with the value of items in the ship divided by the quota amount being higher than a certain number
- the value of items / total value of items in level being higher than a certain number
All of those things will set your "MinEnemiesToSpawn" to 1, resulting in you always getting at least one enemy that will spawn in with each spawn attempt.
Only other conditions that change your "MinEnemiesToSpawn" variable is.
1. Pulling Apparatus and getting the 70% chance for it to be changed to 2 (Making it a minimum of 2 enemies that will spawn per spawn attempt)
2. Having Eclipsed weather which instantly sets the enemies to spawn per spawn attempt to 3.
This is an amazing video. Having hard information instead of rumors among the player base makes me less scared than I was. I will also make sure to spread this information when it comes up. I enjoy playing the game casually and expect many others do as well so I will make sure to not bombard them with this information. Again, amazing video, very informative, and easy to understand.
what mod do you use at 6:19 for the console commands, im working with some friends on a lethal company science video and ive been trying to find a good mod for commands for a while now
DanceTools@@kinda_sketchy
I was playing solo and it was 2am last night. I loaded my save and the mask laughed immediately on startup and I dont think I've ever had such an irrational fear of the unknown in all my survival horror experience.
That's great
Was playing alone and my ship was in orbit and I was just buying shit in the shop... The random ambiance played of the little girl saying "hey!" and it sounded so loud/real in my headphones I thought someone was in my room with me. Shit made me scream...
Every time I've heard the ambient noise since then, it's never been as loud or as realistic. Weird.
@@davidpowers1175 that's what happened to me on my first playthrough ever. I was with a friend and he was doing terminal and I'm alone in the darkness of the facility and I heard the "Hey". Bro my eyes teared up from the fight or flight response. But just like you I swear it was more real than it's been since and it must be because it was foreign to us
@@davidpowers1175I've been using a mod that replaces the ghost girls sfx with scout laughing, and so hearing a random single laugh on March or some shit is terrifying
@@davidpowers1175actually, datamined the sounds and there's no 'hey' sound effect, the girl was behind you the girl was behind you the girl was behind you the girl was behind you the girl was behind you
9:09 worth noting that breathing loudly in your ear is not an ambient or insanity noise, it is the ghost girl haunting you.
Can confirm, turned to the left to see 4-5 girls staring at me once. It was very loud.
@@UtterlyShagged how does this even happen
@@khannywannyMod shenanigans.
@@khannywanny brutal company...
@@francisharkins good ol brutal company.
I kinda love how mysterious this game’s mechanics has been for everyone. These myths give the same vibes as playground rumors of mew being under the truck. You don’t really see this level of mystery in games online anymore.
It being figured out will ruin the magic of the game :P but its to be expected especially with its popularity
There was a good amount of myths in early phasmo before everything was figured out, similar vibe
@@Wurps There was so much misinformation back then lol. This definitely is the same vibe.
@@CoFFee-uw5sv There's still gonna be players who are new to these mechanics though and it's fun to watch them figure out :) Seen people REALLY thrown off by insanity sounds or even just the maskeds and it's hilarious
Yup and dudes like this are killing the fun by min-maxing the hell out of it
pretty fitting and perhaps predictable how the insanity noises made some people believe things that aren't real.
very true
working as intended, you could say
I think all the dodgy rumours are really cool actually and add to the paranoia of the game because youre not sure whats true or not
@@Sepi-chu_loves_mothsit reminds me of old school games and hearing about rumors during recess that you would try your hardest to recreate once you get home
@@alpaca6462that’s what’s really cool about this game. compared to any other game nowadays, its completely unique with how there’s plenty of rumors about the game that people don’t really know are just rumors.
12:56 Yes the apparatus being pulled out doesn't do anything to *existing* monsters but it does have a 70% chance of immediately spawning 2 more enemies (if more enemies can be spawned, it doesn't go past the indoor power of the moon)
collecting the Apparatus has a 70% chance of increasing the enemy count to 2 if it is not already 2 or higher.
There's conflicting information about this.
Fandom says 2 if not above max power and Miraheze says 2 if not 2 or above, so this is something that will need to be tested.
@@JVBKing
Both wiki's are right. But not entirely accurate.
70% chance for it to set the "minEnemiesToSpawn" to 2 as long as it's already set to a value that's less than 2.
(If you're playing on eclipsed weather the minEnemiesToSpaw is always set to 3, and pulling the apparatus will never effect anything)
If you those requirements are met, it guarantees 2 enemies spawning the next time the game attempts to spawn enemies.
(Which it does so in 2 hour increments) As long as there is enough power to spawn both the enemies that the game chooses
if (base.IsServer && Random.Range(0, 100) < 70 && RoundManager.Instance.minEnemiesToSpawn < 2)
{
RoundManager.Instance.minEnemiesToSpawn = 2;
}
@@JVBKing i will only use miraheze because fandom is garbage dogwater trash with misinformation that doesn't deserve to be a website
@@Nanikos So taking an apparatus typically nerfs power spawn by divvying up power that could otherwise be consolidated?
(As long as your power left is at 4 or less)
I can see how some of the mask myths started started. "How did you get masked??"
(guy who put it on to troll his team): "Uhhh well the bracken and spring guy double teamed me, so I guess you just turn masked if you die holding a mask?"
"oh that makes sense"
I honestly kinda wish that this particular mask myth was true, if not rare. Though, I'd rather them give the mask a function behind wearing them outside of "I reject my humanity"
Is sure a m. One time i got killed in a non Mask situation and my corpse turned into a Mask guy wen teleported no mod or other ting
It's almost definitely because The mask can spawn as an enemy on its own, people just assume the mask took a corpse when it doesn't need one to spawn at all.
@@lordtroll7559 Same. The mask thing is not a myth. A friend died by a coilhead and we encountered him later as a masked AND the terminal showed that it was actually him
Maybe it's a cause of the game does a check for any masks/dead players and decides whether to use their body or not?@@spyegle
I think zeekers should make the baboon hawks respond to sound, the interaction of yelling at them was funny and also kind of interacts with if the dogs attack them an roar in doing so.
Surprised that the vent opening noise is a myth, huh - the width of ambient noises in this game that just exist to spook you is impressive. The actual audio queue you showcased though is kinda terrifying.
The amount of myths this game has is mad tbh. Very surprised by some of these.
