aliases:
- Unnamed Portal Type5subroutine_hello


- Appearances
- First seen in IL4 in Portal RTX
- "right key" side - Map available on the tf server during kulcs
- Before Phase 3, the server would always start on this map before going to 2fort.
- Runs locally after partial activation of Sourcebox
- After Tadzy killed the cone, Anomidae found his way to this map with the "Sourcebox" program running on his PC. When he went through the door, he was seemingly able to execute the server configs locally on his machine.
- First seen in IL4 in Portal RTX
- Physical layout
- Floor texture is
tilefloor001bthe same as int_menu - Large checkboard square with a Doorway on a hill. Players face the right-key side.
- Has invalid entities
info_player_counterterrorist,info_player_allies,info_player_axis,info_player_start. (TF2 only usesinfo_player_teamspawn) - Large trigger executes
subroutinewhen players load in player.mdlprop by doorway- Key named
kjeglvaekyusitting on the right-key side ("outside")
-
- Doorway with black light and
sprites/640hud2.vmtsprite above it - Box with key that executes
invokeonce key is inserted. - Text
KEY ACCEPTED, PLEASE CONTINUEis primed to be activated by server config.
- Floor texture is
- Behavior
- During wrong_turn
- Crossing the Doorway renders the scene as a Mechanics/Source Canvas
- TF2 server
- Local w/ unactivated Sourcebox
- Running locally 1:04:00
- 1:04:00 `connection established to sublayer
- 1:05:46 Physically inserting the key activates Sourcebox`
- During wrong_turn
- Sides
- Key box is on the right, creating two sides: right-key (in front) and left-key (behind)
- Unnamed Portal Type5: right-key
- Kulcs Ouija: right-key
- Xemu: left-key
Ask code: "KJEGLV(AE)(GEN)" (discovered using the overlays in the recovered Eida Machinima videos.
Left-key side
Left-key side, "inside"
Right-key side, "outside"
wrong_turn
Irregular but closest to a Type 4
Generated map contains Mazes
On crossing the threshold, converts to a Mechanics/Source Canvas and renders the checkerboard.
After rendering, Ordinance is hosted in administrative mode.
In IL4Vod, we see the network usage is maxed out during this
Portal type 4 synchronized with Red Room pawn, now walking on subroutine_hello.
Building cubemaps turns RTX into a render
- later revealed in ILF to connect to Ordinance, when then renders a bitmap
Source Sample Tool visible in cubemaps

Figure in the checkboard void visible after


Red Room
Appearances
In Portal and Portal RTX After Umbrella Man "breaks" the portal installation in the Portal Event




Can this be int_menu?
- For
- int_menu is a server hosted by portal and connects the runtimes, but isn't actually physically in the Source Void. This is why Demo Void expeditions are required to explore.
- The red room pawn is able to jump off the map and land in another map because it was in the source void. int_menu as a map has an edge that can be jumped off, but this crashes the game (so presumably the connected clients aren't voidside yet)
- Both connected to Portal RTX's modified state
- Against
- int_menu doesn't have the red light
- int_menu has backbuffer smear, Red Room does not
- int_menu seems to have a slightly different checkerboard texture
- Portal RTX starting in Red Room is mechanically different from starting as a white screen and hosting the int_menu map
- Map name appears to be
communicatein IL4 https://youtu.be/P4bja_5JkM0?si=NEzQJMXrIfxMYIB7&t=1920
Appearance
Red illuminated checkerboard circle.
Behavior
- In Portal and Portal RTX
- During red room state, Portal opens directly to red room with node graph out of date, then crashes. Portal RTX does not crash.
- No local map file available in Portal RTX.
- Can't open the console, can't noclip, etc.
- Passive behavior
- Hosts a server that puts source games in a Mechanics/semi-connected state.
- IL4Vod 13:25
- This appears to be a proxy server of some sort: latency is double-digits, not the 0 localhost games have
- While in this state games claim to be in
map: communicate, https://youtu.be/P4bja_5JkM0?si=NEzQJMXrIfxMYIB7&t=1920
- Once connected allows access to demos, but these demos are not saved
- Generated demos have Anomi's name instead of saved names
- Hosts a server that puts source games in a Mechanics/semi-connected state.
With Whiteroom
Server behavior changes several demos prior to Whiteroom:

server_cvar 'sv_cheats' changed to 1
: Connecting to socket.fsky.org:27015...
: Connection successful!
: WARNING: No serial key detected! please enter a valid sourceBox serial key!
: authenticating key...
: connected to sourceBox
: Launching NULL
Red room pawn moves back as whiteroom starts. When whiteroom begins to move, red pawn moves back into spotlight and demo ends.
With Ellisfloor
Pawn moves backward prior to INTERLOPE command, then falls off and into another map, either subroutine_hello or Bedrock.

