I tried decoding the J sign braille with 8 dot braille but to no avail

I tried decoding the J sign braille with 8 dot braille but to no avail

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Zambrottos [OP]

The Hollow Men

T. S. Eliot

Mistah Kurtz—he dead.

A penny for the Old Guy

I

We are the hollow men
We are the stuffed men
Leaning together
Headpiece filled with straw. Alas!
Our dried voices, when
We whisper together
Are quiet and meaningless
As wind in dry grass
Or rats’ feet over broken glass
In our dry cellar

Shape without form, shade without colour,
Paralysed force, gesture without motion;

Those who have crossed
With direct eyes, to death’s other Kingdom
Remember us—if at all—not as lost
Violent souls, but only
As the hollow men
The stuffed men.

II

Eyes I dare not meet in dreams
In death’s dream kingdom
These do not appear:
There, the eyes are
Sunlight on a broken column
There, is a tree swinging
And voices are
In the wind’s singing
More distant and more solemn
Than a fading star.

Let me be no nearer
In death’s dream kingdom
Let me also wear
Such deliberate disguises
Rat’s coat, crowskin, crossed staves
In a field
Behaving as the wind behaves
No nearer—

Not that final meeting
In the twilight kingdom

III

This is the dead land
This is cactus land
Here the stone images
Are raised, here they receive
The supplication of a dead man’s hand
Under the twinkle of a fading star.

Is it like this
In death’s other kingdom
Waking alone
At the hour when we are
Trembling with tenderness
Lips that would kiss
Form prayers to broken stone.

IV

The eyes are not here
There are no eyes here
In this valley of dying stars
In this hollow valley
This broken jaw of our lost kingdoms

In this last of meeting places
We grope together
And avoid speech
Gathered on this beach of the tumid river

Sightless, unless
The eyes reappear
As the perpetual star
Multifoliate rose
Of death’s twilight kingdom
The hope only
Of empty men.

V

Here we go round the prickly pear
Prickly pear prickly pear
Here we go round the prickly pear
At five o’clock in the morning.

Between the idea
And the reality
Between the motion
And the act
Falls the Shadow
For Thine is the Kingdom

Between the conception
And the creation
Between the emotion
And the response
Falls the Shadow
Life is very long

Between the desire
And the spasm
Between the potency
And the existence
Between the essence
And the descent
Falls the Shadow
For Thine is the Kingdom

For Thine is
Life is
For Thine is the

This is the way the world ends
This is the way the world ends
This is the way the world ends
Not with a bang but a whimper.

​

The Love-Song of J. Alfred Prufrock

Zambrottos [OP]

Try bringing a shotgun to the WST door. Near sector 10

EDIT: Its a glitch door. Can glitch enter with mongoose into an empty room. But why empty? Maybe it is supposed to be triggered by something?

Zambrottos [OP]

It isnt a WST anymore. Hmmm

​

J sign is clearly a JOTUN sign. Probably doesn't even mean anything

Zambrottos [OP]

The glyphs tell a story.

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When did the glyphs appear?

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When Engineers shine their light (if not hostile to the player), does it mean they are scanning? Looking through the ground/walls? Writing new glyphs that only they can see? Or simply reading the glyphs? Could the glyphs be meant for other Engineers to rebel? Cause an uprising against the Covenant? Can Engineers communicate with each other and somehow know that ODST VISRs are able to see their glyphs and hence put up glyphs in several locations that are normally unreachable (Superintendent Caches?)?

- According to game files, the eye beam thing is called objects\characters\engineer\fx\scanning_beam\scanning_beam - marker name - fx_eyebeam to be executed in event_0

associated with

objects\characters\engineer\fx\scanning_beam\particles\scanning_spark

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Is it possible to remove the explosive harness on Engineers? If all enemies in the area (Brutes) were killed, they will explode. maybe through assembly? but why do this?

