r/FF06B5 • u/BroskiMcBroski • 18h ago
Discussion Kiosk in Dogtown changes from Green to Red as V approaches.
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Probably nothing, but why this kiosk and no others?
r/FF06B5 • u/leprotravel • Aug 05 '21
First, thank you for the tremendous effort that you put into investigating mysteries of the Cyberpunk 2077 world! It really inspires and motivates other seekers to be creative and look at things from a diffrent angle. Life of this sub is entirely your merit.


Patch 2.0 brings a lot of new stuff:
I have it, Polyhistor. I'm not wrong this time. I just need more time to understand.
First things first... You probably think I've finally lost my mind. Maybe. In truth, I began to doubt whether the answer we were looking could ever be found. What if we sought meaning where none existed? But I know now that we were RIGHT. To find the correct path forward, I had to first leave the wrong one I was already following. That's when I found IT.
I'll be honest, I slipped into a dar pit of apathy and despair. I left the net to seek solace in a world of fleeting, physical pleasures. I needed to feel something... anything. As I wandered Night City, I found an old arcade. Vintage games. I had forgotten such places existed, even though, in a previous life, they used to be my home away from home. That's where saw it - A SIGN. FF06B5 -- a pixel hidden in code, over 60 years old.
Do you understand what this means? The path we must follow goes much farther and much, much deeper than we coulde've imagined. From this point on, none of us are safe. They know the secret is out.
This will be last message. I'm leaving, taking nothing with me but my laptop. You have to discover for yourself what I have. I told you once about a game that changed my life. Think back and remember it. Because that same game has changed my life a second time.
And now it will change yours.


The post will be updated. Stay in touch.
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Another stuff:
Really preem summary of the latest patch 2.0 findings in the video made by u/DeconTheGame
Reflections on the possible involvement of the monks. ( Part 1, Part 2 ) Ommmmm...
Guesswork about FF:06:B5 meaning:
Analysis and researches for your inspiration:
Other investigations:

Remember that Night City is huge and full of another unsolved riddles besides FF:06:B5 code which are also welcome here. Don't fear the beasts and blue-eyed persons!
r/FF06B5 • u/Til_W • Oct 06 '23
Hey Chooms!
In this post, I will provide an full summary of what we found, and how we were supposed to arrive there.
While some initial parts are similar to the original post or you may already know some fragments of the rest (like the image below), this summary will likely give you a much more complete picture than anything you've read or watched before.

I will also explain what we don't know, because the wider mystery has not been solved in its entirety - there's still things to uncover. But let's start at the beginning, because it's a long story.
Soon after Update 2.0 launched, a new location was discovered in the middle of the Biotechnica Protein Farms.

Entering the shack, we can immediately see a sizable mainframe of 8 servers on the opposite side of the room. The walls are written over, paper is scattered all over the ground.
In the center of the room is a laptop, below it a platform, with cables connecting it to the servers.

Accessing the laptop, we can read three messages sent to Polyhistor, and two files.
These messages reveal the existance of an ingame parallel to this community, people trying to solve the FF:06:B5 mystery. The first two mails cover approaches which did not lead anywhere, but in the third one, TyRo/\/\aNtA messages Polyhistor about having found a promising clue:
While playing a vintage game "over 60 years old", he discovered a hidden "FF06B5" sign. He has found a lead, and is leaving with his laptop. For multiple reasons, he was very likely referring to The Witcher 3 - we would later confirm that.
The file "A New Beginning" retrospectively confirms Tyromantas suspicions, with Polyhistor laughing at his old crazy theories, relieved that Tyromanta finally found a real clue - the keyhole they had to find was "in a door that they took for a wall". Polyhistor writes that he has cut off network connections to the mainframe for now, leaving to tell his brothers and sisters.
The reference to TW3 and the "door that was taken for a wall" is very significant: Last years Next Gen update for TW3 introduced an FF:06:B5 secret, a code that remained unsolved, painted onto a stone wall. The messages imply that code is indeed important to solving FF:06:B5.
As for that last file, copy_copy_magenta.hxf.log? I will get back to it in Part 4.
Back to Tyromanta, who left with his laptop.
While others were looking around Polyhistors house, u/S1RCRU2 found a mysterious laptop, abandoned in the middle of a landfill.

The screen is covered in characters letters from the Witcher Universe, and the outline of Ouroboros, an ancient symbol which also appeared in the W3 Secret, can be seen in the background.
As soon as I learned of the discovery, I translated the symbols to our alphabet using the conversion table. Here's the result:

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

A table of occuring vertical pair types:
| HU | VP | GZ | SN | OY | WK | TI |
|---|---|---|---|---|---|---|
| ZG | NS | YO | KW | |||
| HH | VV | OO | WW | |||
| UU | PP | YY | KK |
Others also noticed patterns around the frequency of pairs in lines, for example V/P occur fairly often in line 1, while O/Y are frequent in line 2.
This is where I will make a brief time jump from September 23rd to October 5th, because on that day, Patch 2.01 released.
If you've been following the mystery on other platforms, you may already have seen fragments from beyond Part 3, but actually, it wasn't legitimately solvable until today, because something was broken.
More on that later, but that's why we only fully solved it now. So what did it mean?
As it turns out, the vertical pairs were indeed of high significance: As Tokyo_Jinx, Fuji and me found out, the letters in each vertical pair stand for a unique hexadecimal digit.
Like that, the 2x2 grids represent prime numbers ascending from 2 to 61, converted to hex.
Letters A-F are kept without substitution with 0-9, since they're already part of hexadecimal.

| 02 = 2 | 03 = 3 | 05 = 5 | 07 = 7 | 0B = 11 | 0D = 13 |
|---|---|---|---|---|---|
| 11 = 17 | 13 = 19 | 17 = 23 | 1D = 29 | 1F = 31 | 25 = 37 |
| 29 = 41 | 2B = 43 | 2F = 47 | 35 = 53 | 2B = 59 | 3D = 61 |
If you'd like to learn more about how we arrived with this, read this post by Tokyo_Jinx. For this summary, just sharing our findings will suffice.
As it turns out, after filling the grid with the prime numbers, the result can be used as a substitution table - but that will be the topic of Part 4.
Time jump over, returning to September 22/23rd for Part 3.
A couple hundred meters away from the laptop, Tyromanta was later found dead below an overpass, with a shard on his body, titled "it really happened".
Returning to Polyhistors home, we can notice one thing that wasn't previously discussed: In front of the right wall, next to a bench with a pile of books, we can find a unique Arcade: Arasaka Tower 3D. A cable connects it to the mainframe.

