recursal/Fanatic-Fandom huggingface dataset:
Необычное новогоднее печенье к праздничному столу

Это мягкое рассыпчатое лакомство с яркими елочками вызовет у детей искренний восторг. Взрослым оно тоже, наверняка, понравится. Новогоднее печенье получается не только красивым, но и вкусным. Его приготовление можно назвать настоящим творческим процессом, поэтому к нему можно привлечь и других членов семьи. Совместное создание лакомства создаст волшебное настроение и атмосферу праздника. Рецепт очень простой: это новогоднее лакомство получится даже у начинающей хозяйки.

## Ингредиенты

Мука — 415 г;

Разрыхлитель — 10 г;

Сахар — 210 г;

Сливочное масло – 220

Яйцо – 1 шт.;

Ваниль – щепотка;

Зеленый пищевой краситель, цветная сахарная присыпка.

## Приготовление

Взбейте подтаявшее масло с сахаром миксером на средней скорости, у вас должна получиться красивая пушистая масса.

Добавьте яйцо, ваниль, муку, разрыхлитель, замесите тесто.

Разделите его на три равных части.

В одну треть добавьте пищевой краситель зеленого цвета. Раскатайте зеленое тесто. Возьмите формочку для печенья в форме елочки и вырежьте фигурки. Получившиеся елочки складывайте вместе.

Сформируйте из неокрашенного теста тонкие «колбаски». Закройте ими «стержень» из елочек, обваляйте в разноцветной присыпке. Заверните тесто в пищевую пленку и поставьте в холод на несколько часов. Нарежьте охлажденное тесто кружочками.

Теперь можно переходить к выпечке. Разложите печенье на противне и отправьте в прогретый до 180 градусов духовой шкаф примерно на 15 минут, очень важно следить за тем, чтобы печенье не перепеклось. Можно проявить фантазию и сделать любые серединки в новогодней тематике (звездочки, снеговики, домики). Любители натуральных красителей могут подкрасить серединку какао, а готовое печенье декорировать глазурью.

Новогоднее печенье, похожее на волшебный праздничный амулет, может стать не только украшением стола, но вкусным презентом. Осталось только уложить его в красивую коробочку!
Цветовая гамма и палитры 2016 года

Из имени новой хозяйки года — огненной Обезьяны — можно понять, что она неравнодушна ко всем оттенкам и тонам красного. Если такие цвета вам к лицу, то выбирайте именно их. Романтичный алый или строгий бордо привлекут внимание Обезьяны к вашей личности. Но на этом ее предпочтения не останавливаются. Она большая фантазерка, следовательно, от вас ждет демонстрации того же качества.

Подбирая Новогодний наряд, представьте себе огонь, понаблюдайте за язычками пламени. Какого оно цвета? Что именно вы в нем видите? Красный, желтый, оранжевый, иной раз зеленый или синий – все эти оттенки там присутствуют. Так вот, Обезьяна по характеру такая же. Переменчивая и страстная. Ее воображение поразит именно огненный наряд.

По вкусу Обезьянке и цвета затухающего пламени камина или свечи. Оттенки пепельного, бежевого, коричневого в сочетании с красным или золотым — идеально подойдет для встречи Нового года.

Не обязательно делать красный цвет — основным в образе. Достаточно выбрать платье, по ткани которого, как по пламени будут пробегать искристые, манящие дорожки. Еще пламя можно спрятать в украшениях или глазах. Поверьте, именно его хозяйка наступающего года будет искать в вас. Огонь – это своеобразный пропуск в счастье в наступающем Новом 2016 году.

Но не только огненная палитра по вкусу Хозяйке 2016 года. Также она придет в восторг от ярких разноцветных красок тропических птиц, цветов и джунглей . Яркий зеленый, синий, голубой, желтый — все эти цвета непременно должны сливаться в пестром и ярком принте. И не забудьте добавить красную нотку.
Ледяной подсвечник — зимняя сказка у вас во дворе

Огонь и лед — это сочетание всегда поражало воображение! Кажется совершенно невероятным, что они могут существовать рядом. А ведь Новый год — самое время для невероятных и волшебных чудес. Хотите стать феей и своими руками сделать необычный ледяной подсвечник? Тогда приступим!

## Понадобиться:

две пластиковые бутылки разного диаметра;

чистая вода;

ягоды, еловые ветки, листочки или другие предметы новогоднего декора;

липкая лента;

водорастворимый пищевой краситель или акварельные краски (по желанию)

## Изготовление:

Отрежьте верхнюю часть бутылок и поставьте их одна в другую, как показано на фото. Закрепите внутреннюю бутылку липкой лентой, так, чтобы оставалось примерно равное расстояние до края второй бутылки.

Положите в образовавшееся пространство ягоды, веточки, листики, или что подскажет ваша фантазия!

Налейте воду, при желании добавьте в нее краситель. Если внутренняя бутылка начнет всплывать, можно положить в нее небольшой грузик или дополнительно закрепить ее липкой лентой. Теперь нужно поставить всю конструкцию на мороз (в морозилку или на улицу).

Когда вода полностью замерзнет, аккуратно разрежьте и удалите бутылки. Если с этим возникнут сложности, просто подождите 5-10 минут: при комнатной температуре водичка подтает и вы без труда удалите формочки.

Теперь можно поставить внутрь небольшую свечу и наслаждаться необычным танцем огня и льда! Ледяной подсвечник не будет долго жить в комнате, однако, для декора двора (при условии, что там минусовая температура) или приусадебного участка вполне подойдет. Если вы живете в городской квартире, можно поставить такой фонарик за окно: высокие стенки подсвечника защитят огонь от ветра, и за вашим окном будет мерцать уютный огонек. Ну и конечно, же, такой подсвечник из льда очень понравится деткам!

