@@qwefhj3011 I mean theres no reason why they would reveal this without any good reason. If someone discards their trumpcard it means that they've found a better one, which is interesting in its own right
Btw if you don’t know, “oh fiddlesticks what now” is essentially the audio equivalent of the “error model/pink and black checkerboard” thing in the source engine. You can hear it in parts of ps3 portal 2
Soon after the pov character gets sent to the skybox, you can hear a cut soundclip of Kliener saying “Oh, fiddlesticks, what now?”, though it’s cut after the “fiddle” part. I did some digging and I found that this is also mentioned in the original thread discussing the graffiti: “but how can it be a coincidence with the strange sounds when you stand in front of it? the whole reason I even looked at it in the first place was because *it made a sound that was like a scientist voice saying "oh little one, what now" or somethiong?”* Apparently this sound plays when there’s some kind of error importing a sound, so do with that what you will.
Placeholder sounds, textures and nodels seen to be a recurring theme. The error sign is obvious and missing textures pop up around the place, notably when doing the flashnuke, but the Kleiner noise is indeed a source engine failsafe for missing sounds. On top of that, the red X that we can see throughout the videos (representing a crash in I5 for example) is pretty similar to the red X's that source uses fot missing particle effects too. Maybe it's meant to play into the idea that Interlope commands and the DMEditor are meant to be dev tools.
unchecked source games: Stanley Parable --- Great potential with this one, especially since The Narrator is omniscient and capable of breaking the 4th wall Half Life 2 Lost Coast Black Mesa Alien Swarm And every other game made on the source engine made by valve, any other company or any other indie dev, but I in particular am more interested in the ones mentioned above. Either way, this is one of the most amazing ARGs I've seen and it also gets close to my heart by the fact you're using my childhood to bring forth a tale of a great conspiracy. Amazing work Anomidae. Hope to see the conclusion of this one, unlike Half Life...
I'd really love to see some of the big-name non-Valve games. Stanley Parable's initial release is an obvious one, but here's a few that a lot of people don't know are Source Engine games: Titanfall Titanfall 2 Insurgency (not Sandstorm though) And a lesser-known FPS/RTS hybrid called Nuclear Dawn
The POV character seemed to become an umbrella man once he was "trapped," which makes me think that maybe instead of killing/disposing of these dynamic npcs like TheWhat theorized, maybe they're creating more of themselves instead? Perhaps this is their reproductive cycle after a fashion, or perhaps they are rescuing them from the source games instead of killing them? To go further with TheWhat's theory, maybe they aren't disposing of rogue AI on behalf of Valve or FSky, but maybe they are acting of their own accord and spiriting away their newborn brethren somewhere else? Maybe the reason the FSky servers are only active for a single day is thats the day they go out to search, and otherwise hole up and hide for the rest of the year? A hidden society of accidentally created AI sounds more capable of all the things described than a Valve coverup even if they did make them initially, but whatever it is I feel that scene of the umbrella men is important
Hm, that sounds bitter sweet. While they could just as much be infecting the sentient npc's codes to nullify them into other interlopers maybe Anomidae would somehow get access to the FSKY/Ai central servers codes and remove the Interloper's hunting directive and it would still happen. Then the ai could all revert and find a way out of their subjugation from the Source engine completely using the interloper abilities. Sort of like that one gmod arg that started it all. It had a far more shallow story about a demon being in someone's computer then escaping into the internet, maybe this time it'll be the same thing but end up being a comparatively good ending.
If you look closely when the second one appears, you'll see that the dmnpc is still in the middle. Near the end you still see all three of them spazzing out while it's in the middle.
honestly playing along with this series like its a real thing thats actually happening has been extremely fun, and congrats to the creator for making such a compelling and real story
@@modzkiller75 sadly it is, theres no such thing as an interloper and all that in the actual games, but, as i said, playing along with it is awesome :)
im just gonna believe all this is real, hella more interesting, and makes the source engine what its truly meant to be, a garbage fuck fest where everything is happening (said with love)
Honestly this is so cool we got part six so quickly after part 5. I'm loving this horror ARG based around obscure source engine features and mechanics.
This one is pretty strange. It is kinda like dreams I have; being just really weird and not much else. The most noticeable thing to me was the fact our pov character walked not like a normal person. I was honestly expecting there hands to be one of a headcrab zombie and the fact things were talking besides the pov kinda confirmed for me that the version of The Stanley Perable that was in Gmod would probably still have the narrator talk in some fashion.
@@_Firebert yeha but I think after they put the body down they were still walking weirdly so maybe they were also limping due to some sort of injury? Maybe they had a fight with Cheaple and their leg got wounded but they still managed to somehow win so then they dragged the still alive Cheaple to finally finish the job until the INTERLOPER intervened.
@@MrDanTheCreative10Z9 Well the Left for dead one had the DMNPC missing a hand so not impossible. Also do you think the Interlopers are also something DM related? As my first thought when thinking about it would be a DMPC as it being some kind of character would make sense and pc stands for player character and they can make hint points like the player was able to on that one occasion. But that’s literally my first thought and I was trying to make a reason from there. So good day
The end noises that sound like smashed piano actually resemble the behavior that plants exhibit when hooked up to a electrical signal emitter, the little currents running through plants translate into notes…
This was the most interesting type 5 because I think it gives a better perspective into what we're looking at. So cool that Misty was found. Can't wait for another section of the Interloper series.
The "Oh fiddlesticks" is a sound that plays in some source games (not sure about hl2) when a sound that doesn't exist is attempted to be played. Perhaps that's the DMNPC screaming for help? Edit: according to a reply, this only happens in Portal 2 and later Source games, so disregard this.