Definitely agree on the Baboon hawk one, it'd make for funny interactions, yelling to get a dogs attention while keeping Baboon hawks away, only to lead them together and make them fight.
And yeah, the vent opening thing shocked me, me and my friends have even seen it coincide with something spawning before.
Agree. This whole time, I thought they did.
@@MeloniestNeon
I'm glad he covered that one as I first saw it a few days ago in a YT short. Since it was text at the bottom of the screen I didn't know if they were captions added in the editing software or a mod for the hearing-impaired.
I did think that creaky ambience meant one of those industrial rooms with a conveyor belt was nearby though- most have gotten that for how Minecraft does the ambient cave sounds.
I think he's wrong about the vent one. You can clearly hear the vent open in this clip: ua-cam.com/video/dZUMwC7W4uo/v-deo.htmlsi=GXV822kTlm2VVg0_&t=6
So they at least make a noise for brackens.
"There is no vent opening noise."
Vent opening noise:
7:30
What he should've said is that there isn't a vent opening noise that can be heard across the whole facility.
I swear the worms are the bane of my existence. I always tried to follow the suggestion of retracing my steps and the worms had a 100% success rate in killing me. The only time I ever survived was when I just sprinted forwards. The problem is it literally tells you this in the terminal so maybe the worm is going to be reworked
Is it weird I have 80 hours on the game and still have never encountered a worm?
They're pretty rare on a few maps, if you primarily play those maps it's very possible
@staticdefenderakame780 That is wild I have probably 17 hours and have encountered them at least 5 times, on different moons too
Personally the thing that has worked all the time for me is saving stamina, waiting for the ground shake, and then running for my life.
Dang I probably encountered them 10 times over 25 hours
Damn, the baboon hawks being a myth is a missed opportunity for a cool game mechanic
Yeah I've been wanting that to be a thing since I first encountered them. I thought it weird how only 1 enemy reacts to sound in the game despite having everything coded for the dogs and ready to go. Hopefully more gets done with Sound as a mechanic in future updates.
Yeah, having one monster being countered by the opposite counter of another monster seems like it should be designed more often.
Outdoors, you can encounter both a mimic and a ghost girl. One won't attack beyond you, and another that is dangerous if you never check behind you.
So is the dogs not being alerted by incoming messages over walkie
it is@@Jonas-Seiler
@@Sc4r4bytesame with bracken and coilhead. If there's a coilhead you're watching, you can't turn around to catch a bracken behind you. a lot of deaths caused by this.
so the bracken room thing was created because of an actual mechanic the game has where the bracken designates the farthest room from the entrance as its room, basically becoming where it will return to whenever it has nobody to hunt. however it can be any room, the yellow room can technically be said room, however its no more likely than any other room
It's conjecture but i would suspect that it's marginally more likely to be the farthest room than others because it's a small room that's always a dead end
The funny thing is how I've seen the yellow room close to the main entrance multiple times.
@@epica700 yeah, it has nothing to do with the bracken spawn so that shouldve clued people in
The way I always heard it described is that if you see that room it means that there *will* be an active bracken around somewhere, just not in that room. I guess that could be wrong too since theoretically Bracken have to spawn and I guess they don't ever start out in a level. The Bracken definitely fits the kinda horror creature you expect to see in the backrooms.
@@jayronauron4042that is wrong. That room doesn’t affect moon monster spawn rates.
Even as a disbeliever in the Brackrooms, seeing that room always leaves me feeling unsettled. Especially in the few times when I've gone in it, turned around to leave, and seen a Bracken trying to stalk me; which is more often than it feels like it should be, but that's probably due to it being a deadend that forces turning around leading to seeing a Bracken if one's there.
I think the room is also extra sound absorbent than normal and it makes your footsteps seem extra loud, negative decibel spaces are known to cause people to lose it
@@Chocolate83BunnyYeah, as a solo player that room made me hyper paranoid of my own footsteps the first time I entered one
fun fact: when the apparatus is taken, the bracken room remains lit up.
brackrooms lol
Iirc, the bracken knows when someone enters. This wasn't addressed in the vid tho, so idk
12:59 The apparatus does actually affect monster spawns, just not in a very noticeable way. It forces 2 to spawn if fewer than 2 already exist(so effectively does nothing unless you grab it at the beginning of the round)
Technically how it actually works is that every spawn interval from that point forward, it FORCES the map to have atleast 2 monsters (relevant if you kill monsters)
It shuts off the power witch is bad if you don't have lights on you or u ren out
do the mask laughing or making noise alert dogs?
Upon testing, it actually does, yes
@@Wurps I would have been surprised if they didn't.
@@Wurps oh thats kinda fucked up actually
@@Wurps xD
dogs pretty much get alerted to anything you could hear
so, the myth I heard about the shower and the ghost girl wasn't that it reduces insanity or despawns her in any way. But, i've heard that for some reason, she considers the glass not to be see-through, thus blocking her line of sight, meaning you could stare at her all you want (cuz she should still be able to spawn behind you) and she won't register it and thus, wont aggro
This is a bit oversimplified but effectively true, yeah. All the ship objects count as blocking line of sight and she needs to be behind you by a certain distance, within line of sight, and not on the ship in order to spawn. Also, if you never look at her she never goes into hunt mode so you can actually have her spawn in and so long as you remain in the ship you're fine, which is what makes the info guy effectively immune to the girl.
@@Khunkurisuone thing I've heard about her though, and this might be a myth since I haven't personally confirmed it or anything, is that she will enter hunt mode immediately on you seeing her if she's tried and failed to haunt you 5 or more times. So if you never see her you're still fine but be careful if you're walking around at the end of the day and you've been the monitor guy all game. You might have her insta agro on you if you see her.
Is the myth that your friends looking in her direction counts as seeing her busted? I think wurps himself mentioned this in a video, that she went straight to hunt mode without him seeing her and that was his theory.
If she can indeed go straight to kill mode I'd wanna know why
@@cass6020 It's something to do with time/hunt attempts. It's not just looking at her. I was monitor guy one mission and she started to haunt me pretty quickly. I was curious and wanted to test so at the end of the day when everyone came back, I had not yet looked behind me so I walked backwards out of the ship, spun around, saw her for the first time and she started to hunt me immediately.