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There's a list of Engineers sounds here:

sound\characters\engineer\backpack_dropsound\characters\engineer\bomb_shards_bounce

sound\characters\engineer\bomb_shard_expl

sound\characters\engineer\bomb_shard_loop\plasma_projectile\loop

sound\characters\engineer\engineer_backpack_windup

sound\characters\engineer\engineer_death\eng_death_expl

sound\characters\engineer\engineer_death\eng_death_warning

sound\characters\engineer\engineer_death\eng_death_windup

sound\characters\engineer\engineer_loop\engineer_loop\loop

sound\characters\engineer\engineer_regenerator\engineer_regenerator\loop

sound\characters\engineer\eng_backpack_expl

sound\characters\engineer\recon_overshield\recon_overshield\loop

sound\characters\engineer\scanning_beam\scanning_beam\in

sound\characters\engineer\scanning_beam\scanning_beam\loop

sound\characters\engineer\scanning_beam\scanning_beam\out

sound\dialog\combat\brute1\33_engineer\warn_eng_brsrk

sound\dialog\combat\brute2\33_engineer\warn_eng_brsrk

sound\dialog\combat\brute_chief\33_engineer\warn_eng_brsrk

sound\dialog\combat\dare\33_engineer\warn_eng_brsrk

sound\dialog\combat\engineer\brsrk

sound\dialog\combat\engineer\bump

sound\dialog\combat\engineer\charge

sound\dialog\combat\engineer\chr

sound\dialog\combat\engineer\cower

sound\dialog\combat\engineer\flee

sound\dialog\combat\engineer\foundfoe

sound\dialog\combat\engineer\lmnt

sound\dialog\combat\engineer\look

sound\dialog\combat\engineer\pain

sound\dialog\combat\engineer\pain_mdm

sound\dialog\combat\engineer\pain_mjr

sound\dialog\combat\engineer\pain_shld

sound\dialog\combat\engineer\pstcmbt

sound\dialog\combat\engineer\rmd

sound\dialog\combat\engineer\sigh

sound\dialog\combat\engineer\srprs

sound\dialog\combat\engineer\strk

sound\dialog\combat\engineer\warn

sound\dialog\combat\grunt1\33_engineer\warn_eng_brsrk

sound\dialog\combat\grunt4\33_engineer\warn_eng_brsrk

sound\dialog\combat\marine2\33_engineer\warn_eng_brsrk

sound\dialog\combat\marine3\33_engineer\warn_eng_brsrk

sound\dialog\combat\marine6\33_engineer\warn_eng_brsrk

sound\dialog\combat\sarge2\33_engineer\warn_eng_brsrk

sound\dialog\combat\sgt_johnson\33_engineer\warn_eng_brsrk

​

and some engineer Squad Templates

ai\squad_templates\sq_camp_captain_engineer_2

ai\squad_templates\sq_camp_engineer_1

ai\squad_templates\sq_camp_engineer_2

ai\squad_templates\sq_camp_engineer_4

ai\squad_templates\sq_camp_engineer_free_1

ai\squad_templates\sq_camp_phantom_engineer

​

and two types dialogues and styles

objects\characters\engineer\ai\engineer_freeform

objects\characters\engineer\ai\engineer_slaveform

sound\dialog\combat\engineer1

sound\dialog\combat\engineer2

​

Does the glyph with the Y and superintendent logo mean that Virgil is now the new superintendent? Or does it mean that "He is here", he relating to Virgil?

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If the Y means the dreadnought or the Anodyne Spirit, would it mean secrets of the dreadnought? Reclaimer? Master Chief is where during this time? Are the Engineers looking for him? Is Virgil looking for him?

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Does a sad superintendent glyph mean that Virgil is sad? Death of his other 6 Engineers? Is the Stonehenge directly above where the Superintendent is located at? Or is he sad because of the deaths of the elite? Is the stonehenge a symbol of peace and unity and that the deaths of the Elites has made him sad ? Then why is there only one of these sad symbols? There are other sad symbols on the screens of one of the missions before you meet Quick To Adjust but without the Y.

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Only two instances of the sad glyph:

levels\atlas\shared\decals\bitmaps\super_glyph_sad

levels\atlas\shared\decals\graffiti\super_glyph_sad

​

In the mission Data Hive, there are these files

levels\atlas\shared\decals\bitmaps\l200_sadie_cameras

levels\atlas\shared\decals\bitmaps\l200_sadie_photo

levels\atlas\shared\decals\l200_sadie_cameras

levels\atlas\shared\decals\l200_sadie_photo

​

Could sad mean Sadie? or does sad mean the expression? Is Virgil sad because something happened at that location? What is Virgil's relationship with The Covenant, The Elites, Master Chief, Dare, Sadie?