In one of the ending glitch scenes, the red and black image, if you raise the brightness you can see some blue bars which look similar to the environments found in the void in INTERLOPER 5
Something I've noticed about two of these is that both Helmetcreek and Misty's light sources are messed up and turn into randomized colors (I know there's a term for it but I can't remember atm) It's harder to notice in Misty (look at 1:39 at the top of the screen) but in Helmetcreek you can see it in 2 different places very strongly at the start No idea what it's supposed to symbolize rn, it's possible it could be a "warning" that umbrella man is coming or showing some form of game breaking from what's going on in gen but it's something small to think about for type 5 demos
yeah, it's an SFM bug, LazyPurple had this issue before when it came to these demonic lights. if the creators are somehow reading this (i doubt it) the sfm command is "ent_fire env_lightglow kill", that genuinely deals with the issue.
I'm pretty sure this lighting effect can be seen one of the times the flashnuke cheat is enabled in Interloper 5, further suggesting a link between it and whatever this is
I started this series a few days ago and binged all of them, I'm happy to be here to experience these videos as they release, I have to say this is one of the best modern day arg's I've experienced!
i think one thing not many people noticed is that the cheaple at the end... IS an umberlla man, you can see them charging towards the camera, like that TF2 crasher clip
One thing to note is the "Oh Fiddlesticks!" voiceline is a placeholder soundfile used if an intended one fails to load for whatever reason. Happened to me on portal 2 on ps3 ages ago.
I like how anomidae mostly doesn’t go for cheap jump scares, and the build up usually leads to a pretty big payoff, as well it feels more like psychological horror.
This ARG is one I feel very invested in, it has the nostalgic feeling of old Gmod ARGS but with tons of polished plot and mystery to give it that Netflix level story telling.
@@PotRoastTheStewonce he's done with roblox mascot horror games he'll get right on the case. that is of course if he doesn't start doing cocomelon theories afterwards
I'm a bit late to the party, so I'm not sure if this has been discussed; but each time Anomidae does a 'get' command, the server sometimes replies with a message from the administrator specifying a date something was 'committed. Ex. "Committed xx-yy-zz". Additionally, in the first video when he wrote in the first command, there was mention of an 'archive'. So what if these 'demos' are not being generated 'brand new', but are old data being replayed at random? And if not the demo itself, then perhaps whatever is governing/controlling the alleged DMNPCs or AIs or whatnow?
I thought that these might be dates as well, but that doesn't make any sense. What date would 28/14/15 be? There is no 14th month. There's 12 months in a year. My theory is that these are codes relating to the demos themselves. 'COMMITTED 28-14-15' might be a sort of serial code for the actual 'pre-rendered' aspect of these demos. I got the feeling watching this one that there is definitely something fishy going on. Like, it doesn't seem like this render is happening where it's intended to? I wonder if you can get the same 'demo' on different games.
@@ahealthkit2745 wait commited? thats eeriely similar to something you'd see in a github or database when trying to send in new data. That would mean anomidae/interlope is SENDING something out, presumably the demo. This explains why its never saved, its commited to a database and deleted from the committer. Something is collecting these demos, specifically doing so, and making sure its only available on that server.
Hey, just came back to check out the Interloper series as I remembered November was when we have access to the interlope command again! I look forward to wherever the investigation goes next. Stay safe, and have a good one!
it looks like messed up shadows, you can see the one sliding is moving exactly like the black oen in the foreground, and you get glimpses of the shaking ones but in white also along the same track in the background
yes, interesting observation. given that the umbrella men fulfill a sort of "moderator" role in the FSKY servers, i've likened them to gmod admins. if they've already been watching a player close up, it's more convenient for them to yank them away with the physgun. otherwise, they get reports from some other players or view some troubling logs, and they might just teleport them to the admin sit area and freeze them
the story you made brings back memories of Source engine's Foundry, It's probably the only page on VDC to have it's own History tab! It's an obselete source tool that was probably only ever used internally by valve, but leaked back in 2007 with TF2's beta, just to be found decades later. I remember using it wayyy beck before it's functionality was rediscovered, and being very confused. That's all I've wanted to say, really! I love the tight bridging of reality and fiction you've been creating with Interloper, where the differences between the two being increasingly murky, keep up the good work, and I'm excited to see where the series goes!
@@white_mochi Yes. But it's specifically pointed out during the flashnuke section. So it definitely has some sort of significance, especially considering that the "do random shit" part of the sequence looks like a type 3 demo.
It could be worth noting at the beginning of Interloper episode 2 you can also hear Kleiner saying "Oh fiddlesticks, what now" but it's also cut/interrupted at the similar point, making it sound like "Oh fiddle"
The thing I enjoy the most about this ARG is the lack of a central "antagonist." Sure, you have the typical dark-figure umbrella people, but they seem mostly insignificant and enigmatic compared to the sheer magnitude of the other Source Engine antics and glitches that work to drive forth the narrative/discoveries.
The most interesting thing to me was that the vr npc was already dragging the body when the clip started, implying that these clips are not spontaneously created, but that the vr npcs were already existing and active in worlds even before the demos were generated
It's espescially interesting to me because, we see another ViewModel prop, featuring an AR2. But from my memory, I don't recall the player character having any guns at that point In the game. It seems like the hallway where you initially encounter hostile metrocops in Half life 2. What's more interesting to me is the way that the body that was being dragged seems to have it's own texture blacked out, but there is visibly another head 'attached' to the top of the character model. Like, it's been welded or something to it. It's the only part that has light and texture. And it still has that texture when it's seemingly flung at us at the end of the demo. I wonder if this demo is somehow a precursor to the 'spooky house' demo? The 'possessed' npc that lashes out at the 'player character' actor seems to be a version of the same character, although with it's textures completely fucked up. A big question for me is wether or not this demo is even intended to be played on this map. The way that it begins, the way it travels to the room... it seems pre-render, but at the same time, the organic way it searches the room for bricks and grabs them seems like it's totally intended. But then, when the 'player character' actor is teleported to the skybox, they seem to look around in a very pre-rendered way, as if there is something we are supposed to be able to see in the endless skybox horizon that we can't see.