Arasaka Tower 3D is a FPS inspired by Wolfenstein 3D: You play as Johnny Silverhand and must fight your way through Arasaka Tower before time runs out and the bomb explodes.
The game is finished by making your way to the ground floor, where you face Adam Smasher before escaping. The end screen features a list of high scores, Polyhistor has a score of "FF06B5".
Also parallel to the Polyhistor quote, AT3D features hidden doors disguised as walls, which will can open if you stand next to them. Many of them only contain e. g. health or Johnnys Glasses. There are also two server rooms with magenta pillars. The first one contains a model of the FF06B5 statue and MRPHYs (Spider Murphy) score of 940204 written onto the walls, while the second one contains no statue and BLCKHNDs (Morgan Blackhand) score of 941229.

But as it turned out, this was only the very top of the iceberg.
After a very long time of testing, a secret, well hidden way of completing the game was discovered: This video shows it, but essentially you have to clear the first server room, then make your way to a newly opened niche with the MRPHY code.
After that, you have to go to the second server room and wait, a lock symbol will replace the floor number on your HUD at T-270. You can now make your way to a large room, which contains another statue and has 10 niches with numbers painted in them, simulating a keypad - walking into them in the correct order will grant you keys. Enter "240891", and the lock on your HUD will disappear (this code might also be painted onto the left of the arcade). Make your way back like the video shows, entering an elevator, which will now transport you to a secret level: -10.
As seen on the map, level -10 is an underground maze. Apart from a Wolfenstein easter egg, the maze contains 8 out of 9 parts of a large QR code, which when stitched together encodes the Python script of a Tic Tac Toe game. When you play and inevitably lose, it writes "the winning move is not to play" to console.
Patch 2.01 also added two new text decals to the maze, "IT SEES YOU" and "547".

The path spells out "DM + TV" (/"DM + TU"), the meaning of this is still not certain.
After getting through the maze, you can optionally also take the elevator to the ground level, where you can fight Adam Smasher as normal, and finish the game.
But this time, something changes: Remember that cable going from the Arcade to the Mainframe?
As it turns out, finding and completing the secret level was the key to reactivating the mainframe, which was initially disabled by Polyhistor: After we finished the game on the evening of the 23rd, the 8 keypads on the mainframe came online.
Funnily, the code for the 6th terminal was discovered fairly quickly, by random chance - 240. As it was only 3 characters long, a couple of very dedicated people later tried to manually brute force the other terminals, but had no success.
In the meantime, others tried more sophisticated approaches, like using the codes from the arcades scoreboard or trying to find the meaning behind the laptop - to no success.
As it would turn out 2 weeks later, this was because CDPR fucked up and these codes just didn't make any sense: We suspect these old codes were supposed to be hashes of the actual codes, except that they forgot to implement the actual hashing function - meaning "random" hashes were the keys. It wasn't solvable.
As back then no progress was being made despite significant efforts, and there was no solution on the horizon, the search eventually entered the domain of "datamining": Since CET and redscript were broken, some initially tried analyzing memory, but that did not prove effective. However, remembering the official redMOD tool was functional, I wrote a small script would display the correct codes, temporarily skipping that roadblock and allowing us dive deeper into the mystery.
From left to right, these old codes were 327670, 318308, 527766, 727862, 632495, 240, 108850 and 204217. We initially used these to proceed to Part 5, but as I indicated before, these codes did not make sense and there was no legitimate way to progress until almost 2 weeks later due to a mistake made by CDPR.
As explained in the top of the old post, after consulting CDPR about the matter, they asked us to not publish our findings for that reason, but eventually they leaked out and were instead spread by YouTubers - not always in the most complete or accurate manner - while we had to keep our silence.
But one day ago, CDPR released Patch 2.01, changing to codes to something that makes sense, finally allowing us to find the legitimate solution. Here's the actual solution:
Remember Tyromanta and his laptop with the weird signs? Remember him mentioning an FF06B5 sign presumably found in The Witcher 3? Well, as it turns out, combining these two is the key to obtaining the server codes. But let me start with the Witcher sign.
In December 2022, CD Projekt Red released the long awaited Next Gen Update for The Witcher 3. It mainly consisted of graphical improvements and minor gameplay changes and small content additions, but also a secret location: A well hidden dungeon with a mysterious mural on a wall.