Еще один способ сделать ледяной подсвечник — с помощью надувного шарика. При помощи воронки насыпьте в шарик немного красителя, налейте воду. Затем положите шарик в круглой миске в морозилку на 4 часа. Достаньте будущий подсвечник из морозилки и удалите шарик. Внутри вода будет не до конца замерзшей, поэтому просто удалите ее с помощью ножа или ложки. Поставьте внутрь небольшую свечу и ледяная лампа готова!

И вот еще несколько идей. Приятного творчества и счастливого Нового года!
Backwards

**Backwards**

Level number
2

Date of creation
November 2008

Preceded by
Whisper

Followed by
Entering

**Backwards** is the second chapter of *The Beginner's Guide*.

## Description

### Level

In this level, the player can only walk backwards, look around, and bunny hop with the backward momentum. Walking forwards or strafing is not possible. The map consists of a cement ground and a concrete ceiling connected by brick walls. Those walls contain white-text messages expressing thoughts about time and involving an unidentified female character. The map ends with a white staircase leading to a door with more messages appearing in the also-white walls around it before the level automatically ends.

### Narration

*Yep, in this game you can only walk backwards.*

(If the player doesn't walk backwards) *So try walking backwards.*

(If the player repeatedly tries other directions) *Yep, in this game you can only move backwards.*

*So it's a short and relatively minimalist experiment combining motion and narrative. It's less advanced than the previous game, but it actually seems to be more focused, more complete. Coda's trying to give it a unique voice rather than simply basing it on a pre-existing trope.*

*It's a short little thought, it says what it wants to say, and then it ends. Didn't need anything more than that! Which to me is why it works, because it gets out quick. Okay, next one!*

## Text

The messages on the walls (in order) are:

* The past was behind her
* But the future could not be seen
* Why does the future ... keep changing?
* When she stops and looks ... it becomes clearer (alternatively: When she stops ... it becomes ... and looks ... clearer)
* But if the future was always behind her
* How will she find the strength ... to confront it?

## Easter Eggs

### Noclip

By no clipping, the player will be able to find a room in this chat with text on the wall that says: "The future wasn't over here either." as well as a prop of a book with the entity generic\_actor.

First the Developer Console is required, then **sv\_cheats** must be **1** and before inputting **noclip**.

Technically this is the first sign that the narrator is not being entirely honest, since he must know of this easter egg but chooses not to tell the player about it. However, this might not be considered canon since only a player who uses the console would have any idea it is there. The first signs that a normal player would have access to are in the Stairs game.

### The Stanley Parable

In the game Davey Wreden wrote before, *The Stanley Parable*, the folders contain what seems to be an older demo audio file for this level.
Новогодние украшения стола: фруктовые и овощные елки

Приглашая гостей в свой дом на праздничный Новогодний вечер, каждой хозяйке хочется произвести наилучшее впечатление. Красиво накрытый стол – это уже половина успеха. Мы хотим предложить вашему вниманию мастер-класс, благодаря которому вы сможете не только удивить своих друзей, но и завоевать звание настоящей мастерицы.

Новогодняя елка – символ праздника. Так почему бы не создать это чудо на праздничном столе из овощей и фруктов? Ведь они являются неотъемлемой частью любого торжества, а преподнеся их по-новому, вы сможете приятно удивить своих гостей.

## Для украшения новогоднего стола вам понадобится:

любимые овощи и фрукты;

длинная тонкая палочка;

яблоко

Для основания вашей елочки можете использовать половинку небольшого яблока. Благодаря этому ваш шедевр будет устойчив. Итак, надев половинку фрукта на шпажку, поставьте свою елочку на тарелку. Теперь нужно сделать веточки. Нарежьте огурцы, ломтики сыра и любые другие овощи продолговатой формой. Надевайте их на шпажку по кругу, чем выше вы будете подниматься, тем меньшего размера используйте дольки. Таким образом, у вас должна получиться импровизированная елочка. Не забудьте украсить макушку, для этого прекрасно подойдет кончик сладкого перца или огурца.

Сделайте несколько вариантов этой закуски. Для детей прекрасно подойдет фруктовая елочка, для вечеринки – овощная, с добавлением сыров и колбас, используйте свое воображение и кулинарные навыки. Сочетайте овощи и фрукты, не бойтесь экспериментировать, ведь это шанс проявить свои творческие способности.

Для детской фруктовой елочки вы можете использовать следующий метод, благодаря которому она получится более пышной.

## Вам потребуется:

Зубочистки

Морковь

Яблоко

Любые ягоды и фрукты

Срежьте небольшую часть яблока и установите ее на тарелке. Как и в предыдущем мастер-классе оно будет являться основанием.

Возьмите морковь и обрежьте ее так ,чтобы по форме она напоминала конус. С помощью зубочисток закрепите морковь на яблоке.

Теперь необходимо сделать веточки, из зубочисток. Это достаточно просто. Располагаться они должны по всему периметру ствола.

Вот и все. Елочка готова. Осталось лишь надеть на веточки ягоды и фрукты

Не забывайте и о тарелке, на которой будет размещаться ваш шедевр. Красиво оформите ее зеленью или создайте снег, натерев на мелкой терке яичный белок. Для фруктовой композиции подойдут рассыпанные гранатовые зерна. Поверьте, такая подача фруктов и закусок будет смотреться очень эффектно на вашем праздничном столе.
Mazes

**Mazes**, just like the three dots, seem to be a recurring theme in *The Beginner's Guide*.

They are found in Whisper, Escape, Tower and Epilogue.