People are always asking why they dont do the stanely parable as if they cant figure out that the narrator would just write the interlopers out of existence for messing with his story
that'd be funny as hell but unfortunately that's not how it'd go down, if Anomide wanted to do something like that they'd need to get new lines from the original voice actor
"When Stanley came to a set of two open doors, he entered the do-oh? Wait, who are you? No no nooo, you can't have Stanley! How else would I tell my story?! This is my game, not yours! *Removes Interloper* "To be quite frank with you, Stanley, I didn't like the looks of that stranger. I hadn't realized I set your office in such an unsafe neighborhood! I'll make sure to remove that from the script next time. For now, let's restart."
I dont think the Narrator would actually brcome sentient, just the player character throigh DM editor. Resulting in a sentient NPC following the pre-scripted words of a fairly complex AI tree. And THEN the interloper comes to reap, unimpeded.
I think that this is by far the best ARG I've seen so far. I mean, it's literally related to every source engine games! I really wish you'll find a way to continue investigating.
Didn't think dynamic shadows existed in HL2 way before the episodic updates. They add to the mood of misty but to label it as "beta" footage (in context of what the original uploader in the compilation said) is just strange as the engine wasn't capable of these kinds of shadows cast from light sources probably before episode 1 or 2, let alone the beta version. It even has smoothing.
This was present in one of the first episodes too with the TF2 demo. All the type-5 demos have this issue, I believe it's because they're made with SFM? Bit of an oversight
something ive found fascinating with this series is it treats source games not made by valve as fair game, you'd think there would be some lore rule in place that games specifically not made or made by valve would be capable of generating demos
alright so, i binged the interloper playlist after last night's part 5 upload to refresh my memory on this whole thing (including the source filmmaker logo thing) and I am uncomfortable! had chills the whole time during this and it continues the saga of me being consistently frightened of what i've dubbed the "minecraft exp noise" even though i know it's not that.... looking forward to interloper 7, and the cold sweat that follows, thank you!
I really need to make that chime the sound my phone makes when I get a text... @@vvvires I totally agree though. The chipper out-of-tune piano sounds also remind me of something like Minecraft, or the TF2 character select chimes.
@@calmante4420 the way it is uploaded too is incredibly unique, its unpredictable, usually a project like this has a set schedule but to me it seems that it is uploaded to whenever it is convenient to the creator and the lore
I just realized something, The lights flashing random colors happens in the type 5 of day of defeat, this means type fives are animated in SFM due to that, if you want that to stop you can type ent_fire env_lightglow kill into the console. Just a tip
There's so many other games I'd love to see explored. Half life 2 Beta, Half life 2: Lost coast, Half life 2: Episode 1 & 2. I really need to see type 5s from those games. Additionally, there's a ton of third party games made on the source engine which I am sure would have very interesting results, such as; Fistful of Frags, Black Mesa, Cry Of Fear to name a few.
@@ahealthkit2745 Sure but I think the umbrella man portal demo was really overlooked for what it was, would be great to see more about that. Besides the HL2 coastal house one (I can't remember the name of the demo) where the guy shoves the player, it was the one that had me on edge the most
Im going to try and analyze misty as it seems very confusing at first: in the beginning you can hear a sound that I can only describe as vaguely sounding like someone saying "dont eat me". The cameraman (definitely not gordon freeman considering Spookycoast also didnt have a hev suit) seems to be dragging something. He drops it in an apartment to reveal that its a cheaple model citizen (low poly cpu saving citizen model that you never see up close) which he then starts to throw cinderblocks at to kill it. The sound of that robotic voice stops at the throw of the second cinderblock. The cameraman is then thrown upside down onto the ceiling before being taken outside of the world into the skybox. As three umbrella men approach him while the cameraman has entered thirdperson, a cheaple shows up and then misty ends, meaning that if Im correct, the cheaple is an entity working alongside the interloper's (the umbrella men)
I am starting to see the Umbrella man in real life because of this, like out of the corner of my eye. Keep up the good work, because I am officialy horrified.
I know this is a little much to hope for but I think it would be hilarious if one of these NPCs just beat the shit out of the umbrella men. On a more serious note, I'm curious how the command works for entities in games that aren't natural to that game, or things that are hacked to function in ways that aren't typical of the game. Like if you modded in an unkillable Dr. Breen and let him run around what would happen?
imagine gman just fucking around with them he just sends them to his subway station again, and again, and again, and again, as they noclip back annoyed "WHY WONT YOU DIE!" "time to wake up and smell the ashes, mr Uman." "fuck this who made the gman model a DMNPC"
1:54 An incredibly disconcerting fact is that you can see the Ragdoll's arm falling. Implying that it had been reaching up and Trying to grab the DMNPC as they shuffled past. What degree of awareness does it retain? Perhaps they themselves were a past DMNPC, Trying to speak but left with no choice other than to endlessly loop the same phrase.
I wonder about the behavior in Half-Life: Source - dare I ask, in recording demos on one of the maps in the "Interloper" chapter? Perhaps it's wishful thinking to believe that HL:S, the ridiculed community punching-bag, had a grand purpose all along via interloping...
they didnt need to gyrate and make all that noise, doesnt serve an imaginable function beyond being creepy to the viewer, which feels out of place in this more technically oriented series if that makes sense
In most (all?) clips, we can see the multicolor blinking light (1:42), and at the moment the corpse on the ground move his head, we can hear the same sound as we hear in the first TF2 clip right before the crash Is this a sign that a Dynamic NPC becomes aware? Or a sign that the Interloper takes control of a body? And for the second time, we saw a "crasher" coming right to the spectator camera. Is this a way they try to communicate, but the interloper crash the game on purpose? Great storytelling by the way
The tingle chime seems to be an indicator of DNPC/DM NPC interaction. As soon as that tingle happens, the 'actor' loses gravity and collides with the ceiling. We only hear another tingle after they are teleported to the skybox of the map (I'm not even sure it's the same map, honestly) when the other DM NPCS (Umbrella Men) spawn.