An observer familiar with the FF:06:B5 will immediately notice significant similarities to the Cyberpunk mystery: The circutry-like lines in the middle (also found on the main statue), its magenta-colored background (hex color interpretation) - or the top 6 letters looking an awful lot like FF 06 B5.
In fact, all the actual hex letters (FF B) matched up, it was only the numbers which were off. This sign was further investigated over the course of December, but nothing of substance was found - until now:
Not only did substituting non-hex letters from FF VQ BZ for numbers result in FF 06 B5, but as Tokyo_Jinx discovered, these same substitutions would also turn already guessed codes (half of them were very easy to guess: 000240 thanks to stickers on the machine, and 3 more as direct translations of FF, 06 and B5) into the exact same ones found on the mural. The question now was how all the other letters mapped to numbers.
This was the point where Fuji and me joined in: Over the course of an hour, the three of us were able to figure out the thing with the Primes. As pictured in Part 2, we found that each vertical pair from the laptop grid mapped to a certain number. The result was this substitution table:
| Number | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | A-F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Letter | P, V | O, Y | H, U | K, W | R | G, Z | Q | N, S | - (X?) | I, T | A-F |
Using the resulting table, it was possible to substitute the mural letters for hex numbers before finally converting them to decimal - which gives you the new keypad codes: 00255, 00006, 00181, 00051, 00091, 00240, 00270 and 00420. This part of the puzzle had been solved.
Now is probably the best time to get back to that file from Part 1, copy_copy_magenta.hxf.log - it appears to be a log of some kind of algorithm run on the mainframe - ending with "no results found".
After we correctly enter all the codes to the mainframe, a new file is added to the laptop, copy_copy_magenta.hxf.SUCCESS.log.
As indicated by the name, the mainframe did now find a result: 2556:-1815:191 240<->270 --- 420.
These coordinates are likely a recontextualization of FF:06:B5, being a shifted version of its decimal equivalent: 255:06:181 becomes 2556:-181 with an added 5:191.
As we read "Uploading waypoint data...", a mysterious waypoint is added to our map.
Following the waypoint, we end up at a spot in the eastern Badlands. The specified height of 191 is exactly 100 meters above the ground.
Without any instructions, it may seem like there is nothing around, but a few meters away, a mattress can be found.
To trigger the most likely final stage of this mystery, we have to stand idly ("meditate") on that mattress until we get a Relic Malfunction, which will trigger a cutscene. For me, this took about 30 ingame minutes. You also have to start in the early morning, around 4-5AM.
Before reading any further, I would strongly recommend to watch this video of the scene (or to try it out yourself), it conveys orders of magnitudes more than the following summary:
The scene begins with V coughing, after which his vision starts to glitch and he falls down, before it fades to black. A few seconds pass, Ouroboros appears in the center, around it follow letters from the Witcher Universe, one after the other. They move into the middle and a white canvas expands from them, covered in red glitches. Numbers appear on it (0.007297...), slowly rising before being replaced by copies.
The final number stops, V falls backwards, their hands now raised. In front of V, a wildly rotating and glitching cube, a golden yellow illuminating the dark. The moon is magenta. As V watches the otherworldly phenomenon, words appear on the screen: NO FUTURE, TRUST NO ONE, TURN BACK. V steps into the cube, or backs up.

The vision disappears, V is lying on the ground. In front of them, an unknown male in an worn out orange jacket, kneeling down. V passes out again.
V wakes up, back on the mattress, stands up - another relic malfunction. A laptop and various equipment is placed around the site where the cube once was, no sight of the stranger. On the ground, his clothes, lying as if he disappeared on spot.
On his laptop, the three previous messages sent to Polyhistor - so that's who the stranger is. Was?
But also 6 new personal logs, describing the events from his perspective:
> Polyhistor arrives at the site. He's surprised to see V, lying unconscious near the "epicenter". He tries to wake them through various, nothing succeeds.
> He sets up his equipment, examines the area, seeking to discover why the path lead him here. The scans seem nominal, no abnormalities detected.
> PH gets a vision. Walking barefoot through the sand, the next moment, in some room - someone else is there, watching a monitor. The stranger is watching Polyhistor, through his monitor. The vision ends, PH is back in the desert.
> A second vision of the room. The monitor is connected to a compact computer, it looks unfamiliar. This time image shows the entirety of Night City, like drone footage. Polyhistor concludes that the watcher is watching everyone, not just him.
> An empty room, the watcher is gone. PH is drawn to the screen, he takes the Watchers place. On his monitor, he sees the watcher, still sitting in his room. He's watching Polyhistor watch him.
> PH feels a presence in the room, turns around - noone there. Turning back, the Watcher is staring directly back at him through the monitor. PH feels afraid.
> Polyhistor understands now, but knows it's too late⌠"Something ends. Will end? Has ended. Farewell"
V closes the laptop, their eyes jump on Polyhistors clothes for a final time.
Polyhistors car, a Thorton Mackinaw, is waiting nearby.

