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Gee, it must have been all you Americans and Europeans that have been working this out. There were only five pages and nothing had been worked out when I went to bed (in Australia) and I woke up this morning and there are 30 pages and heaps if things solved!

This is like some sort of Da Vinci code puzzle, where is the guy from numb3rs?

technically we are 'decoding' we just got our prompt from somewhere else... or else we are all one big part of the puzzle. Remember how 4two (l0ki) gave us the cipher that you have... perhaps it was to help us along because we had not found a 'you' (person with cipher) yet.

In other words, they only sent the boxes to people with viral influence (bloggers like yourself). Once they saw that neowin was 'enthused' with the challenge, they acted as our box. It is marketing, but it is pretty fun!

Well there not stealing the name in my mind whatever happens

Thinking Loki the Norse god comes to mind first,

Loki's Minions CTF is definitely next :)

Very lovely looking lady though if that is them :D

The unsolved puzzle does seems to have definite beginnings and ends, points with nothing but outward and inward arrows.

One attack vector could be to simply attempt to sort the letters based on the arrows as greater than less than, but that's a project for someone with more time than me, i need to get to bed for a good 6 hours or so

It also wouldn't directly account for the 9 digit number. the layout is sudoku though, never got into playing that unfortunately, I'm sure understanding that properly would help.

1 letter from each field of 9 with reference to the code to choose the field order?

Probably all posted before but 30 pages is above my tolerance atm I'm affraid.

Night.

not sure why 'wh0isl0ki' got people fixated on the 'son of Odin' thing so much though (other than the significant 9)

surely "god of mischief","contriver of all fraud" is more interesting, or with respect to the 'ultimate vista / view from space' thing he's also the Sky Traveller / Sky Walker.

skywalker, there's a significant 9 for you...

Ok, here's an idea that has been tickling the back of my mind as I read more and more of what has been solved. This seems so tied to numbers, like pie and the sudoku puzzles and the fractal design on the biography page. So where are the the fibanchi numbers? Please don't take this as a solution or a direct road, but something to keep in the back of your mind. It might tie in somehow.

Ok, here's an idea that has been tickling the back of my mind as I read more and more of what has been solved. This seems so tied to numbers, like pie and the sudoku puzzles and the fractal design on the biography page. So where are the the fibanchi numbers? Please don't take this as a solution or a direct road, but something to keep in the back of your mind. It might tie in somehow.

I just got up to date with all of this (read through all 31 pages so far :| ) and thought I'd mention that the fibonacci numbers are there. For example, http://en.wikipedia.org/wiki/Fibonacci_number, you should see some similarities with the image on that page and the spiral inscribed boxes on the biography page. Namely the addition of the lengths of two consecutive sides is the length of the next consecutive side, which is the fibonacci sequence.

edit: reading the biography page reminds me of the guy from the movie Pi, lol. "Once when I was young I looked directly into the sun" and all that jazz.

OOOOH... one detail that I forgot to mention (but I think is important) - My cipher was named "Cipher Key 4.jpg" - presumably there's at least 3 additional ciphers (1, 2, and 3), and possibly more

We have three so far that I know of:

1) Original from lokivanishes

2) Different one after loki edited the post

3) The one you got

All of which have, I think, been solved to the final page, which leaves one more :huh:

Someone posted this on about page 20 But IS IT just me or when you pressed 0 on the phone number part it said something about pre-awareness book 1 or something like that TIME TO DIG!

This is the flv source for the countdown timer on http://www.vanishingpointgame.com/antepenultimate/

Note the webservice url address "http://stagessl.42entertainment.com:20000/preawareness/now.asmx?WSDL"

EDIT: also can some1 post how you would solve the first wh0isl0ki puzzle because i didnt get how peeople worked that out and i would like to help to see if theres anything else in the new modified wh0isl0ki puzzle

Edited by Aeschylus Maximus

Loki was the codename for a home computer under development at Sinclair Research during the mid-1980s. The name came from the Norse god Loki, god of mischief and thieves. Loki was based on the ZX Spectrum, but intended to rival the Amiga as a games platform. When Amstrad bought out Sinclair's computer business in 1986, the project was cancelled. Martin Brennan and John Mathieson, two Sinclair engineers, took the Loki technology with them and founded Flare Technology. There they worked on an abortive games console project with Konix, later working with Atari on the Panther and Jaguar systems.

According to Jaguar developer Andrew Whittaker, two other Sinclair employees, Bruce Gordon and Alan Miles, who went on to form Miles Gordon Technology, used some of the designs in the SAM Coup?. [1]

Loki is sometimes confused with two earlier aborted Sinclair Research projects; the LC3 games console (cancelled in 1983) and the SuperSpectrum, a 68008-based home computer very similar to the Sinclair QL (cancelled in 1982).

According to an article published in Sinclair User magazine (which is likely to have been, at least in part, speculative), Loki was to have a 7 MHz Z80H CPU, a minimum of 128 kB of RAM and two custom chips providing much enhanced video and audio capabilities compared to the ZX Spectrum. The video chip, referred to as the "Rasterop" chip, would provide a number of different resolutions up to 768x212, up to 256 colours, and blitter-type functionality. Comprehensive peripheral support was also claimed, including MIDI, lightpen, joystick and floppy disk. A ZX Spectrum 48K compatibility mode was also to be provided. On top of this, the computer would cost as little as ?200.

well after searching for more clues on the interwebs i found a video which is definitely related (same person as that picture earlier, Loki?)

http://www.youtube.com/watch?v=3tKz-IrhgjQ

Some Clues there maybe:

3tKz-IrhgjQ

Herodotus- The Histories

The Pad

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    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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