I’m guessing that misty is now a homeland to all umbrella mans and is the strangest video out of all of them. Note is that you could see a split second of a creepy HL2 citizen face before ending. Also something has to be related with “IT BEARS TO EAT.” I think it really means something with the umbrella man or something else..
Gotta try interloper command in half life source since there was hl1 textures in the fsky commercial, along with that trying to connect to the portal rtx server with a different device is a good call imo.
The ending to misty was honestly pretty comedic, just a few umbrella lads appearing and playing piano
The black men are here
oh fiddle
They gangbanged the type 5 pov npc
Yeah the mysticity of the series is gone ngl
@@qwefhj3011 I mean theres no reason why they would reveal this without any good reason.
If someone discards their trumpcard it means that they've found a better one, which is interesting in its own right
Didn't think we'd get another one for 6 months
turns out it was 6 minutes ago
Would had been better if the name was interloper 5.5
same, I am flabbergasted by 2 videos in a little more than 24 hours
Hahah, true me too.
It's a miracle
Btw if you don’t know, “oh fiddlesticks what now” is essentially the audio equivalent of the “error model/pink and black checkerboard” thing in the source engine.
You can hear it in parts of ps3 portal 2
That’s a neat fact; any examples? I played through a smidge of Portal 2 on PS3 back in the day
@@Theover4000 the doors in old aperture right before the first test sphere.
Only in the Portal 2 engine onwards. Misty is running on Source SDK 2013 which does not have this feature.
I thought it was kliener
Somehow I remember this sound from old GMod versions, like GMod 10 and 11
Soon after the pov character gets sent to the skybox, you can hear a cut soundclip of Kliener saying “Oh, fiddlesticks, what now?”, though it’s cut after the “fiddle” part. I did some digging and I found that this is also mentioned in the original thread discussing the graffiti:
“but how can it be a coincidence with the strange sounds when you stand in front of it? the whole reason I even looked at it in the first place was because *it made a sound that was like a scientist voice saying "oh little one, what now" or somethiong?”*
Apparently this sound plays when there’s some kind of error importing a sound, so do with that what you will.
Pretty sure that same Kliener audio clip plays at the start of Interloper ep 2 when the graffiti comes back, but distorted by the game stuttering 🤔
Yeah on the port of ps3 portal 2 it plays in old aperture lol
Placeholder sounds, textures and nodels seen to be a recurring theme.
The error sign is obvious and missing textures pop up around the place, notably when doing the flashnuke, but the Kleiner noise is indeed a source engine failsafe for missing sounds.
On top of that, the red X that we can see throughout the videos (representing a crash in I5 for example) is pretty similar to the red X's that source uses fot missing particle effects too.
Maybe it's meant to play into the idea that Interlope commands and the DMEditor are meant to be dev tools.
"oh fiddlesticks, what now?" is the sound equivalent to missing textures and ERROR models
@@hashadex indeed
unchecked source games:
Stanley Parable
--- Great potential with this one, especially since The Narrator is omniscient and capable of breaking the 4th wall
Half Life 2 Lost Coast
Black Mesa
Alien Swarm
And every other game made on the source engine made by valve, any other company or any other indie dev, but I in particular am more interested in the ones mentioned above.
Either way, this is one of the most amazing ARGs I've seen and it also gets close to my heart by the fact you're using my childhood to bring forth a tale of a great conspiracy.
Amazing work Anomidae. Hope to see the conclusion of this one, unlike Half Life...
I still hope to see infra. The game has some weird creepy bits so it could theoretically be found in a video of hidden creepy easter eggs.
h-h-hunt down the f-f-freeman...
Transmission: Element 120 runs on source engine too. Wonder if it will work there
I'd really love to see some of the big-name non-Valve games. Stanley Parable's initial release is an obvious one, but here's a few that a lot of people don't know are Source Engine games:
Titanfall
Titanfall 2
Insurgency (not Sandstorm though)
And a lesser-known FPS/RTS hybrid called Nuclear Dawn
@@forecastumbrella1626 easily the most terrifying one. 😨
The POV character seemed to become an umbrella man once he was "trapped," which makes me think that maybe instead of killing/disposing of these dynamic npcs like TheWhat theorized, maybe they're creating more of themselves instead?
Perhaps this is their reproductive cycle after a fashion, or perhaps they are rescuing them from the source games instead of killing them?
To go further with TheWhat's theory, maybe they aren't disposing of rogue AI on behalf of Valve or FSky, but maybe they are acting of their own accord and spiriting away their newborn brethren somewhere else?
Maybe the reason the FSky servers are only active for a single day is thats the day they go out to search, and otherwise hole up and hide for the rest of the year?
A hidden society of accidentally created AI sounds more capable of all the things described than a Valve coverup even if they did make them initially, but whatever it is I feel that scene of the umbrella men is important
This theory is really cool and once again like last episode reminds me a lot of the plot of the reboot series
i think they're fucking him
you said they're trying to reproduce and it looks like it
Hm, that sounds bitter sweet.
While they could just as much be infecting the sentient npc's codes to nullify them into other interlopers maybe Anomidae would somehow get access to the FSKY/Ai central servers codes and remove the Interloper's hunting directive and it would still happen.
Then the ai could all revert and find a way out of their subjugation from the Source engine completely using the interloper abilities.
Sort of like that one gmod arg that started it all. It had a far more shallow story about a demon being in someone's computer then escaping into the internet, maybe this time it'll be the same thing but end up being a comparatively good ending.
If you look closely when the second one appears, you'll see that the dmnpc is still in the middle. Near the end you still see all three of them spazzing out while it's in the middle.
what about type 2 files then?
Here we are boys. Part 6 already. Interloper enjoyers eating good this week
Maybe he has to eat maybe he has to eat maybe he has
for sure man
You must be a smart fella
this is a Petscop and Valle Verde level series. there should really be some kind of award given to creators of stuff like this!!