Something interesting about the mazes is that the player doesn't have to complete any of them. The maze in Whisper is skipped by the narrator, the maze in Escape cannot be played, the maze in Tower can also be skipped, and the maze in Epilogue is inaccessible.

## Gallery

The furniture maze from Escape from the player perspective.The furniture maze from above.The invisible maze from Tower.The invisible maze from Tower, with the triggers.The maze in Epilogue.
Как сделать новогоднее мыло

Наверное, каждый слышал про мыло ручной работы. Яркие красивые ароматные кусочки продаются в магазинах хенд-мейд косметики. Но не все знают, что столь же необычное и полезное мыло можно сделать своими руками, и порадовать необычным подарком себя или близких.

Особенно нравится мыловарение деткам. Еще бы — там столько всего интересного, можно почувствовать себя настоящим домашним химиком! Давайте сделаем самое простое мыло.

## Что понадобится для Новогоднего мыла:

100 гр мыльной основы (Она бывает белая и прозрачная, продается в магазинах для мыловаров. Если не хотите покупать целый килограмм основы, можно купить готовый набор для мыловарения, туда уже входят все необходимые компоненты);

базовое масло — 1 ч.л (это самый полезный ингредиент в мыле ручной работы, обычно используется облепиховое, оливковое, сладкого миндаля и т.д.)

пищевой краситель, несколько капель (можно использовать натуральные красители, например, облепиховое масло);

ароматизатор или любимое эфирное масло — 5-7 капель;

силиконовая или пластиковая формочка в виде снежинки, звездочки или чего-нибудь новогоднего; сухие травы, глиттеры или другие добавки (при желании).
Three dots

The **three dots** are a recurrent symbol in *The Beginner's Guide*. They first appear in Whisper (see gallery).

In-game, Davey Wreden never actually mentions the dots until the end, when recounting his various questions. According to his dialogue, Davey does not understand what the dots mean, and when asked, Coda wouldn't answer.

In another game by Davey Wreden, *The Stanley Parable*, there are three dots in an unreachable area in the warehouse.

When the dots are seen in Puzzle, right after the player is first introduced to the recurring door puzzle, Davey says that "we're going to see it a lot". Although he is directly talking about the door puzzle, it has been brought up that this may not be a coincidence and that the player should take this to mean that the dots will also be seen again "a lot" throughout Coda's games.

## Interpretations

Since the three dots seem to be stamped on the machine in the Machine level (as cogs) - and that, in that level, the machine itself is Coda, the simplest explanation is that they are just Coda's "signature" as a game designer.

One interpretation from Steam user Snorlax Is H4x:

> *The game explores the idea of 2 doors and a "dark space" in between. I believe the dots are the 2 doors and the middle one is the space between the doors, the place for reflection. This is also a metaphor for past, present, and future, the middle dot being the present.*
>
>

Other Steam users mention how the dots resemble the icon for Steam itself, the world's largest game distribution platform, in which both *The Stanley Parable* and *The Beginner's Guide* were released. Although a far shot, this would resonate with the interpretation that Coda represents real-life Davey after the launch and success of *The Stanley Parable* (more details here). It also resonates with the idea of the Whisper Machine's "whispers" being all the feedback (conceptual or actual) generated after a game is released and then becomes not only owned by its author, but also by its audience, who is free to project their own meanings and interpretations into it and its author (which is also a main theme for the relationship between Davey and Coda in *The Beginner's Guide*). This process is known as the death of the author.

Interestingly, the mathematical sign for "because" is also three dots in a similar arrangement (∵).

## Trivia

* Weirdly enough, House's three dots do not seem to appear in the game, despite being on the map in Source.

## Gallery

The three dots as shown in Coda’s games:

WhisperDownEscapeMachine (cogs)NotesPuzzleMobiusBackwardsIslandThe three dots in *The Stanley Parable*.House
## References

1. ↑ Steam user Snorlax is H4x
2. ↑ Steam
3. ↑ Wikipedia
Mark Margolis

*Cet article est une ébauche. Vous pouvez aider Wikia Person of Interest France en le développant.*

## Mark Margolis

### Naissance

26 Novembre 1939
*Philadelphie, Pennsylvanie, États-Unis*

### Séries notables

*Oz*
*Breaking Bad*
*Better Call Saul*

## *Person of Interest*

### Voix Française

Christian Pelissier

**Mark Margolis** est un acteur américain né le 26 Novembre 1939 en Pennsylvanie.

Dans *Person of Interest*, il interprète Gianni Moretti, le père d'Elias.
Unidentified female characters

There are **unidentified female characters** who are mentioned in various instances throughout *The Beginner's Guide*, with one of them briefly appearing. They may or may not be all the same person.

## Mentions and appearances

* In Whisper, the voice who talks to the player and asks them to sacrifice is female.
* In Backwards, the text about past and future mentions a female person.
* In Theater, a scene is focused on a woman who is a professional photographer of animals.
* In Island, a woman is crying and covering her face in the same room seen in Escape, behind iron bars.
	+ This is the only character in the game that doesn't appear with a blockhead - which could be a sign that this is one of Davey's modifications to the game.
* In Machine, the player is referred to as "ma'am", suggesting they are a woman.

There is not any evidence that these all refer to the same woman character, or that Coda is female - whom Davey always refers to as male. However, there is also no proof to the contrary - and Davey is eventually found to be an unreliable narrator, which, even though vague, makes all these interpretations legitimate.