So many of these myths would actually make for amazing details to be added to the game
Imagine one update theyre real and the next theyre taken out 😂😂😂 just to fuck with the players
Timestamps for ease of access:
0:15 Saving Gift Boxes to manipulate price and contents
1:18 The Bracken Room
1:54 Putting on Masks
(Bonus) 3:06 Mask sounds
3:23 Dodging Sandworms properly
4:23 Yelling at Baboon Hawks
5:25 Using Furniture to build a barricade on the ship
(Bonus) 6:13 Easy way to get rid of dogs
7:14 Vent Noises and Ambient Sounds (plus some MLG Masked Survival Footage)
9:17 Snare Fleas letting you go voluntarily
9:51 What enemies can hear you?
10:45 Taking a Shower gets rid of the Ghost Girl
(Bonus) 11:58 Staying sane by getting rich
(Bonus) 12:18 Increasing your Insanity
12:39 Shotguns with their safety off
12:56 Effects of the Apparatus being pulled out
13:11 How the company vendor works
ty
thanks
Pretty sure the Baboonhawk myth came about because one of the lore logs in the game mentions the characters yelling at them to keep them away from the ship. That would make for fairly natural storytelling-to-gameplay integration, so idk why it's not a real mechanic
Same thing with the worms AND slimes, Sigurd is trolling us all hard
In the Sigurd danger level for worms it says somewhere to retrace your steps and you should be fine
And with the slimes it says that boomboxes should calm them down and apparently make them dance, but it either does nothing, or speeds up their movement speed.
@@nothingboie7329 the slime boombox thingy is an actual mechanic, it's just glitched, there's some mods that fix it.
@@nothingboie7329the boomboxes bit actually works last i checked, unless a recent update broke it. They still come towards you but stop right before coming in contact, and instead start jiggling a bunch to imply dancing. They still kill you if you come in contact anyways, though.
@@thedarter oh I wanna test this now
@@nothingboie7329 let me know if it still works, I know it did at one point without mods but it's possible that an update just completely broke it
What a great video idea especially since there is so many myths about how to survive certain enemies, probably because of the nature of the game itself.
kinger
I really like what he opened with, that myths are created when people try to understand something and go wrong somewhere
Yeah, my confidence in being able to scare the Baboons away by cursing them out got me killed once xd
Very interesting trick with the presents
I always pull out my inner southerner with "GO ON GIT! OUT OF HERE VARMINT!" while waving a shotgun around.
You also have to remember that there are a tone of mods out there and people watching others play without knowing that they have mods on may think that it’s part of the game. A specific example is the mask forcing itself on you and possessing dead bodies if it was in their inventory are both mods I’ve seen people play with on UA-cam.
Interesting little tidbit about giants: they actually have code for detecting sound, but it is unused. It is called ReactToNoise, but the game only calls functions called DetectNoise (which is only present with in the dogs' code) when sound is played, so this code does nothing.
Where can one view the game code?
@@Jonas-Seiler using a program called IL Spy, you can actually decompile the game's code. I found out how to do this with an article i found by googling how to decompile unity games
I wanted to say that while walking backwards will kill you when the worm is attacking, if you turn around and run it works almost 100% of the time. I use this pretty much every time a worm attacks me and it has only failed once. I do know that running forward works better but from what I have seen backwards is less distance. I could be totally wrong on this but it has worked for me so far. I also only do it when the particles show and not before it’s gotten to me.
Same, iv ran backwards ever since I read the entry and havnt died again when iv had time to react,
Btw, there is a couple of mods where masks can possess the dead or swap your inventory slot to try and possess you. Not in vanilla though.
I honestly wish some of the Mask myths were true. It would make it much riskier to grab a mask as loot, and maintain the danger of them after you’ve already learned not to put them on.
having an item that can just randomly kill u sounds annoying
Its still a risk because if you placed them in the ship, their laughing/crying can lure a dog towards it
Also griefers
There are mods for this
Its honestly about using your scroll wheel too quickly. If you have a mask next to a tragedy mask and misclick suddenly youre a mimic and you didnt intend to. I have never had this issue, even while drunk
A myth that I would personally include is about shovels dealing less damage compared to stop signs and yield signs because of lesser weight. It’s a really widespread myth, despite recent buff that made shovels weight even less and still being able to kill monsters with the same amount of hits
Yeah, it can be proven by reading the hp of the mobs on the wiki. Lootbugs have 2 hp, and it takes 2 hits to kill them. Shovels and signs all do 1 damage. Idk about shotguns tho
@@peterrasmussen6775 Shotguns instakill even brachens so who knows really.
@@alephkasai9384 Shotguns deal 5 damage at close range, which is enough to kill most enemies besides eyeless dogs, which take 2 shots to kill. Eyeless dogs are a bit buggy tho, sometimes the shotgun works on them and sometimes they can't even hear it. You're supposed to be able to kill them with it but it doesn't always register, especially on hills or slopes.
Yeah the sand worm thing... i tried to introduce a friend to the game. We went into the facility, got some loot. Having a great time. Walk outside heard nothing and saw ONE particle from the attack and the worm INSTANTLY killed both of us
It be like that sometimes
Welcome to the company, this will be the best job you've ever had
Sometimes the particles spawn underground due to terrain elevation. I assume it happened when you were walkimg up a small elevated section or down one
I think the mask possessing you if you die with it in your inventory would be a good mechanic to make it more risky, but the mask should be more valuable in that case to compensate for the fact that carrying it is risky.
I fell for the yelling at baboon hawks myth (and the bracken room but that’s unrelated to the story) and told a new player to scream at them to make them go away. my man grabbed a flashlight, charged at them while yelling at the top of his lungs, and then blamed me when it attacked.
When being targeted by a worm, I've found that retracing your steps only works if you're running and if your weight is fairly low. Continuing to walk forward is more reliable, though.
Also, I'm inclined to believe that the mask myths came about from mods. There is a mod that will cause masks to be basically sentient and do whatever they want.
what's the mod 🙏
Masked enemies actually can hear you
I once was messing with enemies, and noticed that the mimics will go to the last place a player made noise before going back to spinning and wandering around
The amount of myths around the game is so cool. My friends play essentially in an information bubble and hearing the ideas that pop up about enemies is hilarious when you know otherwise
This was one of the highest quality videos I have seen about Lethal Company.
8:07 I'd love to hear more about the sanity mechanic in this game tbh, and how much it actually affects.