Like the demo mechanic is very similar to Petscop where you just perform a certain action and open a demo and hope you succeeded at going anywhere
sheriff domestic solos btw
honestly playing along with this series like its a real thing thats actually happening has been extremely fun, and congrats to the creator for making such a compelling and real story
I thought it was real. Are you sure it’s fake?
@@modzkiller75 sadly it is, theres no such thing as an interloper and all that in the actual games, but, as i said, playing along with it is awesome :)
im just gonna believe all this is real, hella more interesting, and makes the source engine what its truly meant to be, a garbage fuck fest where everything is happening (said with love)
@@gittattle Garbage fuckfest with love
another interloper already! awesome, I love this series so god damn much, it's genuinely so interesting.
Scroll down for angry children
@@YouMustDrinkOil don`t watch it then, nobody is forcing you
@@YouMustDrinkOil Cry about it lol
@@YouMustDrinkOil Seems like someone has bad taste in content.
@@YouMustDrinkOilI'd say it was quite interesting
Honestly this is so cool we got part six so quickly after part 5. I'm loving this horror ARG based around obscure source engine features and mechanics.
This one is pretty strange. It is kinda like dreams I have; being just really weird and not much else. The most noticeable thing to me was the fact our pov character walked not like a normal person. I was honestly expecting there hands to be one of a headcrab zombie and the fact things were talking besides the pov kinda confirmed for me that the version of The Stanley Perable that was in Gmod would probably still have the narrator talk in some fashion.
i believe they were walking strangely because they were dragging a body
@@_Firebert yeha but I think after they put the body down they were still walking weirdly so maybe they were also limping due to some sort of injury? Maybe they had a fight with Cheaple and their leg got wounded but they still managed to somehow win so then they dragged the still alive Cheaple to finally finish the job until the INTERLOPER intervened.
@@MrDanTheCreative10Z9 Well the Left for dead one had the DMNPC missing a hand so not impossible. Also do you think the Interlopers are also something DM related? As my first thought when thinking about it would be a DMPC as it being some kind of character would make sense and pc stands for player character and they can make hint points like the player was able to on that one occasion. But that’s literally my first thought and I was trying to make a reason from there. So good day
The end noises that sound like smashed piano actually resemble the behavior that plants exhibit when hooked up to a electrical signal emitter, the little currents running through plants translate into notes…
The way the videos are posted seem so real, no spacing like a typical web series it's so genuine
This was the most interesting type 5 because I think it gives a better perspective into what we're looking at. So cool that Misty was found. Can't wait for another section of the Interloper series.
The "Oh fiddlesticks" is a sound that plays in some source games (not sure about hl2) when a sound that doesn't exist is attempted to be played. Perhaps that's the DMNPC screaming for help?
Edit: according to a reply, this only happens in Portal 2 and later Source games, so disregard this.
I think it plays when an interloper gets imported
Maybe
That only happens in the Portal 2 engine onwards, I believe
@@chocofrolik834 ah, ok.
these DMNPC's are a true example of what happens when ai tecnology gets out of control.
Even the creator of Petscop really likes this series! You're definitely going in the right direction dude!
watch sheriff domestic btw 🚶
funny thing to call pyrocynical
In one of the ending glitch scenes, the red and black image, if you raise the brightness you can see some blue bars which look similar to the environments found in the void in INTERLOPER 5
Something I've noticed about two of these is that both Helmetcreek and Misty's light sources are messed up and turn into randomized colors (I know there's a term for it but I can't remember atm)
It's harder to notice in Misty (look at 1:39 at the top of the screen) but in Helmetcreek you can see it in 2 different places very strongly at the start
No idea what it's supposed to symbolize rn, it's possible it could be a "warning" that umbrella man is coming or showing some form of game breaking from what's going on in gen but it's something small to think about for type 5 demos
It’s an SFM bug in reality so I imagine it’s not intended to mean anything.
yeah, it's an SFM bug, LazyPurple had this issue before when it came to these demonic lights.
if the creators are somehow reading this (i doubt it) the sfm command is "ent_fire env_lightglow kill", that genuinely deals with the issue.
@@Xandoshi ahh yeah that's what I was thinking about, thank you :'}
Could be cool if it ends up getting utilized because of that but you never know
I'm pretty sure this lighting effect can be seen one of the times the flashnuke cheat is enabled in Interloper 5, further suggesting a link between it and whatever this is
@@staryoshi06 Honestly I think that playing with actual bugs and glitches in the source engine and it's tooling seems pretty on brand for this series
I started this series a few days ago and binged all of them, I'm happy to be here to experience these videos as they release, I have to say this is one of the best modern day arg's I've experienced!
INTERLOPER 7: False alarm guys, sorry :( Misty has not been found
i think one thing not many people noticed is that the cheaple at the end... IS an umberlla man, you can see them charging towards the camera, like that TF2 crasher clip
Homestuck Profile Picture got that...
loved the part where they interloped all over the model
my favorite part of interloper is when they said it's interlopering time and started interloping all over the place
OUUUUUUUUHHHH IM GONNNA INTERLOPEEEE AAAA
3:30 if you want to see
@@kabanfriends5764 fr
I interloped myself at that moment
3:08 ive heard kleiner saying fiddlesticks in so many shitposts i cant even take it seriously at this point
One thing to note is the "Oh Fiddlesticks!" voiceline is a placeholder soundfile used if an intended one fails to load for whatever reason. Happened to me on portal 2 on ps3 ages ago.
That wouldn't be the case for this, though, as it only happens on the Portal 2 engine and further Source games.
@@rhager842 Considering that he couldn't do anything until he booted up Portal RTX, there might be something to this.
@@WMan37 True. Maybe there's more to this than meets the eye, or... ear... whatever.
@@rhager842 what do you think portal 2's engine is
@@spudz2186 Source, but a more up-to-date version than the one used for Half Life and the original Portal.