With wrong_turn
(Note: this takes place on a different map, but with the same pawn)
Synchronizes with the portal type 4 demo and appears to be Kulcs Ouija > subroutine_hello?


coneconeconecone
coneconeconecone_v1

A maze with the same layout as mazemazemazemaze, but a different spawn point. The walls and floor are transparent, and there is a water texture beneath the floor. The original spawn point now contains a giant cone. The cone is named "cge7-193", shooting it shows it taking damage and upon death it screams.
In Hammer, the cone has multiple sounds, named "they_programmed_me_to_die", which is the zombie scream, "myvoice", which is canals/windchime5.wav, and "hurts", which is warningbell1.
When debating on sparing or killing the cone, the server changed to "pleasekill".bsp which wasn't on the server at the time.
Contains what seems to be the "intelligence" of Entities/CGE7-193. Upon killing the cone, the server shut down for an extended period, and Anomidae's Xemu HL2 was "unlocked".
Discovered by completing mazemazemazemaze.
coneconeconecone_v2

The same as coneconeconecone, but there is no cone and the spawnpoint is where the cone used to be. There is now a trigger and a torus on the side of the map for "cone.cfg".
Anomidae's TF2 was on this map and his screen is completely blank. This map led Anomidae to subroutine_hello.
After Tadzy killed the cone, the server shut down and changed to this map.
ask
ask_v1

A map with a Ouija board. It contains the standard Roman alphabet, along with some Japanese characters. Each character has a unique texture beneath it. A trigger surrounds the map that when crossed tries to make the player say "goodnight" in chat, however it doesn't work due to the player not being the one running the server.
The letters of the Ouija board are breakable. If the correct codes are entered, breaking the door will lead to a unique map (all currently known maps are shown on this page). Incorrect codes will lead to noaccess_v1.
N/A
The board includes the English alphabet (A-Z), the characters Ø, Æ, Å, N̄, an underline and 源 ("source"). Each character has a different graffiti texture from Half-Life 2 underneath. During this stage players on the server can attempt to input a phrase by breaking the characters on the ground, meaning each character can only be used once per phrase. Breaking a character attempts to make the player say the letter in chat, though this only works locally, with Ø being OS, Æ being AE, Å being AO, N̄ being EN, the underline being SPAVE and 源 being GEN. Breaking the door "enters" the phrase, and attempts to make the player say the word BREAK. Breaking more than 8 characters causes the map to reset.
ask_v2

Similar to ask, but now includes a trigger_hurt box called "dill". A new door is also included, which executes "answer2.cfg". Server motd changed from "GO INTO DOOR GAME" to "PLAYER TO DOOR AND KILL GAME"
New door is direct access to quiz; all future ask iterations include the dill box.
Replaced the original ask after the dill incident.
ask_v3

New iteration of ask, now with 3 doors. The new door has a brick texture and 65,000 health; breaking it takes you to mazemazemazemaze.
Adds a portal to mazemazemazemaze.
New iteration of ask after going to subroutine_hello.
Sourcebox
Extended footage seen in SourceboxVod
- Discovery
- Found in the FTP Server as
models/tools/sb/.exe
- Found in the FTP Server as
- Provenance
- Activation
- Opening Sourcebox shows Anomidae as present in the TF2. Inputs to sourcebox move an anomi player in coneconeconecone.
- After walking the scout through the new torus portal in the invisible maze, Anomi is sent to Kulcs Ouija > subroutine_hello
- Sourcebox running in black screen "auth mode" allows server config to run for Anomi, allowing him to run subroutine_hello in HL2VR and use the Key
- Physically moving the Key activates Sourcebox ( ILE )
- Window title becomessourcebox [REGISTERED]
- Passive effects
- Allows Ordinance connections which unlocks the ordinance maps
- Allows Kulcs Ouija server configuration files to run locally (and in other games)
- Causes void anomalies (metal barrel noises) in running source games
- Since Sourcebox, white cubes spawn in all source games

- Interface
- Cursor
- Cube
- When clicked, turns blue and activates an "active state" where it's blue and rotates
- No visible effect within sourcebox
- Spawns a second White Cube in running source games
- Sphere
- Cone
- Activates the Tracker, Source Void locator
- Tracking something called "interlope" inside the void
- Shows #coordinates in decimal
- Interloper teleports around