It doesn’t effect anything besides the ghost girl, literally nothing else
@@greypug7769sanity sounds
@@iSomeDood eh I guess, I more so meant gameplay but that’s fair
baboon hawks have a threat value yes, but it's threat level maxes out when stealing his item when it is sleeping on it and it will always follow you after that as it will not lose aggression like bees. Cornering it also maxes out their agression, it's not random, like on the bridge on vow that has a hidden number that counts down. It will count down faster when more baboon hawks are fleeing the same target and max out entirely when spotted stealing an item from them.
TIL baboon hawks have items you can steal
Vow's bridge isnt random either tho
commas classic
you should look at them sleeping over an item, it's kind of cute
@@shetismeproof or it doesn't exist -- I'm doubting that you're not spreading misinformation
Well, even though Baboon Hawks don't get scared by sound, they do react to it. For example, if a player makes a sound (footsteps, dropping items, gunshots), nearby Baboon Hawk can react to it by checking the position to the noise relative to the hawk and loudness, which causes their interestLevel to rise and notify other baboon hawks about a potential threat. Player's proximity to Baboon Hawk definitely rises the threat level. But also, attacking the baboon hawk (obviously) and getting closer to their 'baboon camp' (this is where they steal all of your loot.) Or if there's more players in a group, it also causes the threatLevel to rise. The bigger the baboon hawk, the more threatLevel from specific threat should be to prompt their attack. This is also true if, for example, there's a silent player and an eyeless dog nearby. Baboon Hawks would likely focus all of their attention on a dog, since it's more threatening to them than a player. So, that means, it's harder for Baboons to divert their attention to another threat if there's more dangerous subject in focus. Baboon Hawks are actually quite more complex and i could make like an entire documentary just talking about their AI, but i don't won't think comment to get even bigger than it is. Just to finish my thoughts, they also have such parameters as threatLevel, interestLevel and focusLevel.
threatLevel - An overall rating of how dangerous the threat is based on factors like distance, actions, etc. Calculated per threat.
interestLevel - How interested the baboon is in a particular threat. Increases if the threat does certain actions. Stored per threat.
focusLevel - The priority level the baboon is currently assigning to a threat. Ranges from 0 to 3.
- threatLevel is an objective danger rating for a threat.
- interestLevel is a modifier that increases if a threat does certain things.
- focusLevel determines which threat the baboon currently cares about most. It looks at threatLevels but also other factors.
For example:
- Player 1 has threatLevel 5, interestLevel 1, not focused on.
- Player 2 has threatLevel 4, interestLevel 2, focusLevel 3.
So Player 2 has higher interest and is being focused on even though Player 1 is a higher threat overall.
9:52 This is just not true. I don't know what exactly do you mean by "can hear," but there's a sizable list of enemies that has a "DetectNoise" function in their AI.
Here's the list of them:
Company Monster
Hydrogere
Eyeless Dog
Hoarder Bug
Spore Lizard
Masked
Manticoil
Baboon Hawk
But not only that, ForestGiantsAI have ReactToNoise and DetectPlayerVoiceServerRpc functions, so they can technically hear sounds too. Obviously, they see much better than they hear, but they can react to noise that is no farther than 15 units from them (for comparison, their seeing range is 70 units).
Also another reason baboon hawks don't attack is because when you're equal (or outnumbering them) they hesitate to try and attack, both staring and being equal makes them hesitant, while not looking and/or being outnumbered makes them more likely to attack (and skewer you like a kabob)
I've found a lot of success with pairs of people vs a baboon hawk. It seems to be afraid and leave us alone
@@botbadgerthe calculation is literally canceled out by having more players than baboon hawks. So if there’s one hawk and two players nearby, it’ll never attack. Two hawks and two players, they’re unlikely to attack if you stare at them while passing, but still can. Three hawks and two players the odds of attack goes up and so on. It’s literally just a comparison of numbers, nothing complex.
@@botbadger like what Khun said, the more baboon hawks, the more likely to attack, BUT if it's lets say 4 on 4 then they will be hesitant, 4 on 1 (baboon hawk) it will almost never attack
Edit: changed khuns named to be correct
More baboon hawks simply means the threat counter increases faster. If you look at two at once it increases at twice the speed. The not looking thing just isn’t true.
@@whwhwhhwhhhwhdldkjdsnsjsks6544 I just said not looking just cause most of the time when you aren't looking they still just come up to you, not like they spawn often anyways
with all the sounds that don't mean anything, it could be interesting to make a video of sounds to specifically listen out for. Like for example my friend seems to know all the bracken sound cues and can pick one out immediately, but I only know coilhead noises.
I really appreciate this video in general (sorely needed), as well as all of your Lethal Company content! I just found myself questioning myself after you summarized the ambient sounds at 9:00, and I had to go back to 7:30 to verify that the vent does make a sound when the creature plops out of it.
Haha yeah it's a bit confusing, technically the vent does have an opening noise but it's very short range and is not the same noise that people incorrectly associate with being a vent opening noise (the insanity one)
@@Wurps 100%. The clip you showed actually made me realize that most of the time, I was not hearing the actual vent noise, but a random metal scraping noise that played cuz crazy.
7:36 "we have cod zombies at home"
@wurps So, Mistakes made in the video:
2:36 The tragedy mask ALWAYS gets instantly stuck to the face WITHOUT exception. This "Stuck" I am talking about is not being taken over, but being unable to remove the mask from the face until it does. A player in this state can be safed by teleporting them to remove the mask.
10:04 The masked can hear.
Nothing to add atm.
My friendgroup had similar theories about the Mask. I think it comes from people seeing the Masked Enemy naturally spawn, at the same time as when someone died when carrying a mask, thinking its them. That's how we came to that conclusion, but we never tested it because why would we, it was day 1 patch day
Really appreciate the dedication and thought put into a video like this, nice work my dood
Glad you enjoyed it!
About the apparatus: when pulled out, it actually does have 70% chance to spawn 2 random enemies if moon's indoor power has not yet reached max
It increases the minimum enemies to 2 if it’s currently below 2, guaranteeing at the end of the next two hour interval the game will spawn monsters such that there are at least two. But if it’s late in the day on most moons that’s not going to make a difference.
the vent opening noise plays as the thumper leaves the vent though if that noise is just ambience then it is incredibly well timed in the video and personal experience
wouldn't the "bracken" noise be the one similar to rustling of leaves and a growl? the one you hear when he enters your FoV before he can close enough to kill you? that one feels a bit too consistent to be nothing, and it's what i assumed to be the bracken noise all this time.