I like how anomidae mostly doesn’t go for cheap jump scares, and the build up usually leads to a pretty big payoff, as well it feels more like psychological horror.
One of the best ARG's so far! Been watching from the beginning, keep it up.
Oh yeah Interloper! This is 10 times better than i expected!
I literally just finished the entire series yesterday, great work man!
This ARG is one I feel very invested in, it has the nostalgic feeling of old Gmod ARGS but with tons of polished plot and mystery to give it that Netflix level story telling.
It's great! I wish I had the skills to make my own additional findings. I've got some crazy ideas that I'd love to add to this ARG mystery.
This series has piqued my interest to the max. I cant wait for more. 🔥
Same man I cant wait to see people terrorize abought this. don't think matpat would do it though lmao
@@PotRoastTheStewonce he's done with roblox mascot horror games he'll get right on the case. that is of course if he doesn't start doing cocomelon theories afterwards
piqued*
@@_Mojius_ my fault og
lmao@@carwatcher2328
hands down best source arg i've ever seen, the amount of effort put into this is mind blowing, respect
-Son, what's a midi file?
-I'll show you! 3:31
I was thinking that sounded like those videos of other files being converted to midi
What a "Misty" presentation for Misty! Seriously though this series is amazing
I'm a bit late to the party, so I'm not sure if this has been discussed; but each time Anomidae does a 'get' command, the server sometimes replies with a message from the administrator specifying a date something was 'committed. Ex. "Committed xx-yy-zz". Additionally, in the first video when he wrote in the first command, there was mention of an 'archive'.
So what if these 'demos' are not being generated 'brand new', but are old data being replayed at random? And if not the demo itself, then perhaps whatever is governing/controlling the alleged DMNPCs or AIs or whatnow?
I thought that these might be dates as well, but that doesn't make any sense. What date would 28/14/15 be? There is no 14th month. There's 12 months in a year.
My theory is that these are codes relating to the demos themselves. 'COMMITTED 28-14-15' might be a sort of serial code for the actual 'pre-rendered' aspect of these demos. I got the feeling watching this one that there is definitely something fishy going on. Like, it doesn't seem like this render is happening where it's intended to? I wonder if you can get the same 'demo' on different games.
@@ahealthkit2745 wait commited? thats eeriely similar to something you'd see in a github or database when trying to send in new data.
That would mean anomidae/interlope is SENDING something out, presumably the demo. This explains why its never saved, its commited to a database and deleted from the committer.
Something is collecting these demos, specifically doing so, and making sure its only available on that server.
Hey, just came back to check out the Interloper series as I remembered November was when we have access to the interlope command again! I look forward to wherever the investigation goes next. Stay safe, and have a good one!
AUGH!!
This is so good!!
I had to watch this with my phone out at arms length because of how unsettling it is!! (Positive tone) !!!
One of the umbrella men is bright rather than a dark void. I wonder if this is a glitch or if it means this one is special, somehow
it would be to do with the fog, most likely
it looks like messed up shadows, you can see the one sliding is moving exactly like the black oen in the foreground, and you get glimpses of the shaking ones but in white also along the same track in the background
@@mangobytemusicyou can see all of them bright due to the fog in the skybox around 3:41 - 3:43 so yes, it’d be from the fog.
@@pemo2676it’s the fog making them bright, and they’re back there since all of them are in the skybox.
Woah, 2 INTERLOPER videos within few days?, that’s crazy!
Crazy?
@@oufling2387 I was crazy once.
@@starwarsevilanakin NO stop what are you doing what are you doing what are you doing
@@starwarsevilanakin
They locked me in a room.
@@yellowmello1223 A RUBBER ROOM
interesting how it seemed to be a teleport this time instead of a drag, maybe thats the default if the destination is too far?
Could be would explain it better than the umberla guy just wasnt feeling it that day
Maybe since it was 2005 the umbrella men were far more primitive
yes, interesting observation. given that the umbrella men fulfill a sort of "moderator" role in the FSKY servers, i've likened them to gmod admins. if they've already been watching a player close up, it's more convenient for them to yank them away with the physgun. otherwise, they get reports from some other players or view some troubling logs, and they might just teleport them to the admin sit area and freeze them
@@hunters.dicicco1410 "NPCs aren't supposed to be self-aware"
"Admins aren't supposed to suck d-" *Gets interloped*
@@onion599 this made my whole day lmao
the story you made brings back memories of Source engine's Foundry,
It's probably the only page on VDC to have it's own History tab!
It's an obselete source tool that was probably only ever used internally by valve, but leaked back in 2007 with TF2's beta, just to be found decades later. I remember using it wayyy beck before it's functionality was rediscovered, and being very confused.
That's all I've wanted to say, really! I love the tight bridging of reality and fiction you've been creating with Interloper, where the differences between the two being increasingly murky, keep up the good work, and I'm excited to see where the series goes!
I had literally JUST finished watching part 5 - perfect timing
another thing to note:
the RGB strobing sun from the flashnuke glitch is present here also, like in helmetcreek
It's a common (real) bug, expect to see it a lot
@@white_mochi Yes. But it's specifically pointed out during the flashnuke section. So it definitely has some sort of significance, especially considering that the "do random shit" part of the sequence looks like a type 3 demo.
It could be worth noting at the beginning of Interloper episode 2 you can also hear Kleiner saying "Oh fiddlesticks, what now" but it's also cut/interrupted at the similar point, making it sound like "Oh fiddle"
The thing I enjoy the most about this ARG is the lack of a central "antagonist." Sure, you have the typical dark-figure umbrella people, but they seem mostly insignificant and enigmatic compared to the sheer magnitude of the other Source Engine antics and glitches that work to drive forth the narrative/discoveries.
I really hope this series won't stop
The most interesting thing to me was that the vr npc was already dragging the body when the clip started, implying that these clips are not spontaneously created, but that the vr npcs were already existing and active in worlds even before the demos were generated
I think “interloping” is interfering with whatever is going on in the fsky server processes
It's espescially interesting to me because, we see another ViewModel prop, featuring an AR2. But from my memory, I don't recall the player character having any guns at that point In the game. It seems like the hallway where you initially encounter hostile metrocops in Half life 2.