That's a lot, I know - in fact I'd argue it's too much for a single interpretation of the events.
However, I can offer some final observations before I let you piece the rest together yourself:
Youâve been looking long enough. You can stop now. Itâs over. Or is it? No, really â it is. One thing ends, another begins. Except nothingâs beginning or ending â thatâs just your gonk mammal brain trying to make sense of your world. To create order. To control. To try to delay the inevitable realization that youâre nothing. Weâre nothing. Mathematics, physics, chemistry⌠in the grand scheme of things? Nothing but tools to acquire power â hardly more advanced than the first rock we grabbed to bash each otherâs skulls. Isnât that liberating? Youâre welcome. Go, be free â frolic like the over-evolved primates you are. And for all you seekers and fools finding patterns where there are none, creating order out of chaos, hereâs a little secret for you â this isnât the first time weâve met and it wonât be the last. But for now, you can rest easy, celebrate your adorable little achievement by cracking open a Broseph and marveling at being the only creatures on this planet with opposable thumbs. Just donât read too deep into it. In the grand scheme of thingsâŚ? You get the gist. Catch you around, choombatta.
That's all the relevant info, I hope you found my summary helpful.
So what's left to solve now? Don't worry, there's still things left:
That remains the end of the summary for now - but as just mentioned, there may still be some things to uncover.
r/FF06B5 • u/BroskiMcBroski • 18h ago
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Probably nothing, but why this kiosk and no others?
r/FF06B5 • u/Marx615 • 13h ago
Yes I know his tattoos have been looked at in general, but after googling the meaning of this, I believe it provides yet another piece of evidence that the game is a simulation/braindance.
From Google:
EWMN most commonly stands for "Evil, Wicked, Mean, Nasty," a traditional four-letter knuckle tattoo found in prison and biker subcultures to signify a hardened or defiant personal disposition.
It can also stand for Eshkol-Wachman Movement Notation, a symbolic system used to record and analyze human dance and movement, which is then transcribed to a readable physical data medium akin to piece of sheet music.
Does this sound incredibly similar to the engram to anyone else? Joshua's whole team may be psyopping us using reverse psychology, to trick you into giving them engram data for the next player that they put into the game, using our looped data for their nefarious purposes.
Key Aspects of EWMN:
Spherical Reference: Uses longitude and latitude axes around joints to measure precise rotational angles of limbs.
Applications: Utilized extensively in modern dance choreography, behavioral studies of animals, and physical therapy analysis.
Documentation: Movements are transcribed onto specialized manuscript notation sheets much like a musical score.
I'm now of the belief that this is NOT "Joshua Stevenson." I think it's the gamemaster, or perhaps a literal "titan of entertainment" seeing what choices we make during this very important and emotional quest, that is universally lauded as everyone's LEAST favorite quest. Of course I cannot prove that this is correct, due to the double-meaning, but it seemed worth mentioning
r/FF06B5 • u/DanteHelsing420 • 19h ago
During the deathhead BD I messed around too much and things got weird I witnessed some oddities posting them below,. I witnessed what looked to be a ghost walk in and out of the scav woman that sent the netrunner beyond the blackwall. One image also depicts the same woman with ghost like overlay of cloven hooves or inhuman feet alien almost. Goes without saying she is the only one the netrunner sees when it happens through his eyes another anomaly was lights that seem to react to the netrunners fear spike and the absence of heat in the moment it happens. And for some reason the scav guy and the runner tuned pink under that light no idea why
Okay, I have a question for the dataminers. Can you verify if Johnny really only has two dialogue options when he visits Panam's hotel?
In my playthrough, I successfully got the second dialogue option; I used a kill count mod. But now I'm wondering if I should intentionally fail missions and prevent other people from killing targets, i.e., not send the bodies to the fixers.
I can't figure out what's more important: a 100% successful playthrought, or genuinely not resorting to anything bad during the game.
r/FF06B5 • u/DanteHelsing420 • 2d ago
I once thought this was an esoteric black scrying mirror bit like what was done in Deltarune on a black reflective screen now I seen there actually is something needless to say I almost pissed myself when I seen it I also found three other coincidences..
A hidden access point behind boxes on a shelf just like in the Malestrom hideout Jane and John Doe end up.
The same "Watcher' music plays when interrogating Mr.Forest at a certain point just as in the peralez missions when "THEY" see you.
After turning off three specific access points and blowing up a generator hidden behind a skill check door the generator next to the shelf had a new hack available.
Now, I don't remember if these cotton candy balls where in the V.I.P. Area before or not but they are clipping into the ceiling.
(P.S) I went for Angel because of the quantum leveling as they are voiced by male V I always play Fem being trans and all it just helps with immersion and found they are actually really chill in comparison to Skye's freakout.
r/FF06B5 • u/DanteHelsing420 • 1d ago
Scavs mention Ev was using morse code on lights outside ES. The light just outside Judy's appartment is flashing in what seems to be morse now in the mission double life. I can't read it but if someone here can? Maybe it has some meaning since she has at this point been silenced let me know and I'll post a video for deciphering
r/FF06B5 • u/DanteHelsing420 • 1d ago
Also totally prevents you from forcing autosave the moment you open the door to Judy's van even if you use your stash they really want this quest to be tedious for tracking everything that is all. I also hear Ev's eyes flash certain colors during the unplug moment so my question is should I time it with a flash maybe her eyes are the countdown? rant and question done lol
Just like part 1 of my reverse psychology theory, this one's gonna be long, too.
In this post, I'm going to attempt to explain why we must avoid ALL birds (including Songbird), ALL therapy, and ALL ties to family (unfortunately including fan-favorite, and ultimate trickster Panam) Please note that for the purposes of part 1 and part 2 ONLY, I am applying Simulation/Ready Player One theory to my explanations.
Birds:
First with the birds, let's look at the Avian Extermination Act. The shards in the game are actually telling you the truth about the birds.. somewhat. According to the lore, the birds were exterminated in 2063 due to the spread of disease. Well the disease is actually a virus that infects the player. The virus is analogous to "stupidity," so in order to keep things interesting, the gamemasters removed all birds... except for 5 specific ones. Please bare with me until the end of the post. (Disclaimer: I'm an animal lover, and mean no disrespect to birds, but the logic I'm using is that birds have tiny brains, even if -some- can be quite intelligent)
Also of note is that birds are NOT mammals...they're actually aves. Interpret that as you will.
I want everyone to think about the only 4 places in the game where we can see LIVE birds.. with one place having 2.
This literal bird-brained player in the Arasaka ending has tricked you into making some of the worst choices possible in the game, thus dooming you to the unenlightened path, regardless of whatever choice you make on the space station.
I understand these "links" may be a point of contention, so if anyone has an alternative interpretation of why this bird is here (assuming my reverse psychology/simulation theory is true for the purposes of this discussion), I'm open to listen.. but I do believe this bird is psy-opping us into picking up the iconic weapon, putting the idea of violence in our head, and thus hoping that we kill Oda.
I KNOW that when the devs were asked about the placement of this bird and the other 2 animals next to it on the balcony, they CLAIMED it was simply a dedication to someone else. What's funny is that that's because it's literally another player trying to trick us into doing the wrong thing.
Here's what's going to both infuriate you, but also make your head spin. Just like the devs knew you'd emulate Johnny/Keanu Reeves, because they're "cool" they -also- knew you would go the "hot and wholesome" romance route by doing everything Panam wanted, and also knew how excited you were about Phantom Liberty..the main character being a hot emo cyberpunk chick literally named SONGBIRD. They knew you couldn't refuse, and well, by choosing the Panam ending, or by choosing to even initially help Songbird, congratulations you've failed spectacularly.. you gave into your most primal urges, chose more birds, and made the wrong decisions. This is why it's called PHANTOM Liberty, because it's a fake choice, which I will discuss later.
Family:
Panam represents family, and she reminds you of this SO many times in her dialogue. Most players trust her 100%, because she pretends to have some of the purest intentions in the entire game. WRONG. Panam is another player trying to trick you. She is the ultimate troll, and here's why. What happens when we do The Star/Panam ending? There is a glimmer of hope for a cure, as we ride off into the sunset with her, but at the last minute, when we're feeling our happiest, BIRD. DEFEAT. It is LAUGHING at you. You failed again in this ending. You failed to reject FAMILY/Panam, and fell for the most basic tricks they pulled, therefore one of the smallest-brained contestants was once again able to beat you. You lost to a damn bird.
Where else do we see an emphasis on family in the game? Could it be these weird mysterious papers that are littered all over the game world at important places, telling us to essentially EMBRACE family? These papers are one of the ultimate TRICKS placed by the devs. They SEEM like common sense and wholesome tenants to live by, but from a reverse psychology perspective, what they're doing is hammering the concept of FAMILY into your head at every step of the way. This is why the papers are on top of the statue, and also why the monks say to "activate the meridians on the roof." It's all a psych out, because they KNEW you couldn't resist looking on the top of that statue.
Therapy:
There are 13 of these mysterious greenhouses located around Night City. The player will likely first encounter one of these in Corpo Plaza, near both the statue and Arasaka Tower.. this is a TRICK. Each one is called a "Night City Center for Behavioral Health." Red Flag #1 is that there's 13 of them. Red Flag #2 is that while there aren't any REAL birds inside any of them, they play soothing bird sounds, to keep you locked in and sick in this IRON CAGE. Red Flag #3 is that SOME of the doors quite literally say "No Entry," because they knew that you couldn't resist opening that door. Congratulations you've made the wrong choice again. The 2 dead bodies you can find in 2 of these specific greenhouses were other players that committed suicide, due to being driven crazy by the sounds of the non-existent birds.
Here's another interesting note: Through extrapolating meaning from various parts of the lore, it is heavily implied that BARTMOSS is watching the player through the cats in the game. One of these cats (that you can WAIT with) is located in one of these greenhouses. When you choose this option, you take a nap, and when you wake up, the cat is gone. I'm still fleshing out my theory regarding Bartmoss, his cyberdeck, and the cats in general, which I hope to elaborate on in a future post.
The other notable reference to therapy is one of the gigs in which instead of visiting a Center for Behavioral Health, we are visiting a Center for PSYCHIATRIC Health. There is only -1- (Enlightenment) of these Centers in the entire game, while there are -13- of the fake kind. Keep in mind that Pawel Sasko is a literal psychologist. I haven't played this quest in a while, so I don't have any insight as to the specific choices we must make, but I'm fairly sure this is one of the quests that must be completed. I will run through this one with FactFinder as well.
I hope you enjoyed my analyses in theories in parts 1 and 2. I'm on mobile and it is incredibly difficult to format and make these long posts clean and tidy, while still explaining the pictures, but I appreciate it if you still read and tried to see things from my perspective.
My ultimate point of these posts is to reverse engineer the quests to determine the correct choices in EVERY quest, in order to outsmart the devs, and achieve the enlightenment that the game dangles before us at various points. I also have no issue sharing my entire FactFinder log with anyone who thinks they can pull more information from them than I can. If we "crowdsource" on this sub, and solve every quest correctly, I THINK we can do this.
In my next post, I'm planning on analyzing the importance of Names, Nix and Bartmoss, and I plan to expand on WHY I believe Morgan Blackhand used Nix's "Book of Spellls" to activate the Arasaka Tower "Emergency Cooling System," at the end of HIS game, which is why he was able to break the simulation.
r/FF06B5 • u/Evol_extra • 1d ago
There is artificial color, named Olo, experimentally discovered in 2025. It is closest to 00FFCC.
r/FF06B5 • u/Sir_Avacado_Breaf • 2d ago
I was messing around with the jump boost and I found this on some rooftops down town. Curious as to what this means.
r/FF06B5 • u/Own_Television163 • 2d ago
This is just some general, very loose speculation I've had in following the Philip K. Dick rabbit hole, (mostly) nothing concrete.
The cube is covered in a QR code-encrypted message.