He was referring to ambient noises, not the stuff you hear from being right next to a monster.
I.E. there is a laughing sfx that plays randomlu which some people think is the Bracken, telling you it is present. Not actually true, but yes it does make a hissing noise when you stare at it long enough to anger it.
the grumbling (or rustling) signifies that the bracken is angry because your looking at him for too long or he is backed into a corner and also signifies he is about to attack if you don't take action like looking away immediately as the window is tight before he decides to chase you and he always attacks if he's in a corner. The bracken noise is not a random noise. I hope I answered your question
exactly. But it's not an ambient noice
You cant stop me from screaming at baboon hawks still.
Channels underrated tbh
I was so shocked about the baboon hawks one, I've been lied to my whole life
The inaccurate info in the bestiary, especially in regards to sound, is the only real flaw in this game. It lies to you a lot about what the AI is actually capable of.
@catpoke9557 TBF the beastieery is a collection of a past employees experience
His habits don't automatically mean what he does is optimal just that what he did kept him and his team alive
Such as yelling at the baboon hawks - that probably meant he was looking at them and OP thought it was yelling and the noise instead of his gaze
Again we are not reading a tutorial but someone else's diary - I actually don't mind it being a bit wrong in cases like this where it makes sense
Fun fact about that last part... I found that out accidentally by holding the toy robot in front of the sell window. Every couple seconds it would do the tentacle reachy thing, it was hilarious.
Ahhh I asked my friend and he said the reason he turned into a masked when he died with a mask is because it’s added by one of the mods we use that changes masks. That’s probably where that rumor stemmed from.
Sounds likely, that plus people making clips of that without mentioning those mods could lead to others thinking it's vanilla
12:39 as a firearms enthusiast I really enjoy the safety mechanic on the shotgun, forcing you to use actual safety precautions to prevent accidental discharge.
I heard someone say that the bracken room is supposed to be the furthest from the entrance. (meaning the braken takes people there) Which could have spawned the rumor.
Also I heard that if left for long enough that the mask turns into a mimic. Not if it was picked up, only if it was spawned by the game.
I've found the backrooms room almost instantly from the main entrance so it being the furthest from the entrance doesn't really seem true either
@Dissectionator yea I have too. So it could have been vice versa. Again I also haven't seen the braken taking anyone there. (Mainly because it's always me who gets killed by the bracke)
Bracken room location is random. Many times I've found the bracken room 2-5 rooms away from main entrance
1:34 for me the myth got started because the first bracken I saw took my teammates corpse to this highly specific room that stands out from the rest, so I thought it was just his room
The mask myth with the tragedy automatically being worn is 100% accurate from my experience. They may have removed the feature but 100% day 1 of the update, I picked one up, and after holding a few seconds I could not drop it. Kept pressing G, not dropping, then it auto held up to my face, was not touching my mouse it lifted on it own. And then took over shortly after. It may have been something that’s been removed but it was at least on launch of the update very true.
I once told my friend that holding a mask could not possess him and it did. The miraheze wiki also says that this can happen.
What I think happened with testing in the video is that they probably can't possess you like that if you're playing solo. Just like snare fleas can't kill you the first time if you're playing solo.
@@Erimelowoyeah
I think your friend was messing with you dawg@@Erimelowo
@@Erimelowo Yeah don't they attach if you hold them for too long?
tragedy mask is different comedy mask is not harmful unless you click
I think there is a vent opening noise. Every player can hear it at the same time, me and my friends hear it a lot and there is something soon after
13:00 about the apparatus not affecting monsters, it actually increases the monster count to 2 if there are less than 2 monsters when it is pulled (according to the wiki)
Ah interesting, I am sane and don't pull the apparatus instantly so I never had that happen
The wiki is maintained by normal people and can't be trusted for these things. The wiki also used to have the bracken room and the worm strategy of walking backwards too.
Wiki must be wrong. I play solo a lot and instantly pull apparatus a lot of the time. Never see any monsters until several hours later
Also adding on to this that the radiation message means nothing
@@DuoDie-x2t yeah, the wiki is edited by normal players and if you look at the edit history for a lot of articles they have rumors added in all the time. the wiki saying it doesnt mean it's true
Came for the info, stayed for the super chill voice.
Honestly I’m really surprised giants don’t hear stuff. I could’ve sworn they have locked on to me in the past because of the fact I’m carrying back a robot or something that makes noise and exposes my location. Guess I just get unlucky and it somehow sees me when I hide behind trees.
The hitbox for the player model is slightly wider than most trees so if the giant is close enough to the tree it’ll see you behind it regardless.
I assumed they must be capable of hearing and will turn towards noise but not investigate unless they actually see a player. Maybe they just turn around randomly or have a chance to turn towards a player from time to time.
@@Jonas-Seiler
Giants do react to noise like you thought
private void ReactToNoise(float distanceToNoise, Vector3 noisePosition)
{
if (currentBehaviourStateIndex == 1)
{
if (chasingPlayerInLOS && distanceToNoise - Vector3.Distance(base.transform.position, chasingPlayer.transform.position) < -3f)
{
stopAndLookTimer = 1f;
turnCompass.LookAt(noisePosition);
targetYRot = turnCompass.eulerAngles.y;
}
else if (distanceToNoise < 15f && noticePlayerTimer > 3f)
{
stopAndLookTimer = 2f;
turnCompass.LookAt(noisePosition);
targetYRot = turnCompass.eulerAngles.y;
}
}
else
{
stopAndLookTimer = 1.5f;
turnCompass.LookAt(noisePosition);
targetYRot = turnCompass.eulerAngles.y;
timeSpentStaring += 0.3f;
if (timeSpentStaring > 3f)
{
investigating = true;
hasBegunInvestigating = false;
investigatePosition = RoundManager.Instance.GetNavMeshPosition(noisePosition);
}
}
}
They can hear, the video is incorrect.