​

There are several files about the Sentinel Beam

objects\weapons\support_low\sentinel_gun\sentinel_gun

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Three of these scripts relate to the achievements Good Samaritan and Naughty Naughty.

There is a script that reads:

(cinematic_snap_from_black)(sleep_until (>= (device_group_get "dg_l150_end") 1) 1)(cinematic_snap_to_black)(f_h100_good_samaritan player_00 "gp_p0_h100_engineer_kills")(if (>= (game_coop_player_count) 2)(f_h100_good_samaritan player_01 "gp_p1_h100_engineer_kills"))(if (>= (game_coop_player_count) 3)(f_h100_good_samaritan player_02 "gp_p2_h100_engineer_kills"))(if (>= (game_coop_player_count) 4)(f_h100_good_samaritan player_03 "gp_p3_h100_engineer_kills"))(switch_zone_set "set_shaft")(if (= g_play_cinematics true)(begin(if (cinematic_skip_start)(begin(if debug(print "** you just finished l150 **"))(cinematic_show_letterbox_immediate true)(l200_intro_hb)(cinematic_show_letterbox_immediate false)))(if (is_ace_playlist_session)(begin(cinematic_skip_stop_terminal))(begin(cinematic_skip_stop)

​

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And another script that reads:

​

(script dormant void vs_h100_engineer_dialogue(if dialogue(print "captain: (growls) hold the creature still"))(sleep (ai_play_line brute_captain h100_0010))(if dialogue(print "engineer: (pained warble)"))(ai_play_line engineer_01 h100_0050)(if dialogue(print "brute: place the charge! before i loose my grip!"))(sleep (ai_play_line brute_01 h100_0030))(set s_h100_vs_eng_dialogue 1)(sleep 65)(if dialogue(print "engineer: (panick squeal)"))(sleep (ai_play_line engineer_01 h100_0020))(sleep 15)(if dialogue(print "brute: it's armed!"))(sleep (ai_play_line brute_01 h100_0060))(if dialogue(print "captain: and ready to explode if any human gets too close..."))(sleep (ai_play_line brute_captain h100_0070))(sleep 60)(if dialogue(print "captain: give it room! let it do the prophet's work!"))(sleep (ai_play_line brute_captain h100_0080)))

What if you saved this engineer ?

and another:

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(script static void initialize_h100(h100_cinematic_zone_set)(sleep 1)(replenish_players)(wake h100_loaded_bsps)(sleep 30)(h100_reentry_cinematic)(sleep 1)(h100_gameplay_zone_set)(sleep 1)(h100_beacon_activation)(sleep 1)(h100_scenes_completed)(sleep 1)(h100_returning_from_scene)(sleep 1)(h100_state_setup)(wake h100_game_save)(if (not (h100_all_scenes_completed))(begin(initialize_arg)(wake h100_prepare_level)(wake h100_transition_to_scene)(wake player0_h100_waypoints)(if (>= (game_coop_player_count) 2)(wake player1_h100_waypoints))(if (>= (game_coop_player_count) 3)(wake player2_h100_waypoints))(if (>= (game_coop_player_count) 4)(wake player3_h100_waypoints))(wake player0_h100_engineer_kills)(if (>= (game_coop_player_count) 2)(wake player1_h100_engineer_kills))(if (>= (game_coop_player_count) 3)(wake player2_h100_engineer_kills))(if (>= (game_coop_player_count) 4)(wake player3_h100_engineer_kills))(wake player0_award_tourist)(if (coop_players_2)(wake player1_award_tourist))(if (coop_players_3)(wake player2_award_tourist))(if (coop_players_4)(wake player3_award_tourist))(wake h100_arg_fixup)))(wake pda_breadcrumbs)(wake h100_clear_command_buffer)(soft_ceiling_enable "camera" false)(if (not (campaign_survival_enabled))(soft_ceiling_enable "survival" false))(wake h100_beacon_music)(wake h100_ambient_music)(h100_return_vehicles)(wake vs_h100_engineer_bomb)(wake h100_turn_off_lightning))