- Other functions
- Has an aimbot labeled "PICKER", showing "PICKER ON" text on screen
- Locks onto cubes and players and things
- Mechanics/Cube Capture
- Pull
- When the interloper command is run to generate a demo, it switches to the "PULL" state. ILF 43:30
- Pull seems to last slightly longer than demo playback.
- Portal trap incident
- After a long pull a White Cube comes into view and Drownings the tracked dme
- The large cube in sourcebox is revealed to be a clickable UI element, but it blinks red with no effect or spin several times. (Maybe this is a hover effect?)
- Eventually the cube activates, filling the entire screen with the blue "active" sourcebox color
Highlighted in ILE as the prize of Kulcs Ouija
Cut message VALIDATORS HAVE NOT BEEN VERIFIED. PLEASE
Shows very large XYZ coordinates in decimal notation. #coordinates
METAL_REG loops through a series of states
A red CONE blinks pointing to the focal point
View tracks a point through coordinate space. Point occasionally "lags".
Occasionally the text "PULL" appears. METAL_REG continues cycling, but music and movement pause during "pull"
At the end of the video a cube with a Gizmo collides with the focused point, causing a Drowning. The cube intersects with a blue volume.
Interesting moments:
- 58:08, cursor visible
Present in the void are:
- Orange and red coordinate lines
- Large blue volumes
- Gizmos



#TODO plot points
Causes metal barrel noises in the void in source games in ILF
#todo important: https://www.youtube.com/watch?v=sVnbeVAqheM
"all contextual evidence implies that sourceBox is the ontological source of the Interloper mystery"
kulcs

kulcs is a duplicate of d1_trainstation_02 from Half-Life 2, but with strange shadows, entities, and brush entities.
The shadows of map brush entities formed the phrase "cge7-193", which was the name of the DMNPC from "cstrike.dem", and is also the name of a TF2 server (of which the rest of these maps are from). from cstrike
Server was found by Yarkane on SteamServerBrowser, Taco (cthulhutacos) was the first one to join the server.
Generated by Half-Life 2 Xbox VRAD in INTERLOPER C: The Sky Crash Incident while crossing the Cone Chomsky Doorway at Bedrock.
Doorway itself seemed to cause the VRAD.
Shadows are visible when standing at locations marked by Traffic CONEs, named OBJ1.
Umbrella Man
Depicted as Shadow Men in Interloper 1 thumbnail


Called "interlopers" by anomi (IL3)
Behavior:
- Appearances
- Attacks the Portal character model with Model Mutilation in SKYCRASH
- cstrike: Spawns mid-demo, drags POV out of map area after POV fires on UM.
- spookycoast: Six UM watch as POV is drowned by a non-UM Shadow Men
- Portal Event: Captures the DM Editor POV, breaking portal and portal RTX and forcing it into the Red Room state.
- UM was able to spawn in and move around even after Anomi was fully disconnected, so UM is not a live network agent. Closer to an autonomous thing that can be on a computer, and possibly move through source games? (Eida)
- Model
- Behavior
- Appears with a unique wind chime jingle. Float as if noclipping, similar to DM Editors
- Dragging POVs out of map
- misty (Type 5 demo POV)
- cstrike (Type 5 demo POV)
- spookycoast (Type 5 demo POV)
- Model Mutilation
- Don't spawn hint nodes
- Patterns
- Seem to operate in groups
- Two UM in cstrike, one hidden
- Multiple in spookycoast
- One spawns in with a chime in Portal Event, but one (possibly another, possibly the same one) is visible hiding in a window before that
- Seem to operate in groups
- Chime may represent spawning (cstrike) or attention/activation (spookycoast)
- Windchime is called "myvoice" by the CONE in Kulcs Ouija > coneconeconecone_v1
#theory Umbrella men don't kill cones, they relocate them (as see in [[ILF#Final Transmission)
Model file is weird
thank you sarahbirbwrangler
Olive/"SERVICE" connection
INTERLOPE command
- Typical usage:
get s.interlope.pull:27015- Faulty "INTERLOPE" command is required
- Message replies
- getting socket for s.interlope.pull...
- extracting data from terminal
- submitting envelope
- received
- request from archive submitted
- Reference to The Repo/INTERLOPE archive
- message from server administrator : CONGRATULATIONS AND WELCOME PLEASE ENTER WITH CAUTION YOU ARE NOT WELCOME HERE
- GET command creates a
data.demdemo file (additional demos increment)- Demos sometime save custom maps as
data.bsp
- Demos sometime save custom maps as
- Demo plays immediately
- Worked briefly during IL1, then stopped working at 6 AM. Commands exit with no response.
- Eida's removed commands (removed 2012?)
get s.interlope.pull:27016connect s.interlope.pop:27015send test.dmeMechanics/DME- Could be the mechanism used to generate demos on specific (custom) maps
- Tuesday Manifest
- New commands logged in SFM sessions
com_pull_requesthook s.interlope.pull:27016is noted as aback door
- New commands logged in SFM sessions
] INTERLOPE
Unknown Command: INTERLOPE
] get s.interlope.pull:27015
This isn't valve ConCommand syntax, instead seems reminiscent of property access.
#theory s.interlope.pull represents a hierarchy of objects: s (sourcebox?) > interlope (The Interloper?) > pull (pull function called with a port argument)
Anomi knows what concommands look like and chose this to communicate something specific
In ILD Anomi speculates that it may have been affected/broken by the HL2 20th anniversary update, but this seems to have been a red herring.
We know demos must be recordings because we've had repeats
Skyghost
-
Entity in the "presenter" model
-
Captured in the projectskybox runtime during IL8, hides it but tracks Anomi
- #theory potentially
ent_dmnpc_anomi4e_UNREGISTEREDfrom gravelgrave
-
IL9: starts dormant, gets activated with sound
-
ILA: Starts floating around
-
Interloper A Behavior
- "Comes from the same server as the demo files"
- Starts in "map float" mode 00:41
- Hovering and pointing
- Occasionally plays a sound or spawns a model
- Active effects (activity while active)
- Passive effects (activity while dormant)
- Teleports to a location, then plays three different sounds (Three-sound code)
- "slinks" in a contorted ragdoll ball
- Goes back to t-posing