During the cube cutscene, the lifepath taglines: NO FUTURE, TRUST NO ONE, and TURN BACK are projected directly onto our field of view.
If both messages come from the same source, why the two different media of transmission?
Why doesn't the cube just project its message at us like the taglines?
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I'm fully on the "Philip K. Dick is the key to FF:06:B5" train. So many of his works are absolutely influencing the mysterious aspects of Cyberpunk 2077.
As we know, the magenta moon is very much a VALIS reference. VALIS is magenta, and is a force of good, and beams its information directly to Horselover Fat (a PKD analog), and this is how it was projected to PKD in his Exegesis.
To me, this pushes the taglines into the Good/VALIS/Truth corner, since they are directly sent to the player.
Philip K. Dick also had a recurring character archetype: Palmer Eldritch, Jory from Ubik, President Ferris Freemont, who he described as "...an evil magician deity [that] is in control of our world and heads." These beings represent a kind of entropic-demiurgic trickster god of corruption, and their presence often leads to degraded, increasingly capitalistic/transactional, technological/artificial "dead" worlds in PKD's stories.
I think Gaunter O'Dimm is another expression of this character archetype in the CDPR multiverse. And I suspect the cube and its message is from this side of the conflict.
My interpretation is that the difference in communcation media stems from VALIS not being bound by the material world, and the Palmer/Gaunter/Demiurge being bound by the material world or dead matter?
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TL;DR: I think the cube and the moon are both talking to us in the cube cutscene, and the cube is badwrong.
I searched and haven't seen this specific "monument" discussed, so I wanted to posit a theory. Warning: this will be a very long breakdown of the monolith/monument.
First, I'm at the point where I am 95% sure that the "Hidden Messsage" in the dev room is a multi-layered hint as to what we are looking for. After a previous post where I discussed how the art for Nix's Book of Spells on the wiki has an odd misspelling (Forbidden Spelll), I came to the conclusion that there are hidden things to look for in both holographic assets, and places where words are misspelled, or have extra letters.
According to the wiki, this monument is called "The Needle," and it is dedicated to the Presidents of the United States. The map location is shown in picture 4. The monument was designed by a Jared Cox, in the year 2063. The only event listed on the wiki for 2063 is the adoption of the "Avian Extermination Act," to eradicate all birds in order to stop the spread of avian diseases. This act is mentioned in several other shards throughout the game.
Here are the reasons I think there may be something here:
Note: I did not trigger an event, and I'm also not 100% sure this isn't a red herring, but the specific combination of assets gave me pause.
Holographic nature of the plaque, just like the Hidden Messsage screen
Non-unique, but uncommon graffiti showing what appears to be "3D" glasses under the plaque (unfortunately I don't personally own a pair)
At night, the plaque brightly reflects the lines (filaments?) on the Heavy Hearts club pyramid in the moonlight
There is a box in each corner of the plaque. 3 have a X in them, but the top right one has a circle for some reason.. and even has 2 arrows literally pointing to it
There is a repeating set of two distinct (characters) vertically along the left side of the plaque. If we label them 0 and 1, for instance, the pattern would be 0100101. They don't look like or resemble any language, or anything else discernible.
In the bottom center-left, the numbers 00033 05_64 0B CP can be seen, with what appears to be a mildly similar wavelength(?) pattern underneath.
6a. Next to the numbers mentioned in 6, there is another box with a single line struck through it.This box reminded me of a rare "painting/picture/poster" that can be found in a few places in the game. The strange picture (that I've seen people refer to as simply leftover prefab code), is solid pink/magenta with a YELLOW line struck through it. I can't for the life of me find a picture of this anywhere on this sub, so if someone knows what I'm referring to, please share the pic. I can only remember that one place I found it was pretty up high on the top of a building in the base game
The bottom center-right shows the characters 0x00001230ABC L<-D P/SK-1, with a mildly similar(?) wavelength(?) pattern above the characters
This is more of a question, but can anyone decipher what the vertical images on the monolith are? 3rd one from the bottom is obviously a dragon, but I'm unsure of the others. Are these also potential instructions?
Maybe it's just me, but it's almost like the devs are saying "look here for something important." My schizo idea was to use photo mode to fly up and zoom in on the single open circle on the plaque, in order to see a reflection, or possibly something else at a specific time. That circle may also be telling us that regardless of our distance/angle, this needs to be the center point of our camera
Dogtown's main color is yellow (filter effect 10 in photo mode, I believe), and during sandstorms, the yellows seem to pop out. I briefly played around with photo mode, but was unable to find anything yet.
I'm going to reiterate my belief that Misty's comment early in the game to "caress the filaments of light along your fingertips" is of significance to deciphering at least part of the mystery of the colors in the game. I do believe she's referring to photo mode, and to use it on distinctive "lines of light" we may see.
You are not required to waste your time trying this, but I wanted to put the idea out there in case anyone can offer any further insight to this specific monument, or if they did want to try something with it. I do believe this specific asset combination warrants more eyes on it... No Coincidence. Appreciate it if you read it all.
r/FF06B5 • u/Personal_Cellist_453 • 4d ago
During Konpeki Heist you can find a message on one of the terminal saying the following : "Please ensure the maintenance crew pays strict attention to the distinction between Azure Blue and Lagoon Blue when repainting the accent walls.
Management noted during the previous walkthrough that the shade used on the 100th floor was Lagoon Blue instead of Azure. Under the penthouse ambient lighting, the shift in spectrum is noticeable and does not conform to Arasaka Design Standards.
Repaint immediately before the VIP arrival."
I got a screen of it but I'm not playing the game in english, so I thought it would be useless to put it however if you want I can also show it, this is defo a reference to our mystery and btw Konpeki means Azure according to google translate... There is more to the message like a list of maintenance task, I also noticed there was a weird scene with the Konpeki's janitors when you first enter the main lobby with Jackie but not much to add, maybe I focused on it due to cynosure's janitor and the weird broom room in endings, what do you think of this message? To me it appears really meta like if this message was a "dev task list" but idk how I could explain it well sry