@9:00 i think the bracken does have a hunting noise, because the freddy fasbear mod adds him humming while he's walking around
We should ask the modder if he made that effect or if he replaced an existing sound with freddy singing (imo a lot more likely than making an effect)
Can you make another creature guide going more in depth on certain enemies? I personally haven't had very many encounters with Nutcrackers and Masked and still don't know what to do with them, and with this and your previous video debunking the Baboon Hawk myth me and my friends are confused on what you can and cannot do to fend them off. And even beyond those three, there are other enemies that I think lots of people would enjoy some more tips and tricks if you have anymore up your sleeve.
Stay in a group if there more than 1 as for mask and nutcraker nutcraker just shovel him hide and repeat if no shovel dont move at all including moving your camera they only see movement but will see you if it spotted somemone mask they are kinda rng for when they run they leave the building and go HIDE in the ship if nobody is in the facility they take 2 shotgun hit to kill and 4 whit shovel best tip is listen to the sound they do to know when to look around NEVER fight à mask if you have other item other than the shovel you will problably die their Weight for speed is 0 but are more slow bc they cannot run too much unless rng say f y and mimic you goodluck
If you are playing in a group with friends, or even randoms, Have one get seen by the nutcracker and when it goes to shoot, hide behind cover. Have one of your team mates with a shovel and just smash the back of the nutcracker, they seem to stay locked on to the person they first targeted allowing the second person to kill the nutcracker without much danger. You just have to be careful of getting kicked when the nutcracker moves to shoot the person with aggro. If you really want to test it out, try the current challenge moon, as a nutcracker will always spawn downstairs back right room at about 930AM. buy 1 or 2 shovels, and by the time your inside the mansion it will have spawned. My tip is to use the round poles that hold the stairs up, as you can quick peak, hear the nutcracker load the shot, and hide behind the pole and it will shoot the pole. You will have them figured out after a few tries on the challenge moon. Good luck homie!
You gotta love how people always want to talk right at the selling window at the company and don’t realize depending on the monsters mood it might just instantly kill someone
Had this experience myself. Even after I told them about it. I always make them sell stuff when they do that.
Lethal Company Dev: I’m going to take all of this… andddd make them true
😂😂
Seems like a lot of work to spite players. Some of the things (like yelling at baboon hawks) would be kinda neat though 😂
you definitely made me think that snare fleas would let you go, got pissed off so many times from that one haha. great video as always man
Had a moment like this with a homie. I swore if I stopped moving it'd let me live but died in front of him
Babon hawks dont react to screaming! I thought it was true and they were my favorite enemies becouse of this mechanic that doesnt exist! I think i will just keep believing that it makes them go away edit: giants dont hear you?! Broooo that's impossible edit 2: i dont believe you that the aparatus doesnt increase monster spawns!
No room for ears with all of that evil
Leaving a comment for the algorithm boost!
Also i will say that this video has helped alot, including the updates in the description, before i had the lights off when giants were near, and always sold light sources like lamps and apparatuses because i thought giants liked to 'investigate' sources of light, explaining why it was always in lit up areas like the ship or along the light path on the snow moons, however now i know the light switch is only useful for storms causing power outages.
I also have been attempting to explain to people how sound actually works in the game, like how theres only 4 (i think?) Mobs that respond to sounds, those being the dogs, the slime, the baboons and mimics (kind of, because of the hive mind mechanic).
I also like to carry a clown horn with me so i can alert people to my position or help people who are lost, as i know there is no real danger to doing so unless youre outside. Generally the system i use is 1 honk every 10ish seconds to indicate my position, 2 honks if i hear someone nearby, 3 honks for loot at my position, and spamming the honks if im in danger or i can see that there is danger near.
I know that the air horn is louder and maybe has a longer range (not sure on that) but the clown horn has a much shorter cooldown, making it much more useful for communication.
Another interesting and possibly useful tool ive seen is the laser pointer. If you manage to find one in an earlier moon they can be very useful for communicating with the terminal person, as the beam is visible on the cameras, and has seemingly infinite range, allowing the person holding it to point out things the terminal person should be aware of or to indicate where they are planning to go, or anything like that. I imagine someone on your skill level could use it to indicate wether a vent is making noise to the terminal person, or wether or not a door is locked, stuff like that that the terminal person couldnt know otherwise.
Something ive seen in game is how dangerous and useful whoopie cushions can be for dogs. It is basically an infinite charge free alternative to the boombox in terms of trapping dogs, as when they activate it they will get in a cycle of charging at it and activating it again repeatedly, making it exceptionally useful if you place it in a good spot, and manage to get them stuck on it.
Speaking of dogs, another use of the clown horn ive found is in the ship corner that is technically outside that you use for the terminal is actually great for dealing with dogs, as using the clown horn facing directly into the corner as close as you can be will get the dogs stuck a distance away from the ship on some maps (i forget which map i got it to work consistently on, but its likely either rend or titan) however the strategy doesnt work if the door is open and the dogs are in the doorway, or inside the ship, as instead of going around back they will just go straight to you. Its a fairly effective way to nullify dogs as a threat entirely, as long as its done correctly.
Also if you read this and get this far, i have a question regarding lootbugs, as well as some loot items. Do lootbugs see keys or flashlights as loot they want? And do keys, clipboards, and the stickynote have any value at all? I seem to recall these items having a very cheap sell value, however in game they dont seem to sell for anything if i recall correctly. The keys being the biggest issue, as they show up in the scan as a value of i believe 3-5 (or maybe just 5) but dont give any money on sell. Am i just plain wrong about this, or is it a bug of some kind, or is the key technically a tool like the flashlight and thus has no value? Its strange, and kind of annoying if they do have no value, because most players tend to keep a large stockpile of them, resulting in scans showing more money than they actually have, in some cases almost 100 more dollars than they have.
Idk, but thats all for my lethal company comment, have a nice day, i love your videos!
How are there so many myths for such a new game? I can't think of any other game with so much misinformation
glad someone finally disproved the myth of the bracken room and the shower curing insanity, the first was OBVIOUSLY a backrooms reference idk where the bracken part came from, and i feel that any item that was useful like the shower would be for sale as equipment of some kind rather than just furniture, which is outright stated to be cosmetic im pretty sure
I think the Bracken room myth comes from the fact that that room is usually the farthest room away from the entrance, hence the Bracken going back there when it has nothing to hunt
12:31 EDP445's nightmare
baboon hawks will also attack you if they’re in groups larger than the player/s. for example, if there’s a group of 2 plays and 2 baboon hawks they won’t attack you, but if there’s 2 plays and 3 or MORE they WILL attack you
I don't know if you already thought about it and this isn't the case, but the first thing you say in the video might be related to the new update that made objects in maps deterministic. So maybe the code used to link seed to item generation is also affecting the content of gift boxes, therefore same setup results in same gift box content.
