![]() ![]() Inside the box itself 202 has a bunch of pine cones and a sprig of flowers that might have been pushing their way up through the bottom. Each cache has a map of the immediate area inside the lid, but 202 also has a note taped in there along with a guide to local plants and trees. And just as the numbers of the first setting change from one box to another, so do the contents. Each of their locks is set to something random when you first turn up, however, which is a lovely little bit of world-building. These crates are all locked, but the code for every one of them is the same: 1234. The way the game gets all this across is through the supply caches spread around the landscape, each one given a three-digit number and a little mark on your map. You're part of a network, but the network is spread far and wide, and is, in its own way, as rickety and patched-up as your tower. In Firewatch you play a fire spotter, spending the summer in the dreamy wilds, living at the top of a sun-bleached wooden tower and on the look-out for trouble. But the supply caches may be my most cherished aspect of the game - certainly the thing I find myself thinking about the most often. 202 is my favourite.įirewatch has a number of great qualities, none of which need spoiling here. There are quite a few of these caches scattered about the small world that Firewatch is threaded through. Like all the supply caches in Firewatch, the wind-and-wilderness narrative game from Campo Santo, 202 is painted a sort of yolk, or perhaps turmeric: a mixture of yellow and gold. It was up by Beartooth Point, to the north, overlooking a little valley so that you could see it as a jaunty point of bright colour on the horizon from some way off. Last time I visited a little library, it was called Supply Cache 202. I heard about it a month ago, via a blurry photograph on my wife's Facebook post. When I go, every few months, to pay them off, such are the baroque flourishes of the fines I run up, the people I meet at the payment desks seem almost impressed. If there was a Monolith I would be in trouble, because if I have a secret talent it's for running up accidentally gigantic fines at libraries. All that's missing is a Monolith at the check-out desk. This tube's padded surfaces and close curves remind me of the future of space travel as envisioned by Stanley Kubrick. Small and clean with a lovely sort of reading tube for my daughter to sit in. Then there's the library on the Lewes side - not Lewes itself because it's a bit of a slog, but just ten minutes away on the bus. The Jubilee Library in Brighton is a vast airy place with three light wells in the roof and an upper floor that seems to almost float, unattached to the nearby walls. In the video game The Last of Us, the player visits the University of Eastern Colorado (which doesn't exist in real life).At the moment I live on the border of two councils, which means I have two sets of library systems and two library cards. In another supply cache (Cache 305), the player can find an "Old Sweater" for the University of Eastern Colorado. In the video game Firewatch, the player can find the book The Accidental Savior book in a supply cache (Cache 307). Greenbriar, a writer who wrote the book: The Accidental Savior. The father of Samantha and Kaitlin (the player) is Terrence L. In the video game Gone Home, the player can find Super Spitfire, in the Greenbriar family home, which is owned by Samantha Greenbriar, the player's sister. After leaving Rapture, he started up a company named CMP Interactive ( Charles Milton Porter Interactive), which created a video game for the Super Nintendo called Super Spitfire, a sequel/remake of the game Spitfire. In BioShock 2's DLC Minerva's Den, you play as Charles Milton Porter, who during his time in Rapture was familiar with a game created by his colleagues in Minerva's Den, called Spitfire. But it seems that video games BioShock (including the sequels), Gone Home, Firewatch and The Last of Us are all in the same universe and this is how they are connected (Note: Everything I write is based on things found in game, with no speculation and I will provide my sources at the end): ![]() I'm sure this has partly been discussed already but I don't know to what extent.
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