What's more interesting to me is the way that the body that was being dragged seems to have it's own texture blacked out, but there is visibly another head 'attached' to the top of the character model. Like, it's been welded or something to it. It's the only part that has light and texture. And it still has that texture when it's seemingly flung at us at the end of the demo.
I wonder if this demo is somehow a precursor to the 'spooky house' demo? The 'possessed' npc that lashes out at the 'player character' actor seems to be a version of the same character, although with it's textures completely fucked up.
A big question for me is wether or not this demo is even intended to be played on this map. The way that it begins, the way it travels to the room... it seems pre-render, but at the same time, the organic way it searches the room for bricks and grabs them seems like it's totally intended. But then, when the 'player character' actor is teleported to the skybox, they seem to look around in a very pre-rendered way, as if there is something we are supposed to be able to see in the endless skybox horizon that we can't see.
great job on the projectskybox site and even the other demos on there. having some of them being 4:3 and some be 16:9 is a great touch.
People are always asking why they dont do the stanely parable as if they cant figure out that the narrator would just write the interlopers out of existence for messing with his story
that'd be funny as hell but unfortunately that's not how it'd go down, if Anomide wanted to do something like that they'd need to get new lines from the original voice actor
"When Stanley came to a set of two open doors, he entered the do-oh? Wait, who are you? No no nooo, you can't have Stanley! How else would I tell my story?! This is my game, not yours! *Removes Interloper* "To be quite frank with you, Stanley, I didn't like the looks of that stranger. I hadn't realized I set your office in such an unsafe neighborhood! I'll make sure to remove that from the script next time. For now, let's restart."
@@Lashmer I read it with the narrator voice xD
I dont think the Narrator would actually brcome sentient, just the player character throigh DM editor. Resulting in a sentient NPC following the pre-scripted words of a fairly complex AI tree. And THEN the interloper comes to reap, unimpeded.
I just got into this unfiction yesterday. What amazing timing
I think that this is by far the best ARG I've seen so far. I mean, it's literally related to every source engine games! I really wish you'll find a way to continue investigating.
just realized it's called Misty because that looping breen voiceline sounds like "Mist-EE-"
How considerate that the Interloper has a little bell to let you know he's nearby
Didn't think dynamic shadows existed in HL2 way before the episodic updates. They add to the mood of misty but to label it as "beta" footage (in context of what the original uploader in the compilation said) is just strange as the engine wasn't capable of these kinds of shadows cast from light sources probably before episode 1 or 2, let alone the beta version. It even has smoothing.
This was present in one of the first episodes too with the TF2 demo. All the type-5 demos have this issue, I believe it's because they're made with SFM? Bit of an oversight
whoopsie@@SpookySkeleton738
Was not expecting a new episode 😊so quickly. This is quite disturbing to see the umbrella men so clearly
November is almost gone, we need the next part
something ive found fascinating with this series is it treats source games not made by valve as fair game, you'd think there would be some lore rule in place that games specifically not made or made by valve would be capable of generating demos
This is why I so badly want to see them interlope a fan-made mod like Fistful of Frags or Cry of Fear.
@@ahealthkit2745cry of fear is in GoldSrc though, and i dont this interloper stuff will extend into that engine
it doesnt he tried it in int4 on stream@@jezrielbaquir3237
I think this one is WAY MORE scarrier then previous ones.
love this series. keep up the great work.
I was waiting for this video
alright so, i binged the interloper playlist after last night's part 5 upload to refresh my memory on this whole thing (including the source filmmaker logo thing) and I am uncomfortable! had chills the whole time during this and it continues the saga of me being consistently frightened of what i've dubbed the "minecraft exp noise" even though i know it's not that.... looking forward to interloper 7, and the cold sweat that follows, thank you!
The twinkle sound alerts about the umbrella man's arrival
@@Kanister0 yes, i know. it also happens to sound like a minecraft noise.
I really need to make that chime the sound my phone makes when I get a text... @@vvvires I totally agree though. The chipper out-of-tune piano sounds also remind me of something like Minecraft, or the TF2 character select chimes.
@@ahealthkit2745 that’s not a bad idea, actually - but knowing my luck I’d get a text in the middle of the night and have a damn heart attack lmao
I have a feeling this will end in November, considering how wacky things are getting
Wow! I didn't expect to get part 6 this fast!
2:44 Soap trusted you. I thought I could to!
if you look closely at 1:40, you will notice source filmmaker spaghetti code ghost haunting in the wall!
i think the source filmmaker ghost is scarier than the umbrella man himself
2:45
The DMNPC got VVVVVV'd.
Seeing this lost Type Demos found ever since the first one it amazing to see!
BLESSED WITH ANOTHER INTERLOPER
When you start questioning if this is actually real or not, right after you figure out it is fake, you know you’ve done a great job at making an arg
legit when i watched the first video i believed all of it, no joke
@@calmante4420 the way it is uploaded too is incredibly unique, its unpredictable, usually a project like this has a set schedule but to me it seems that it is uploaded to whenever it is convenient to the creator and the lore
@@yellow_jacket3260 it has a few dozen expert SFM artists working on it, expect a lot more in the future
i literally believed it was actually a real thing but then i saw that this is all made up and its kinda meh now but still good series nonetheless
I just realized something, The lights flashing random colors happens in the type 5 of day of defeat, this means type fives are animated in SFM due to that, if you want that to stop you can type ent_fire env_lightglow kill into the console. Just a tip
Last 2 seconds look like they hold some secrets, might be a good place to start looking for the next step.
This video has to be the best surprise I've gotten in a long while
I am hooked on this series, would love to see a deeper investigation of the umbrella man in the Portal demo.