Prior to that patch note I always thought the contents of gift boxes where already determined on spawn
Save gift boxes UNTIL you get into the ship is what I say, since if it's a big item it stays little in the box until it's opened.
I can't really believe that no monsters beside the Mouth dog interact/react to sounds.
Mask (enemies) definetly turn towards sounds from the voice chat, maybe other sounds too.
Those "Co-Workers" (Couldn't find a name in the Bestiary) also seem to *sometimes* react to the In-Game-Voicechat.
Actually there's one other one, the thumper
@@deathinaterThe terminal says the thumper is deaf how on earth does it react to sound
@@DoomerSlice Damm so I've been lied to again lol
Fairly sure the bunker spider responds to sound
It absolutely reacts to sound lol I here have been so many times it’s been facing away from me and I mistake it for a teammate, and say something then it immediately turns around
I have to say, I really appreciate how you are the only LC content creator that actually checks their facts before putting stuff out there.
You also have probably one of the easiest voices to listen to on UA-cam by far.
I've heard people say that if you are using a laser pointer and the Giant cannot see you, then the giant will go after the red dot from the laser but if it can also see you, it will prioritize the player over the laser. Do you know if that is true ?
Played with a friend-of-a-friend the other day, the first time I played with any boss level employee yet.... I swear I'm not kidding when I say he managed to fit in our 2 hour play session every single one of these myths somehow. I called out a few that I was already pretty sure were BS (specifically the whole backroom-brackenroom thing, I never bought that), but he insisted he knew what he was talking about :^)
I'm curious as to what effect the "Radiation" has from the apparatus, because I swear the last time I played I was having issues communicating over the walkies when I was next to the person holding the apparatus. I don't know if it was a coincidence where I just had little internet hiccups at the right time or not, as I did have some internet issues.
I assume the radiation has no effect on anything at all in reality, even if you had several at once.
I believe it just kills power and increases the chance of dangerous monsters spawning
@@fireblades38doesn't works that way, from the wiki : _collecting the Apparatus has a 70% chance of increasing the enemy count to 2 if it is not already 2 or higher_
I would imagine the present just searches a loot table, so the company building planet with no loot would produce nothing.
Im not confident that giants don't respond to noise. Haven't confirmed in-game but there's still code to detect and react to noises for like a bunch of enemies including giants
A bunch of enemies really? I remember seeing code for the giant as well about noise but didn't look that hard into it. And just saw the wiki stating the mimic apparently react to noise as well when randomly roaming but last time I actually looked at the code was before update 45
That and what he said that mouse motion affects sanity, which I have yet to find ANY line of code about this. Right now, sanity and mouse motion ["""paranoia"""] are entirely uncorrelated in my book unless somebody points me to a specific line of code. Especially after I've seen the code that tells how the ghost girl picks a target and what determines the most paranoid employee, I'm pretty sure there is NO correlation whatsoever between the actual sanity stat and the random mouse motion checks the game does
no dogs are the only enemy that reacts to sound all others have to see you.
@lekrashar I cant say Ive seen any connection between mouse motion and insanity but I may just be missing it.(a lot harder to say something isn't there because you cant find it than something is there because you can). Most enemies just look towards the location of the sound so not very noticable. Dogs will fully jump to an approx loc so its much more obvious
@@lekrashar Speaking as someone who uses an insanity meter mod that directly shows what your insanity is at, no, mouse motion - or lack thereof - has no effect at all on sanity. You go insane just as fast while completely still as you do spinning like a mad man. It affects paranoia, though, as mentioned.
@@lekrashar I think it's people either speaking imprecisely or not realizing that likelihood of being haunted uses more than just insanity. So there's no direct connection between paranoia (camera movement) and insanity, but the ghost girl looks at both when deciding chances to haunt each player.
One cool thing about the girl is that when someone is being haunted, the girl can appear outside the ship through the camera and everyone can see her this way. I don't know if the haunted person has to be in the ship though.
Could you elaborate on how camera movement increases your insanity? From how I've heard of it before it sounded like it had to do with looking behind you briefly, but from the way you said it here I wonder if I could rapidly inflate my insanity by rapidly spinning or shaking my camera around.
Also, does insanity reset between days, or does it accumulate throughout the run?
Based on the wiki, it is part of the Ghost Girl's calculations but is actually tied to a separate stat, Paranoia. High paranoia means more likely to be haunted, but also comes up as one of the stats after leaving a moon.
Sanity just slowly drains on its own, but regenerates when either near another player or hearing their voice on the radio. Notably it actually drains faster inside the facility, just players tend to stick in groups inside which counteracts this. If everyone splits up, people in the facility will have lower sanity.
@@YourCrazyDolphinis there anything else that the low sanity does besides higher ghost girl hunting Chance and creepy noises?
Everything I've read says something about a counter being updated every time you pan your camera. Sounds like any rotation will do.
@@TheRealAndOnlyKarp Not really.
Pretty much, Paranoia increases if you move your camera a lot, which is usually tied to someone being paranoid and looking at every pathway and/or behind them every few seconds.
Yelling and threatening the baboonhawk to go away just feels right. I can't help it.
Found a way to go faster with the jetpack, apparently. The tech is called crouch flying. Its simple. Crouch then use the thrusters until you fly. The momentum and maneuvarabillity is much better? Might have the down side of using more fuel.
Also. It looks really funny because it visually stays until you land.
Interesting, messed with it a bit and it might be faster? No jump takeoff makes it start slower though which would hurt it's viability since flights usually aren't very long
@@WurpsThe thrust from it feels better. Combining it with the inverting jet pack. It really fast.
It also shrinks your hit box. So it might help you crash less.
Try using it before you land. Might be faster/safer.
I like the tip about the selling window! I usually ring the bell feverishly until the window opens and I feel a rumble!