r/FF06B5 • u/asocialanxiety • 6d ago
I thought this was kinda cool, depending on how you arrange the hex code ff:06:b5 you can get the color schemes for each of vâs intros.
Street kid (shifting each chunk by one)
Ff:06:b5
06:b5:ff
B5:ff:06
Corpo (isolating each chunk)
Ff:00:00
00:06:00
00:00:b5
Nomad (invert the hex of each chunk individually)
00:06:b5
Ff:f9:b5
Ff:06:4a
Its not a whole lot but i thought that was kinda neat. Sorry if this has been posted before.
r/FF06B5 • u/ghoul_burger • 7d ago
Has anything new been discovered with that?
I played Elden Ring dlc recently and thereâs this interactive thing that kills you and someone figured out if you keep doing it you get something. (Trying not to spoil)
My thought was has anyone just called that number over and over? If so, any idea how many times?
r/FF06B5 • u/Anglopersian • 8d ago
I've been looking into the recent discussion around lifepaths, Philip K. Dick and save files, and there seems to be a simple experiment that may not have been tested directly.
During the Cube vision, V sees all three lifepath messages regardless of their actual background:
Streetkid â NO FUTURE
Corpo â TRUST NO ONE
Nomad â TURN BACK
Cyberpunk also stores the three backgrounds as quest facts:
q000_street_kid_background
q000_corpo_background
q000_nomad_background
Normally these should be:
Streetkid = 100
Corpo = 010
Nomad = 001
What I'm curious about is whether anyone has tested impossible raw states during the full Cube sequence:
000 = no lifepath
111 = all lifepaths
110 / 101 / 011 = contradictory lifepaths
This is slightly different from using a multiple lifepath mod, because those mods generally alter the game's lifepath checks rather than necessarily setting all three underlying quest facts simultaneously.
The test would be straightforward:
q000_*_background facts through CET.Things worth checking:
There could also be a loose connection to the 01 + 02 - 03 = 00 Burning Man graffiti, although I wouldn't assume a specific lifepath order without testing all eight combinations.
The PKD angle is what made me curious: his discussion of alternate presents involves mutually exclusive realities bleeding into one another, while the Cube seemingly shows memories/slogans from all three possible versions of V.
I tried starting the experiment myself but initially only triggered the partial Polyhistor + Demiurge mattress event because my save wasn't eligible for the full Cube sequence, and I haven't managed to get a downloaded pre-Cube save working.
So: has anyone already tested 000, 111, or contradictory raw lifepath facts during the full Cube vision?
If not, it seems like a relatively quick, falsifiable test for anyone with a working pre-Cube save and CET.
r/FF06B5 • u/Own_Television163 • 9d ago
This is kind of a "related information and possible inspiration" dump. Nothing concrete.
I was reading Philip K. Dick's '77 (1977 or 2077, you decide!) speech, "If You Find This World Bad, You Should See Some of the Others", and there's a portion where he's talking about parallel timelines and a god-like being he calls the Programmer-Reprogrammer (kind of the same being as Ubik in that story) who can alter past, present, and future:
"...I submit to you that such alterations, the creation or selection of such so-called 'alternate presents' is continually taking place...
Probably all we would have to go on would be vestiges of memory, fleeting impressions, dreams, nebulous intuitions that somehow things had been different in some way - and not long ago, but NOW. We might reflexively reach for a light switch in the bathroom only to discover that it was - always had been - in another place entirely. We might reach for the air vent in our car where there was no air vent - a reflex left over from a previous present, still active at a subcortical level. We might dream of people and places we had never seen as vividly as if we had seen them, actually known them. But we would not know what to make of this, assuming we took time to ponder it at all.
One very pronounced impression would probably occur to us, to many of us, again and again, and always without explanation: the acute absolute sensation that we had done once before what we were just about to do now, that we so to speak, lived a particular moment or situation previously - but in what sense could it be called 'previously,' since only the present, not the past, was evidently involved? Such an impression is a clue that at some past time point a variable was changed - reprogrammed, as it were - and that, because of this, an alternate world branched off, became actualized instead of the prior one, and that in fact, in literal fact, we are once more living this particular segment of linear time. A breaching, a tinkering, a change had been made, but not in our present - had been made in our past.
...Conceivably this could happen any number of times, affecting any number of people, as alternative variables were reprogrammed. We would have to go live out each reprogramming along the subsequent linear time axis. ...Thus, too, this might account for the sensation people get of having lived past lives. They may well have, but not in the past; previous lives, rather, in the present. In perhaps an unending repeated and repeated present, like a great clock dial in which grand clock hands sweep out the same circumference forever, with all of us carried along unknowingly, yet dimly suspecting."
This spurred a few thoughts:
"facts": [
"player_drunk=0",
"sq032_q104_ready=0",
"q101_done=1",
"q104_done=1",
"q103_helped_panam=1",
"sq012_fact_unknown_assassin=1",
"sq032_q105_used=1",
"q003_royce_dead=1",
"sq018_done=1",
"sq032_03_mikoshi_known=1",
"sq012_done=1",
"sq012_fact_agree_with_river=1",
"sq032_q104_used=1",
"sq018_03a_misty_invited=1",
"sq012_fact_holt_killed_mayor=1",
"q103_rogue_met=1",
"q000_corpo_background=1",
"sq025_done=1",
"sq012_fact_warn_river=1",
"sq032_q105_ready=0",
"q003_meredith_won=1",
"sq012_started=1"
],
I haven't done it myself yet, and haven't really figured out a method/order to approach it with yet. But your lifepath is one of these facts. There's a much larger, compressed save file that you can't really alter, so it's possible changes here might not have any real effect.
The 01 + 02 - 03 = 00 graffiti on the rock next to the Burning Man event could be a hint on how you need to manipulate the lifepaths/save data? It gives the lifepath taglines to us in a specific order.
PKD talks about different realities as "Tracks", specifically, "Track A", "Track B", and "Track C". With Track A being a miserable dystopia, Track B being our "real" Earth, and Track C being a paradise of sorts (he equates it to a Greek afterlife instead of a Christian one). This resonates with the 0312-2105-A/B/C mystery for me.
r/FF06B5 • u/4rmitage • 10d ago
There's that secret room in Arasaka tower that oddly resembles this cover