## Trivia

* The trailer shows game .exe files, and one of them is called "Jennifer" (at 0:31). She does not appear in the game however.

## External links

* An article that discusses, among other things, the mysterious female characters
Tarot

Tower, the alleged final work created by Coda, harkens to the Tarot card of the same name. The Tower card is a card of chaos, upheaval, and momentous change, and is visually ominous. The unpleasantness of the game design may harken to the fear that the card often strikes into those who get this card in a reading. The chaotic nature of the game also meshes with the card's meaning. The game ends with a call for internal change from Davey, and is, in fact, a momentous change for Coda, as he has freed himself from Davey's influence.
Dark space

The **dark space** is the empty space between the two doors of the two-doors puzzle.

According to Davey, this space represents the state of mind someone is in when trying to move on from their past (hence the fact that, after closing the first door, you cannot go back) but hasn't fully done so - if you are in this dark space, it means that the next door isn't open (as you'd have no reason to stay there if it is).

Davey explains that this is Coda's mind state when finishing a map and moving on to the next, with the dark space symbolizing the interim period where you distance yourself, reflect and start anew into the next step.

Coda does not offer any direct explanations for this concept (or, in fact, any other). However, references to the dark space from dialogue options in Down suggest that it may be a preferred place or reward that the player is allowed to stay in as long as they want, rather than a place they "have to move on" from.

The dark space is central to the narrative, being found in one form or another in many of the game's themes and levels. It can be seen, for example, as a direct antithesis to the lampposts, whose sole purpose is to illuminate a dark area - and as such the dark space is also a metaphor for Coda himself, which Davey tries to shine a spotlight on and bring his own interpretations and experience up as he talks to the player.
The Stanley Parable

***The Stanley Parable*** is the previous game from Davey Wreden, which was released to great public success in 2013. Even though it uses an indirect and metaphoric way to create the dialogue, it is widely considered to be an exploration of the dynamics between game design and players inside a game. There are many similarities between *The Stanley Parable* and *The Beginner's Guide*, including both of them being "narrative-driven walking simulators" and prominently featuring narrators as the main narrative agent.

There are many differences between both of them, too, with *The Stanley Parable* being much more humorous, game-like (at least in comparison) and lighthearted; while *The Beginner's Guide* is more serious, even more metaphoric and disorienting and attempts to expose itself as very true-to-life, with no less than the real-life Davey Wreden acting as the narrator, playing himself (although whether he's a fictional version of himself telling a true story is debatable and need not necessarily be taken at face-value).

Another important distinction between the two games is that in *The Stanley Parable*, the main dynamic happens between the narrator and the player, through voice and actions, respectively, whle in *The Beginner's Guide*, the dynamic is actually threefold - with Davey as the narrator, Coda and his levels as the subject-matter, and the player as the person Davey is talking to and also acting as a (mostly unwilling) witness to his desperate attempt to reach Coda.

*The Stanley Parable* is only mentioned by name at the very beginning of the game, in Intro, when Davey says that it "tells a pretty absurd story".
Exiting

**Exiting**

Level number
6

Date of creation
January 2009

Preceded by
Puzzle

Followed by
Down

**Exiting** is the sixth chapter of *The Beginner's Guide*.

## Description

### Level

The setting of this level is the same of Entering: walking on a path on a dark night to see a wooden sign. The differences are that: 1. the sign appears close to the beginning, while it is near the end in Entering and 2. the message says "you are now exiting".

The same exact message ("you are now exiting") is also featured in *The Stanley Parable'*s escape-pod ending.

### Narration

*Aha! So, this, combined with the Entering game from earlier, tells us that Coda believes his games are connected somehow. It could even be that the stairs game and the puzzle game are literally connected in between this and the entering game. There's a bigger picture that all of his games are meant to play a role in, some larger meaning that we won't be able to grasp until we've seen all of them, and once we have we can step back and start to understand what exactly that bigger picture is.*
Epilogue

**Epilogue**

Level number
17

Date of creation
*Unspecified*

Preceded by
Tower

Followed by
*None*

**Epilogue** (also known as **No Man's Land**) is the seventeenth and final chapter of *The Beginner's Guide*. With the previous level being the last one Davey received from Coda, it can be assumed this one is created by Davey, although this is never openly stated.

## Description

### Level

This final level begins in the entry hall of a train station. The player goes to the platform and enters the train, then walks to another door at the end of the train. It leads to a different environment in an impossible ("trippy") transition. In this environment, a big house can be seen in the far background. Inside that house, the player climbs a staircase, passes through two rooms filled with sand (one of which contains an empty picture frame) and enters an entirely black room.

The next part begins in a spacious dark cave. The player eventually exits it, reaching a desert outside with some structures with a curious architecture and a traphole further on. After jumping down, the player falls into a room where they are elevated to the height of another passage. This passage takes the player back to the train station. After some stairs, there is a long corridor ending in the same blue beam of the machine in *Escape from Whisper*.

In the final scene before the credits, the player, after entering the beam, floats upwards above an immense labyrinth with a starry sky in the background - in what is, again, a homage to the level *Escape from Whisper,* although the labyrinth the player sees here is much wider and more complex.

