the cutting room mirror

Inaccessible Areas and Objects

This is a sub-page of Superliminal.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically:

  • Investigate these Areas and Objects:
    • Check on how each of the chess boards above each level's sleep clinic (excluding Induction and Whitepsace) are connected to the chess board on the computer.

Note: Most of these objects and areas' names are based off what they are called in the game's scene library.

SLMainMenuInaccMisc1.png SLMainMenuInaccMisc2.png Behind the east wall in the initial room, there is some miscellaneous objects. From left to right the objects are:

  • Chamber_ModularWallFrame_001 (8): The black bar and the wall frame.
  • Pallet_001_Back_Prop (1) The miniscule wooden pallet. (See second image)
  • Stage_BrickandGrider_Pillar_001 (10): Brick pillar.

Intro Cutscene#

Off-Camera Hotel Room Items#

East

South

West

While you are only supposed to see the northside (and depending on your brightness settings, the east and west) of the hotel room in the intro cutscene, there is some other objects that are obscured due to the CutsceneCamera. Some objects that are obscured by the camera are:

  • East: An air vent and a framed picture of clouds.
  • South: Another air vent, Two mounted hotel lamps, two wall sockets, the headboard of the bed, and two end tables that are both sides of the bed. The left end table has an alarm clock, a tall round glass and a pitcher on top of it, while the other has nothing on top of it.
  • West: A door with a lock on it, a fire alarm, a framed picture of a cloud, two luggage suitcases, and a smoke alarm.

Optical#

Cube#

SL_Optical_PMR_Cube.png

Behind the northside of the moon room is an inaccessible rectangular wall. It is unknown what its purpose is for.

Hotel_CeilingFlushLight_Light (25)#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Check on how to make this light's Spotlight visible. If possible, put it in the Unused section.

SL_Optical_GDFFT_Hotel_CeilingFlushLight_Light_(25).png

Behind the forced perspective hallway is an inaccessible ceiling light.

Wall Illusion Set 3#

SL_Wall_Illusion_Set_3_1.png SL_Wall_Illusion_Set_3_2.png In the first hotel hallway section (where you're introduced on how grabbing doors works), behind the fake illusion trapezoid exit, there is an inaccessible hallway. It was probably used to make the texture used for the illusion trapezoid.

Blackout#

Collider#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: There seems to be more than just this one.

SL_Blackout_WOPASH_Collider.png

Out of bounds, to the south west of the room where you have to walk over a pit, is a long vertical wall with a basic texture.

EmergencyLight_001 (2)#

SL_Blackout_WOPASH_EmergencyLight_001_(2).png

Way out of bounds, north of the starting point is a double light fixture.

Light_Industrial_003_Back_Prop (10)#

SL_Blackout_WOPASH_Light_Industrial_003_Back_Prop_(10).png

Out of bounds, above the pit room, are two hanging light fixtures with the same object name.

Window_Board_003_Kitchen_Prop (11, 12 & 34)#

SL_Blackout_WOPASH_Window_Board_003_Kitchen_Prop_(11,_12_&_34).png

Way out of bounds, north of the starting point are three gray boards.

Dollhouse#

Key_Common_Prop#

Please elaborate.
Having more detail is always a good thing.
Specifically:

  • Confirmed where?

Superliminal_Key_Common_Prop_InGameV2.png

Under the locked chest near the end of the level, there is a key that is used nowhere else in the game. It was confirmed by the developers through email that this, in fact, is an unused key. It can't be accessed without glitches or hacks, and can't be interacted with. This object was later re-used in the Battle Royale scene, RML_TinyDesk_Proto01.

Labyrinth#

CubeHolder#

SLLabyrinthCubeHolder.png

To the left of the pool stairs room (called _CubismSurprise in the scene library) there is a rectangular block with placeholder textures. It is currently unknown if it does anything.

Retrospect#

VoiceBoombox_Temp#

OOBRadioRetrospect.png

Far out of bounds beneath the Labyrinth hallway there is a radio. It plays the second to last line of dialogue from Labyrinth, which usually plays in the fake queen room (...Finally, while we respect the unique progress...).

Somnasculpt Workshop#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Find out what's the purpose of BoxToFixBug.

ModelLoader#

SL_WR_ModelLoader.png

To the west of the Dream Construction Room, behind the two doorways and out of bounds there is a black square floor (called ModelLoader in the scene library), it seems to be used for the Workshop Room but its use is unknown.

Unusable Objects#

SL_DCR_UnusedPrefabs.png

To the north of the Dream Construction Room, very far out of bounds, there is a row of unusable objects. Although they may look similar to the ones that are usable in the Dream Construction Room, they have different model names. (ex. PlasterShortWall_StandardSize)

From left to right then top to bottom the objects are:

  • PlasterShortWall
  • PlasterSquareWall (3)
  • Ceiling
  • PlasterSquareWall
  • PlasterSquareWall (2)
  • PlasterTallWall
  • Doorway Small
  • Doorway_DoubleLarge
  • BrickSquareWall
  • BrickShortWall
  • BrickTallWall
  • UnlitBlackSquareWall
  • UnlitWhiteSquareWall
  • Barrier_Small
  • Barrier_Large
  • DreamDoor
  • DreamDoor (1)