- Cubemap exams
- Building cubemaps while skyghost is slinking renders video to SFM
- The missing-asset fortress demo rendered the original fortress animation
-
Probably not an Umbrella Man, since there's a fear reaction to the windchime
-
May have learned about Umbrella Men from "watching the demos"
-
Skyghost has many properties unique to umbrella men and not processed by dmnpcs
- Able to teleport
- Able to spawn props (like higuy)
-
How is skyghost related to the interloper command?
- Determines when demos can be generated
- Can't be The Interloper because they're separate in ILF
#todo verify While anomi is flashnuking skyghost, she plays the same SFX inputs that anomi also uses to go into the castle map, meaning she knows about his past
2fort
2fort_v1

The default map for the TF2 server. The same as normal 2Fort, except the door in RED sewers is breakable.
The breakable door in RED sewers leads to a map switch trigger, which led to ask_v1.
Discovered at the same time as the TF2 server.
2fort_v2

A modified version of 2fort with no skybox. There's a logic_timer that executes dill.cfg every 6 seconds, making it hard to join. After this map appeared, saying certain swears in chat would kick you.
Unknown.
Went here after the subroutine_hello map changed.
Xemu
#todo need to figure out #portaltrap
Xemu can't run portal.
INTERLOPE command may work in HL2X according to the forum thread. How?
#159 Unknown User
but how is that possible if this works on hl2x?
#160 <s.t>Jman Expert
wait this works on hl2x????? since when
In SKYCRASH XEMU is called out as running with the software renderer (not directx)
Alpha State

- Appearances
- After passing through the Doorway created by Skyghost and Cone Chomsky in SKYCRASH, resuming the HL2X game leads here
- Appearance
- There is a Key pointing up and rotating.
- Anomi: "I'm assuming that's referring to the serial Key"
- There is a fixed Gizmo. The POV is facing west (negative x), towards the doorway
- A player.mdl is standing in the doorway
- At some time between ILD and Kulcs this figure stopped being visible

- The Sourcebox theme plays
- This is the "left-key" side of subroutine_hello
- There is a Key pointing up and rotating.
- Behavior
- Movement is impossible
- The game is lagging.
- Despite running HL2X, the player is a scout
- (the default player in SFM)
- Shooting the gun
Beta State

- Appearances
- Triggered by kulcs reaching Kulcs Ouija > subroutine_hello, after briefly locking up
- Appearance
- Still on the left-key side, still facing west
- Key no longer rotates, now points towards Doorway
- Fog turns black, focus is now on the lighting from the door
- Interesting parallel here with Characters/Christmastown Admin's appearance effecting fog
- Behavior
- New figure, less lag
- The key needs to be inserted into the box, but there's no mechanic for that in TF2
Gamma
On completing coneconecone, HL2 reaches gamma state
- Other figure enters Doorway
- Periodic beeps and red flashes, ending in a blinding white flash triggering Overhead view
- Text shows "welcome back, Sourcebox 3.2.1999 loaded"
- Text in overhead shows jjordan1963's credentials for the FTP Server


Reconnect Screen
With Sourcebox running, unplugging the controller leans the camera in and spawns a White Cube used for Cube Capture







