promises_

places // facility notes, floor by floor

Locations

Four worlds are named in the story and one building does most of the work. Here is what we could pin down.

S-23 Sierpinski

Line drawing of a Sierpiński triangle, the fractal the facility is named after

An AEON facility on Leng, named — like the fractal — after the Sierpiński triangle. In-game it descends in numbered levels, and the numbers tell you what the Nation thought each floor was for:

LevelDesignation
B1Reeducation
B2Worker Accommodations
B3New Medical Ward
B4Old Medical Ward
B5Service Level
B6Staff Accommodations
B7Protektor Accommodations
B8Controller Accommodations

Two things are worth noticing on the way down. The medical wards are duplicated — a new one and an old one — and the last two floors are given to the Protektor and to whoever “controls” them. The facility is laid out like an organisational chart, and Elster walks it from the bottom of the chart to the top.

Penrose-512

An AEON scouting ship, and the place where the game starts and ends. Penrose is an allusion to Roger Penrose; 512 is a self number in base twelve and a very ordinary disk sector size, which is the kind of joke this game likes. The mission runs in phases, and the third one is the one that matters: at 3000 cycles — roughly 2,827 Vinetan days, about 7.74 years — decay of ship, Replika and Gestalt is expected. This is where the original Elster on Penrose-512 died.

You visit at least three versions of the interior: the intro, the one in the memory sequence, and the one at the end.

Rotfront

A moon orbiting the fourth planet of the system, and the location of the game's final chapter. Ariane, Isa and Erika all spent their teenage years here. Two places in particular:

Ariane's bedroom is here, and so is the safe with the three padlocks — see the endings page for what is inside.

Leng

The frozen planet the Penrose crashes on, and the planet Ariane was born on. The crash site gives you the first gate, and the gate gives you a hole in the ground, and the hole is not a hole. Everything below happens because Elster goes down it.

Nowhere, and Eternity

Below the mines there is an area the documents do not name, referred to in the walkthrough as Nowhere. Past it lies Eternity — a red field under a red sky, several gates, and a great many Elsters who did not make it. It is the point where the game stops pretending to be a building.

Elsewhere, by name