### Narration

*More. More more more. More love, more praise, more people telling me that I'm good, always more more more... It's like a disease. Solution, solution, solution.*

*I guess If someone had told me ahead of time that he just really enjoyed making prison games, maybe I wouldn't have thought he was so desperate? I wouldn't have told so many people that he was depressed.*

*Maybe he just likes making prisons.*

*Even now the disease is telling me to stop, but don't show people what a shitty person you are. They'll hate you.*

*If I knew that my life depended on finding something to be driven by other than validation... What would that even be?*

*Heh, it's strange, but the thought of not being driven by external validation is unthinkable, like I actually cannot conceive of what that would be like!*

*What now?*

*I think I need to go.*

*And...I'm sorry, because I know that I said I would be here and I would walk you through this, but.*

*I'm starting to feel like I have a lot of work to do. I have a lot that I need to make up for. And so I'm...*

*...just going to...*

*Okay.*
Unreliable narrator

An **unreliable narrator** is a trope in which a fictional narrator cannot be entirely trusted. Maybe, in the story, he is telling events he did not watch happen first-hand, or he is deliberately lying about them for some reason (like hiding his own responsibility over negative outcomes, etc). An unreliable narrator is not necessarily malicious, but sometimes only mistaken, incompetent or misinformed - on the other hand, such a narrator may deliberately be lying and manipulating the audience for his own reasons, to the detriment of the truth and the public listening to it.

In *The Beginner's Guide*, Davey is an unreliable narrator, although this may only be apparent to some players very late in the game, if at all. He never truly explains his motives and players are never fully aware of the extent of his unreliability - which could easily go as far as to the entire story he is telling us being false, whilst he says otherwise.

The most likely explanation for Davey manipulating the narrative (in the context of the game, where he believes Coda to be real), is to more easily present to the player the same Coda that he envisions in his mind after his experiences with him. Whether this is malicious or not is up to debate - it being as harmless as just a person's take on a series of events; to it being as malicious as entirely misrepresenting a person to a huge audience worldwide.

Outside the context of the game, the most important assumption of Davey being unreliable is that the entire plot for the game is false and Coda never existed in the way the story upholds he did, and that all the game maps were created uniquely for inclusion on *The Beginner's Guide* in the months or years preceding its commercial release. This approach does not necessarily preclude the fact that Coda could still "exist" as a metaphor, as an entirely different person (or persons) or even as Davey himself (his younger self, a subjective part of his persona, etc).
Rules and guidelines

First and foremost, we follow Wikia's Community Guidelines. The following are variations of some of these guidelines that are applied here.

## Files

### Images

* TBG screenshots uploaded here are intended to illustrate our articles. We exhibit them under **fair use**. Our pages may also include screenshots of other works (related games, etc.) under the same provision.
* Freely available TBG fanarts are welcome as long as their author is credited.
* Other kinds of images may be uploaded as well as long as they are related to TBG and do not violate anyone's copyright.

### Videos

* Playthroughs and other TBG-related videos from YouTube are welcome.

## Content

### Fan theories

* Unlike Wikipedia, we allow fan theories so long as they are clearly presented as theories instead of fact.

## Links

* Links to illegal downloads of copyrighted content are not allowed.

## Contact

* If you have any questions, feel free to contact an admin.
(Jeg gleder meg til) år 2000

***(Jeg gleder meg til) år 2000*** er en sang av Kjøtt, utgitt på albumet Op fra 1981.

## Sangtekst

Jeg gleder meg til år 2000

Når jeg tenker meg hvordan det kommer til å bli

Masse dop og masse mennesker

og et flashete fyrverkeri

Det blir sikkert jævlig kjør

- håper at jeg aldri dør

Jeg gleder meg til år 2000

- en ny epoke for deg og meg

jeg gleder meg til år 2000

- 2000 år sia null, okei

## Eksterne lenker

* (Jeg gleder meg til) år 2000 Jøran Rudis side om Kjøtt
Whisper Machine

The **Whisper machine** is referenced at several points of the game, notably in the levels Whisper, Island and Machine. One of the interpretations is that of an echo chamber, which "tells" Coda that making games is always easy and fun, worthwhile and rewarding; which he seems to expose a level of doubt about in his games.

The "whispers" can be understood as the bite-sized feedback that creators receive about their games, either as personal opinions, internet comments, media blurbs, etc - a phenomena that real-life Davey is also undoubtedly familiar with after acquiring a huge level of success after the release of his previous game, *The Stanley Parable*. Presumably, like the voices in the head of a schizophrenic person, the huge volume of "whispers" can be utterly overwhelming and confusing, as each person, online or not, tries to make their own statements, without any type of overall coordination, structure or even agreement between the whole.
Source SDK

The ***Source SDK*** is the development kit for creating content in Valve's game engine, the Source engine. In *The Beginner's Guide*, it was used by Coda to make his games, which act as the different levels the player visits while Davey comments and modifies them on-the-fly.

It cannot be overstated how important the notions of modding and creating maps on this engine is to the full understanding of the concepts behind the game - and not only for the basic understanding of the story. This article goes into it from the viewpoint of a renowned Source Engine modder in the exact time-frame explored by the game.

In Down, Davey goes as far as to mention how understanding the engine is crucial to understanding the narrative being presented. Ironically though, in what is hardly a coincidence, as soon as he mentions that the engine lends itself to creating "boxy, linear corridors", the basement of a café turns into an abstract space without walls, featuring a huge, bizarre drop with abstract shapes spread throughout.
Entering

**Entering**

Level number
3

Date of creation
November 2008

Preceded by
Backwards

Followed by
Stairs

**Entering** is the third chapter of *The Beginner's Guide*.

## Description

### Level

The player walks along a straight path in a dark night for a few seconds, until they reach a wooden sign reading the message "you are now entering". The path continues for a short distance before the game ends.