Wurps is my lord and savior
i’m sorry that oops on the snare flee was HILARIOUS because i definitely died thinking that a few times with friends before realizing it wasn’t real, that’s sooo funny!
also thank you so much for dedicating so much to this game. it’s such an interesting game and you know more about it than almost anyone alive while also being SO GOOD at communicating your knowledge!
can you go into more detail about the gift manipulation?
what exact setup did you use, which moon did you get the gifts on, how exactly the setup works in general, ect.
also, what mod do you use for the console commands? can it spawn items?
im trying it in my own game and its giving me masks, very confused
@@chants_s i tried doing it with a couple mods and it gave me masks, try disabling lethal expansion or any modded moons if you have any
if you're playing vanilla, i got nothing
I remember being so afraid that the monster from 'It Steals' somehow crawled into the facility upon hearing one of the ambient laughs... Good to see my character was just going insane instead.
Something I've been wondering about that no one seems to have a definitive on is the difference between solo and multiplayer mechanics. I know for a fact that snare fleas will let go upon reaching critical health on solo, but I've also heard things like coilheads being unable to open doors and brackens being able to be stared at for longer while playing alone.
exactly this! i was surprised to learn that singleplayer and coop have their differences
I can say with certainty that coilheads can open doors on singleplayer.
I'm actually pretty sure the operator at the shop is not triggered by voice chat. I've been trying to get his attention by calling it bad words, but it only started reacting to me once I started sprinting and stuff. There seems to be a weird exception, unless I'm missing something.
It isn't consistent, but I could see that being intentional too, to avoid messing with players discussing what to do with loot.
I can definetly confirm our buddy to work with voice chat as we suddenly only had 3 of us sing "I want it that" way after some misterious red pickle wiggled through the hole.
i've had a teammate die after they blasted bass boosted dubsteb at it
If you use a mod manager like Overwolf, you can actually see the game's inner workings through the console that opens upon startup. Noises made near Jeb are indeed processed by the game. I will warn you though: clicking on said console freezes the game (for me anyway).
It's possible to extract out all the game's scripts so we can confirm this kind of thing without even needing testing.
His behaviour is a little complicated and even has different random 'moods', but the bit about the bell is true. Jeb gets woken by any noise in a nearby radius other than the item dropping/placement noise (this is specifically excluded, presumably so he doesn't activate early or start murdering while you're placing items) as long as it's above a certain loudness threshold. The bell doesn't directly link to Jeb in any way, except that it's close enough and loud enough for its noise to trigger him.
I believe the minimum voice loudness should be enough for him to notice (so no need to actually yell) but couldn't confirm as I haven't looked at that code in a while.
Thank you for this! I was about to start posting mythbusting shorts on some of this stuff as well.
Some additional things:
1. Jack in the box safe spots exist, but they will never close if you hide on a safe spot. It'll just stay open until you jump down or someone teleports you out... So if you want your team to love you, don't use the safespots.
2. Nutcracker mechanics are really skewed by the community, but here's how it works: He has three main modes, walking, searching, and attacking.
-Walking: When walking, he cannot see or hear you, he will just randomly walk from place to place and you can run past him safely.
-Searching: He will randomly enter searching mode, and his nutcracker head will rise up revealing a little alien eyeball. He then turns in a 360 in short incriments, and if he ever sees you, he enters attacking mode.
-Attacking: While attacking, he cocks his gun and shoots each time he sees you in his line of sight. Two shots and he has to reload, and the amount of ammo the shotgun has when you kill him is dependant on if he reloaded before you killed him or not.
-Sicko Mode: There is actually a fourth mode I'll just call sicko mode that happens when he hits 1 hp. This doubles the speed of his shooting and reloading, so watch out.
3: The Titan extension ladder strategy works, but it generally causes more harm then good. Dropping items at ground level attracts dogs to the spot you drop them, and generally just dropping items on the plateau part of the staircase is a much safer option. And you don't need to bring an extension ladder.
For the last part the dogs will be attracted to both spots, the ground spot I would still consider better as I have only had a dog cause a problem there one time in 400+ hours of gameplay, not worth using a worse strategy just because it has a tiny chance of not being the most optimal
@@Wurps That's fair, I'm at 100+ mostly from public lobbies, so most people I see trying it just end up making 3 dogs camp the ship doors. XD
That being said, your prob right about the ladder thing being better, but like, in more coordinated lobbies with ppl that know what their doing.
she confirm on my myth til i bust
That vent noise myth does put my mind at ease cause a fair number of them really do sound like something's spawned (or is about to spawn)
Things like the squeak, screech, or the quiet clang of tin really sound like a vent opened up somewhere and absolutely contribute to my inability to be anywhere near as productive as I should in this game (especially considering I'm well into the Boss rank)
This channel is amazing. You have singlehandedly shaped the way me and my friends play lmao
For the baboon hawk, this line in the bestiary made me think yelling would work: “In greater numbers they can become a great danger; sticking close to others and making yourself seem dangerous are the best ways to prevent an attack.”
Loud things tend to seem dangerous…
I was spooked by a Nutcracker coming out of a vent right in front of me, thankfully I was right next to the fire exit but I screamed because it immediately saw me and went aggro
One time I watched in horror as a coilhead came out of a vent I was looking at.
as far as the masked myths go two of them might actually be from people playing modpacks and not knowing what mods they have installed, there is a mod called maskthedead that has dropped masks in close proximity to corpses have a chance to possess the corpse, and a mod called possessed masks which switches the slots of items you have in your inventory to try to get closer to the mask and then will auto use the mask for a length of time after you hold it for a while
Which mods are u using for the commands? Like spawning a enemy etc.
10:07 I remember someone messing around with loot bugs and it turned out lootbug can hear the player as well. It just doesn’t do anything. Pretty sure alteregosocial found it out in his “loot bugs ai explained vid”
except I've literally had the mask activate while holding it and not clicking, so I know for a fact that you missed something with the masks. And it has happened multiple times. At some point while holding it without clicking, it prevents you from switching to other items in your inventory, by this point you are already dead. After that it will attach itself.
That sounds like a case of an oopsie. Unless they got *incredibly lucky* they had already tested it by having it on hand for an extended period of time. The mask however does prevent you from switching items or taking it off once the possession "event" has started, so if you tried to quickly put it on and off and the event happened in that period (or you happened to misclick it), uhh... You're FUCKED.
I swear u were the one that told us to run backwards though when the sand worm appears and we'll never die lol. I tried it yesterday and instantly died. Ive binged your vids yest + tday