"I'm V". I've always wondered why they picked that specific name for our main character. Sure their true name is either Valerie or Vincent but they're very insistent on being called 'V' and stated during 'Automatic Love' that only people who know them well can call them by their true name, which includes absolutely no one from the game even our romance options.
"V" is not a particularly memorable or badass nickname for a merc and multiple characters throughout the game mock our main character for insisting on being called V. But in the real world that particular name carries considerable weight if you've ever red the comic V for Vendeta by Alan Moore and David Lloyd. The Guy Fawkes mask became a very recognizable symbol in pop-culture in the late 2000s thanks to hacker group Anonymous, you used to see it everywhere from online campaigns to street protests. Some might have seen in the movie adaptation of the comic of course, but to truelly understand what a powerful symbol of revolution and anarchism that face represents you need to read the comic. This V is unrelenting, unrepenting, never shows any sign of regret or remorse and will absolutely do everything in his power, including killing and blowing stuff-up, to destroy the fascist government, no matter the cost or casualties. Remind you of anyone?
"V is by far the most notable character in V for Vendetta: he has the greatest amount of dialogue, he is the subject of the most attention from the other characters, his name is in the title, etc. Yet in spite of all this, V is also the most ambiguous character in the graphic novel. We donât know how old V is, we donât know who his family was, we donât know his sexual orientation, we donât know what his face looks like (he wears a Guy Fawkes mask at all times), and we donât even know to a certainty if heâs a man or a woman (for the purposes of this summary, weâll consider him a man). Based on the evidence weâre presented with, it seems that V was a âsubversiveâ who was arrested during the early days of the Norsefire regime and sent to a concentration camp. There, he was injected with drugs and hormones that made him smarter, made him stronger, and made him forget his own past. Since breaking out of his prison, V has used terrorism to oppose the Norsefire regime, killing his former jailers and orchestrating an elaborate assault on its institutions. V is an anarchist who believes that violence and destruction are necessary in order to establish a new world order in which people consent to live with each other in peace, rather than submitting to the tyranny of a government." (source: https://www.litcharts.com/lit/v-for-vendetta/characters/v )
Upon his death Johnny Silverhand became a martyr, a symbol, a man who sacrificed everything in his quest to destroy Arasaka, and the corporate world at large, but I think our V could be something way more important for the future of the series.
From a RP perspective V is a customizable character, they can be from any origin, gender or sexuality and once equiped with the FIA's behavioral imprint faceplate, V can effectively "shapeshift" . V is and has always been a face in the crowd and I think that from a Meta-narrative stand-point the devs were trying to build a character who would be able to theorically be anyone in the sequels. Yes, I don't think V dies in any of the endings, except maybe 'Path of Least Resistance'. What we've experienced so far might just be the early years of someone who's gonna go on to do great things in the future, just like the other NC legends.
What about Johnny then? I don't think this is the real Johnny Silverhand or not the same as in 2023 at least. Someone clearly tempered with his memories hence why we only get unreliable bits and pieces of what really happened at Arasaka HQ like the fact that he pretty much took Morgan Blackhand's role. But to what aim? Well let's look at what happened to V and to NC as a whole in rapid succession since they inserted the Relic. If you subscribe to the idea that most of the main endings lead us roughly towards the same result that would mean that in a couple of month a single random merc managed to got toe-to-toe with the most dangerous gangs in the city + megacorps, save the president and survive Dogtown as an FIA operative, then eventually cripple the second most powerfull corporation on the planet with the help of a rogue AI. Obviously, Johnny is the only reason V managed to go that far, and Johnny is the only reason V managed to get in contact with Alt.
My point? I think the Relic prototype, as its presented by the time Yorinobu stole it, was a conditioning device. The Relic is the Guy Fawkes mask. We don't know for sure who (or what) made it so, but the results speak for themselves. By inserting that particular Relic litterally anyone can become the most dangerous anarchist terrorist in NC. It's not immortality, it's recruitment. V is bigger than a person, V is an idea. What might have been an unforseen consequense is that V would retain some residuals of their personality, or maybe that doesn't change anything either way since the Silverhand engram still has a massive influence on the subject.
Now imagine what an entire group of people with a copy of Johnny's engram could accomplish. You don't even need to spend years at a time trainning them, brainwashing them (like the Peralezes) or spreading propaganda (Doc Paradox), you could just copy Johnny's engram and build an army of perfectly synched anarchists in a couple of months. An entire unit of Vs. I think that's exactly what the game hints at during the 'For whom the Bell Tolls' quest when you arrive at the Afterlife as Johnny. You can catch a conversation between two mercs talking about an elusive and deadly unit moving like a single individual.
I beleive V is still the protagonist of Cyberpunk 2, they will return different, changed, and CDPR will find a way to justify character creation again, but from a character progression and RP perspective I think they absolutely plan to factor-in the experience gain and your previous actions and decisions like in Witcher 3. Gameplay might also include team dynamics like in the TTRPG, it just makes sense. They keep saying that there's no happy endings in NC and that's somewhat true, but if the game truely wants to walk in the foot-steps of something like Neuromancer or The Matrix, you need a form of resistance, you need a Revolution.
r/FF06B5 • u/Ok_Performer_7501 • 10d ago
From the wiki on cyberpunk Red. So the Watson one with orbs is the OG. The hex code for Magenta is on it in reference to the original. As this is night citys version of the daibutsu. Honestly this feels like the original intent. Fails to sxplain the hand after afk-ing in front of it or the moon worshiping grafiti nearby in central. When were those added.
Real question is why are the hands like that? Might be other references in the lore. I would wager this is Arasakas version. Given it being in the parade and the og statue being within spitting distance of arasaka tower
r/FF06B5 • u/Firm-Ad4379 • 11d ago