### Narration

(After the player walks forwards for a bit) *And that's it! Okay the meaning of this game won't be clear just yet, please be patient with me for a few more games and I promise you'll see what makes it interesting.*
List of levels

This page lists all the seventeen chapters of *The Beginner's Guide* and their creation dates if informed. In the game's narration, they are called "games", while in the menu they are called "chapters". They can also be alternatively called "levels".

## Trivia

* All of the maps, minus the three for backgrounds, have VMF files located in the mapsrc folder.
La Négociatrice

*Cet article est une ébauche. Vous pouvez aider Wikia Person of Interest France en le développant.*

## La Négociatrice

### Scénariste

Nic Van Zeebroeck
Michael Sopczynski

## Chronologie

***La Négociatrice*** est le sixième épisode de la saison 1 de *Person of Interest*.

## Casting

### Principaux

* Jim Caviezel : John Reese
* Michael Emerson : Harold Finch
* Taraji P. Henson : Lieutenant Joss Carter
* Kevin Chapman : Lieutenant Lionel Fusco

### Invités

* Paige Turco : Zoe Morgan
* Tim Guinee : Mark Lawson
* Matt Servitto : Samuel Douglas
* Brian Murray : Robert Keller
* Adam LeFevre : Anthony Talbott
* Jeff Wincott : Allan Gilmore
* Dan Hedaya : Bernie Sullivan
* Samuel Smith : Slip
* Brandhyze Stanley : Brigitte
* Anna Koonin : Dana Miller
* Timothy Adams : Homme à la casquette de baseball
Lamppost

A **lamppost** is featured in each of the final screens of chapters 7 to 15. Davey initially states they were placed by Coda while creating those levels, but by the end of the game, in Tower, a message left by Coda reveals that they were actually added by Davey.

This has led to the possible interpretation that Davey and Coda are the same person (or at least that Coda is a younger Davey). This would mean that both are right when they say the other put the lampposts in the levels.

Another theory behind the lampposts is that Davey wanted the game to have a common thread, therefore giving more meaning to the games. Another theory suggests that the lampposts represent a chapter of Coda's life ending, as the lampposts do always appear at the end of later chapters. It is left to interpretation.

The first lamppost, found at the end of Down, is the only one that doesn't look completely out of place visually and environmentally, leading some players to believe that only the first lamppost was included in Coda's original design, with all subsequent lampposts added by Davey.

It's important to note the obvious thematic conflict between lampposts and the dark spaces - which in itself mirrors the conflict between Davey and Coda.

Fans of the game have proposed the term "*lampposting*" as a verb that indicates that a person is adding their own meaning (perhaps not even a welcome, correct or even benign interpretation) to other people's works - which, naturally, is something all critics (and even audience) must do to some degree when evaluating any form of expressive art. Some of the reviews for *The Beginner's Guide* go as far as putting lampposts on the screen when they are taking a leap of logic and trying to discern the intentions and inner state of the author (in this case game developer Davey Wreden) through their work, which is one of the main conflicts between narrator-Davey and Coda.

### Gallery

DownNotesEscapeHouseLectureTheaterMobiusIslandMachine
Characters within Coda's games

Most of the games designed by Coda feature or mention at least one character besides the Player (who also takes different identities depending on the game). With one exception, all characters who appear onscreen have Coda's characteristic blockheads.

The only levels in which no characters besides Coda, Davey and the Player appear or are mentioned are Intro, Entering, Puzzle, Exiting, Tower and Epilogue.

## List

### Whisper

* The spaceship's crew (unseen)
	+ Player (one of the crew members)
	+ Female crewmember who asks the player to sacrifice (voice)

### Backwards

* Writer of the messages (possibly)
* Female person the messages refer to (mentioned)

### Stairs

* Singers (voice, Easter egg)
* Characters mentioned as ideas for games
	+ Stranger that appears
	+ Captain of a boat
	+ Bear
	+ Sharks

### Down

* Player (prisoner)
* Dialogue characters, labeled "Listen" (3 sitting in one room, other 3 in another)

### Notes

* Players who wrote the notes (purportedly)
* Typewriters (probably a means of communication used by someone)

### Escape

* Character the player talks to in the phone booth (unseen)

### House

* Player (role unknown)
* The house cleaner, labeled "Clean"

### Lecture

* The professor, labeled "Talk"
* The student(s) (unseen)

### Theater

* Player (actor)
* The director (unseen)
* The female photographer of animals, labeled "Wise"

### Mobius

* The spaceship's crew
	+ Player (one of the crew members)
	+ 7 crew members labeled "Blind"
	+ Crew member labeled "Truth"
	+ Crew member labeled "Research" and "Blind"

### Island

* Player (role unknown)
* Character who wants to solve the puzzle (unseen)
* Female prisoner

### Machine

* Player (a female)
* Several journalists labeled "Press"
* The machine
Аллигаторовые

## Общее определение.

Аллигаторовые - одно из трех семейств пресмыкающихся, относящихся к отряду крокодилов.

По своим внутренним и наружным признакам более примитивны, чем гавиаловые или настоящие крокодилы, без всяких сомнений физически уступая последним при равных с ними размерах. Ранее аллигаторы объединялись в кладу Brevirostres, объединявшую их с настоящими крокодилами, но сейчас эта таксономическая единица считается несостоятельной и аллигаторы считаются более далекими родственниками крокодилов, чем гавиалы.

#### Поведенческие черты.

В целом, по сравнению с настоящими крокодилами, аллигаторовые характеризуются как сравнительно спокойные хищники, питающиеся в основном мелкими животными. Но не стоит их недооценивать. Тем более, исключением из этого правила вполне может считаться черный кайман, в своей среде обитания являющийся чуть ли не экологическим аналогом нильского крокодила.