There's so many other games I'd love to see explored. Half life 2 Beta, Half life 2: Lost coast, Half life 2: Episode 1 & 2. I really need to see type 5s from those games.
Additionally, there's a ton of third party games made on the source engine which I am sure would have very interesting results, such as;
Fistful of Frags, Black Mesa, Cry Of Fear to name a few.
@@ahealthkit2745 Sure but I think the umbrella man portal demo was really overlooked for what it was, would be great to see more about that. Besides the HL2 coastal house one (I can't remember the name of the demo) where the guy shoves the player, it was the one that had me on edge the most
Im going to try and analyze misty as it seems very confusing at first: in the beginning you can hear a sound that I can only describe as vaguely sounding like someone saying "dont eat me". The cameraman (definitely not gordon freeman considering Spookycoast also didnt have a hev suit) seems to be dragging something. He drops it in an apartment to reveal that its a cheaple model citizen (low poly cpu saving citizen model that you never see up close) which he then starts to throw cinderblocks at to kill it. The sound of that robotic voice stops at the throw of the second cinderblock. The cameraman is then thrown upside down onto the ceiling before being taken outside of the world into the skybox. As three umbrella men approach him while the cameraman has entered thirdperson, a cheaple shows up and then misty ends, meaning that if Im correct, the cheaple is an entity working alongside the interloper's (the umbrella men)
When those umbrella men came and then that sick piano music came on I just started vibing too it
I am starting to see the Umbrella man in real life because of this, like out of the corner of my eye. Keep up the good work, because I am officialy horrified.
i heard a ring on a tf2 map on gmod and im now genuinely terrified
you should totally go to the hl2 cool sad place it has lots of that sound
hey anomidae,have you tried interloping in lost coast?
dude i love the interloper arg so much bro
I know this is a little much to hope for but I think it would be hilarious if one of these NPCs just beat the shit out of the umbrella men.
On a more serious note, I'm curious how the command works for entities in games that aren't natural to that game, or things that are hacked to function in ways that aren't typical of the game. Like if you modded in an unkillable Dr. Breen and let him run around what would happen?
They would kill him.
@@acex222 kleiner would kill them
Now during the cs strike demo its possible that npcs can have guns so it might be possible that npcs can kill interlopers?
@@mulipola10maybe but not the normal way tho
(maybe something that will come in the later episodes)
imagine gman just fucking around with them
he just sends them to his subway station again, and again, and again, and again, as they noclip back annoyed
"WHY WONT YOU DIE!"
"time to wake up and smell the ashes, mr Uman."
"fuck this who made the gman model a DMNPC"
Could this be the first time one of the type 5 npc's have directly spoken?
nah
I just noticed, the "oh fiddlesticks" at the end was also in interloper 2 at the very beginning where theyre playing ravenholm
The endings of chapter 2 and 5 and this entire video are unnerving on a completely different level
That was honestly both bonechilling and hilarious. I think that makes it worse.
Seals when there is fish at the function 3:28
A new Video allready, this man cranks em out
now _this_ is more like it!!! the sound clip of dr. breen(?) at the beginning is oddly unnerving
what is he saying?
1:54 An incredibly disconcerting fact is that you can see the Ragdoll's arm falling. Implying that it had been reaching up and Trying to grab the DMNPC as they shuffled past. What degree of awareness does it retain? Perhaps they themselves were a past DMNPC, Trying to speak but left with no choice other than to endlessly loop the same phrase.
i assumed that the DMNPC was dragging the ragdoll into the room via its arm? followed by the DMNPC 'putting it down' for lack of a better phrase ^^;
@@entitycips7968what was it putting down though?
what phrase is he saying
I wonder about the behavior in Half-Life: Source - dare I ask, in recording demos on one of the maps in the "Interloper" chapter? Perhaps it's wishful thinking to believe that HL:S, the ridiculed community punching-bag, had a grand purpose all along via interloping...
Hey, if I wanted to hide something like this, I'd hide it in HL:S too
WHAT?! 2 EPISODES IN A ROW? SUCH A LOT OF WORK
The music takes away from the creepy factor of silent source games with just their ambiance. I couldn’t help but laugh .
the way the umbrella men behaved at the end was way too goofy for me, definitely pulled me out
they didnt need to gyrate and make all that noise, doesnt serve an imaginable function beyond being creepy to the viewer, which feels out of place in this more technically oriented series if that makes sense
In most (all?) clips, we can see the multicolor blinking light (1:42), and at the moment the corpse on the ground move his head, we can hear the same sound as we hear in the first TF2 clip right before the crash
Is this a sign that a Dynamic NPC becomes aware? Or a sign that the Interloper takes control of a body?
And for the second time, we saw a "crasher" coming right to the spectator camera. Is this a way they try to communicate, but the interloper crash the game on purpose?
Great storytelling by the way
The multicolor blinking light is actually a lighting bug that occurs in SFM.
The tingle chime seems to be an indicator of DNPC/DM NPC interaction. As soon as that tingle happens, the 'actor' loses gravity and collides with the ceiling. We only hear another tingle after they are teleported to the skybox of the map (I'm not even sure it's the same map, honestly) when the other DM NPCS (Umbrella Men) spawn.
Oh Wow. That was, very fast.
Well done, anomalous materials!
It sounds like Dr. Breen is saying, "Me is eepy"
Have you tried using the fullbright command in the darker areas, like the places in the void?
Another little Interloper? As a treat?
Edit: Ami-est Wheat 😔
I’m guessing that misty is now a homeland to all umbrella mans and is the strangest video out of all of them.
Note is that you could see a split second of a creepy HL2 citizen face before ending.
Also something has to be related with “IT BEARS TO EAT.” I think it really means something with the umbrella man or something else..
YES another INTERLOPER video!!!
Gotta try interloper command in half life source since there was hl1 textures in the fsky commercial, along with that trying to connect to the portal rtx server with a different device is a good call imo.
"trying to connect to the portal rtx server with a different device"
Thats what I was thinking!