#### Представители.

Современное семейство включает два подсемейства, состоящие из 4 родов и 8 видов.

Подсемейство **Alligatorinae.**

Род *Alligator - аллигаторы.*

* Миссисипский аллигатор (Alligator mississippiensis).
* *К*итайский аллигатор (Alligator chinensis).

Подсемейство: **Caimaninae.**

Род *Caiman - кайманы.*

* *К*рокодиловый кайман (Caiman crocodylus).
* *Ш*ирокомордый кайман (Caiman latirostris).
* *П*арагвайский кайман (Caiman yacare).

Род *Paleosuchus - гладколобые кайманы.*

* *Г*ладколобый кайман (Paleosuchus trigonatus).
* *Г*ладколобый кайман Шнайдера (Paleosuchus palpebrosus).

Род *Melanosuchus - черные кайманы.*

* *Ч*ерный кайман (Melanosuchus niger).

1. ↑ Erickson, G. M.; Gignac, P. M.; Steppan, S. J.; Lappin, A. K.; Vliet, K. A.; Brueggen, J. A.; Inouye, B. D.; Kledzik, D.; Webb, G. J. W. (2012). Claessens, Leon, ed. "Insights into the ecology and evolutionary success of crocodilians revealed through bite-force and tooth-pressure experimentation".
Le Complot

*Cet article est une ébauche. Vous pouvez aider Wikia Person of Interest France en le développant.*

## Chronologie

***Le Complot*** est le dix-septième épisode de la saison 3 de *Person of Interest*.

## Casting

### Principaux

* Jim Caviezel : John Reese
* Michael Emerson : Harold Finch
* Kevin Chapman : Lieutenant Lionel Fusco
* Amy Acker : Samantha « Sam » Groves/« Root »
* Sarah Shahi : Sameen Shaw

### Invités

* Yul Vasquez : Cyrus Wells
* Colin Donnell : Billy Parsons
* Peter Rini : Dr Carr
* Danielle Di Vecchio : Capitaine Divecchio
* Alex Shimizu : Daizo
* Steve Lord : Voyou
* Matthew Stocke : Coursier
* Joe Gately : Garde
* Rose Sias : Policier
Mobius

**Mobius Trip**

Level number
13

Date of creation
June 2010

Preceded by
Theater

Followed by
Island

**Mobius** (or **Mobius Trip**) is the thirteenth chapter of *The Beginner's Guide*.

A Möbius space is a mathematical concept of a two-dimensional space that appears to be three-dimensional. As a concept and as a word and sounding "cool", it has also been used in many unrelated pop-culture cases. In the context of this level, it might be a reference to the fact that the level loops in of itself repeatedly, without ending.

## Description

### Level

This level begins with a message saying that the player needs to close their eyes in order to play it properly. Mobius is a spaceship that is about to crash against a structure representing a door. The impact will occur in about 20 seconds; if the player does not complete the level before this, it automatically restarts.

The player must go down and use an elevator to the upper part of the ship, where they need to talk to one of the crew members (standing next to a lamppost), confessing one of their weaknesses.

### Narration

(If the player doesn't beat the level after a few tries) *You should probably open your eyes if you haven't already, it's pretty much impossible to solve otherwise. And there is a solution, by the way.*

(If the player still doesn't beat the level after a few more tries) *Alright, let me explain how you're supposed to do this. On either side of the room are elevators which go up to an upper level. You have to go up, walk over to the person who's standing there, and then select dialogue option number 2.*

(See Dialogue Section)

*Like I said, I was getting concerned. First off, he's never been this explicit in his work about exactly what he's thinking. So where's that coming from? But then even weirder, his work has potentially stopped being an outlet for him. Not like he's having trouble iterating on ideas, but he literally just can't think of new ideas any more. And in person he was being a lot more distant than usual,  you know how sometimes a person will just deflect anything that you say in order to keep themselves disconnected all the time? It was that kind of thing. Here was the point in my relationship with Coda where I really started to wonder if he needed my help in some way.*

*His games are going to get more desperate from here on out. After this game it's almost 6 months before he finishes something new.*

## Dialogue (From In-Game Files)

### Truth

Most of the dialogue is missing, however if you want to access it yourself, go into Steam, right click "The Beginner's Guide", then select "Properties". Then go to "Local Files" and click "Browse Local Files". After that, go to "beginnersguide" (If you're English) and then "trees". Finally, selecting any file under the name of "mobius..." is the dialogue for this section.

### Player

(Options don't matter)

1. HELP! I'm blind!
2. I can't see anything!
3. What's going on??

1. Please, someone talk to me!
2. Please, tell me how to solve this.
3. Please don't let this be forever.
Настоящие крокодилы

## Общее определение.

Настоящие крокодилы - это семейство пресмыкающихся, входящее в состав отряда крокодилов.

С аллигаторами и гавиалами в современной классификации их объединяет только один подотряд (эузухия), что делает этих животных, не смотря на их внешнее сходство для непросвещенного человека, достаточно далекими родственниками, не менее далекими друг от друга, чем, например, кошачьи и гиены.

Степень родства гавиалов с крокодилами несколько спорна. Ранее, например, выделялась особая клада Brevirostres, объединявшая крокодилов и аллигаторов, но не гавиалов. Хотя в наше время, исходя из исследований генетики ложного гавиала, большинство авторов склоняется именно к тому, что гавиалы к крокодилам ближе, чем аллигаторы.

### Поведенческие черты.

По сравнению со своими дальними родственниками - аллигаторами и гавиалами, настоящие крокодилы отличаются повышенной агрессией (вообще входят в ряд самых злобных и настырных хищников), большей активностью и тягой к нападению на относительно крупных животных (лишь с парой специалистов по ловле рыбы в качестве исключения).

#### Представители.

На данный момент выделено 14 видов в составе 3 родов (ложный гавиал отнесен к семейству гавиаловых). Но в дальнейшем возможно выделение еще большего числа видов, таких как, например, *Сrocodulus raninus.*

Род *Crocodylus - крокодилы центрального рода.*

* Гребнистый крокодил (Crocodylus porosus).
* Нильский крокодил (Crocodylus niloticus).
* Кубинский крокодил (Crocodylus rhombifer).
* Острорылый крокодил (Crocodylus acutus).
* Оринокский крокодил (Crocodylus intermedius).
* Болотный крокодил (Crocodylus palustris).
* Пустынный крокодил (Crocodylus suchus).
* Сиамский крокодил (Crocodylus siamensis).
* Филиппинский крокодил (Crocodylus *mindorensis*).
* Центральноамериканский крокодил (Crocodylus moreleti).
* Новогвинейский крокодил (Crocodylus novaeguineae).
* Австралийский пресноводный крокодил (Crocodylus johnsoni).

Род Mecistops - африканские узкорылые крокодилы.

* Африканский узкорылый крокодил (Mecistops *cataphractus*).

Род *Osteolaemus - тупорылые крокодилы.*

* Тупорылый крокодил (*Osteolaemus tetraspis*).

1. ↑ Erickson, G. M.; Gignac, P. M.; Steppan, S. J.; Lappin, A. K.; Vliet, K. A.; Brueggen, J. A.; Inouye, B. D.; Kledzik, D.; Webb, G. J. W. (2012). Claessens, Leon, ed. "Insights into the ecology and evolutionary success of crocodilians revealed through bite-force and tooth-pressure experimentation".
2. ↑ Willis, R. E.; McAliley, L. R.; Neeley, E. D.; Densmore Ld, L. D. (June 2007). "Evidence for placing the false gharial (*Tomistoma schlegelii*) into the family Gavialidae: Inferences from nuclear gene sequences". *Molecular Phylogenetics and Evolution.*
3. ↑ Ross, C.A. 1990. *Crocodylus raninus S. Müller and Schlegel, a valid species of crocodile (Reptilia: Crocodylidae) from Borneo*. Proceedings of the Biological Society of Washington.
4. ↑ Schmitz, A., Mausfeld, P., Hekkala, E., Shine, T., Nickel, H., Amato, G., and Böhme, W. (2003). "Molecular evidence for species level divergence in African Nile crocodiles *Crocodylus niloticus* (Laurenti, 1786)".
Main Page

**Welcome to the The Beginner's Guide Wikia,** **the premier source for all things *The Beginner's Guide* that anyone can edit!
40 articles since December 2013.
Want to help out? Please read our rules and guidelines.**

Davey Wreden
Coda
Player
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0: Intro
1: Whisper
2: Backwards
3: Entering
4: Stairs
5: Puzzle
6: Exiting
7: Down
8: Notes
9: Escape
10: House
11: Lecture
12: Theater
13: Mobius
14: Island
15: Machine
16: Tower
17: Epilogue

Source SDK
Two-doors
Dark space
Lamppost
Mazes
Three dots
Tarot

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Alexgate

Alexgate (or the Multiple Alex Event) was a historical event in The Queensland Bronies facebook group. Multiple Alex accounts were made in order to spam the group and cause some much needed drama.

Using his authority as an admin of the page, Tim and the squad made dummy accounts using Alex's current display picture in order to swarm the group. All at once they were added and continued to discuss topics of the show as if nothing was wrong.

The group was flooded with Alexs, commenting on each others posts and circlejerking while onlookers were horrified. Many members of the group had a good laugh at our well constructed ruse.

The event would go down in history, and as any great movement there were the critics. One Dylan Noonan in particular had issues with the attack and ended up removing the Alexs. There were no serious consequences, except for one talking to from Alex's mother. The Queensland Bronies recovered and left us with a warning, and everything went back to normal. Although he didn't enjoy it at the time, Alex now looks back on the event and laughs as it was fucking hilarious and he can se that now.
Squad Records

Squad Records is the record label that the squad publish their music under.

## History

The record label started up in 2010 with the first signed artists being Tim and Kyle (later Whitney), under the name TW Records. After The Whitney Event the record label fell on hard times and declared bankruptcy until being funded by an anonymous investor at the beginning of 2016. As of 2016 the record label changed its name to Squad Records to better reflect the ties it has to the squad.

Squad Records main genre is shit, created by Squad Record's first artist Tim.

## Notable Artists

Related: Complete List of Squad Records Artists

* Tim
* The JOJites
* Recorder Brony
* Bradbeard
* Century's Myth
Tim (Squad)

**Role**

Tim is one of the original members of the squad, along with Alex, Rhys, Brad and ~~Shitney~~.

## History

In high school Tim befriended Shitney and began hanging out. Soon afterwards he befriended Brad and added him to his mate repertoire. Rhys and Alex... I dunno just happened, friends of friends or something. Point being they began hanging out and became a mad squad.

## Trivia

* Tim is tied for the lowest count in the group, with 1.
* Tim lives with Brad and they have hot, steamy anal love regularly.
* Tim owns the most hats in the group... probably.